Review math usage to reduce temp variables
This commit is contained in:
parent
6985953e3d
commit
375adf86a6
3 changed files with 13 additions and 22 deletions
27
src/models.c
27
src/models.c
|
@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue