Review math usage to reduce temp variables

This commit is contained in:
raysan5 2018-04-02 15:16:45 +02:00
parent 6985953e3d
commit 375adf86a6
3 changed files with 13 additions and 22 deletions

View file

@ -1889,16 +1889,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
if (d >= 0.0f) collision = true;
// Calculate collision point
Vector3 offset = ray.direction;
// Check if ray origin is inside the sphere to calculate the correct collision point
float collisionDistance = 0;
// Check if ray origin is inside the sphere to calculate the correct collision point
if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
else collisionDistance = vector - sqrtf(d);
offset = Vector3Scale(offset, collisionDistance);
Vector3 cPoint = Vector3Add(ray.position, offset);
// Calculate collision point
Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
collisionPoint->x = cPoint.x;
collisionPoint->y = cPoint.y;
@ -2021,11 +2019,8 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
result.hit = true;
result.distance = t;
result.hit = true;
result.normal = Vector3CrossProduct(edge1, edge2);
result.normal = Vector3Normalize(result.normal);
Vector3 rayDir = ray.direction;
rayDir = Vector3Scale(rayDir, t);
result.position = Vector3Add(ray.position, rayDir);
result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
}
return result;
@ -2040,16 +2035,14 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
if (fabsf(ray.direction.y) > EPSILON)
{
float t = (ray.position.y - groundHeight)/-ray.direction.y;
float distance = (ray.position.y - groundHeight)/-ray.direction.y;
if (t >= 0.0)
if (distance >= 0.0)
{
Vector3 rayDir = ray.direction;
rayDir = Vector3Scale(rayDir, t);
result.hit = true;
result.distance = t;
result.distance = distance;
result.normal = (Vector3){ 0.0, 1.0, 0.0 };
result.position = Vector3Add(ray.position, rayDir);
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
}
}