Use KiROUND for consistency

Ensure that it is clear we are rounding to nearest point
This commit is contained in:
Seth Hillbrand 2024-06-04 08:54:58 -07:00
parent 7679f40b2b
commit 08f181115b
1 changed files with 1 additions and 1 deletions

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@ -433,7 +433,7 @@ bool SHAPE_ARC::Collide( const VECTOR2I& aP, int aClearance, int* aActual,
double radius = ( center - m_start ).EuclideanNorm();
CIRCLE fullCircle( center, radius );
VECTOR2D nearestPt = fullCircle.NearestPoint( VECTOR2D( aP ) );
int dist = nearestPt.Distance( aP );
int dist = KiROUND( nearestPt.Distance( aP ) );
EDA_ANGLE angleToPt( aP - fullCircle.Center ); // Angle from center to the point
if( !dist )