Corrected some float values

This commit is contained in:
raysan5 2016-01-13 19:30:35 +01:00
parent 4f0165f32d
commit 3b4d8442e0
3 changed files with 57 additions and 57 deletions

View file

@ -741,8 +741,8 @@ Model LoadCubicmap(Image cubicmap)
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
int mapWidth = cubicmap.width * (int)mapCubeSide;
int mapHeight = cubicmap.height * (int)mapCubeSide;
int mapWidth = cubicmap.width*(int)mapCubeSide;
int mapHeight = cubicmap.height*(int)mapCubeSide;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@ -753,11 +753,11 @@ Model LoadCubicmap(Image cubicmap)
float w = mapCubeSide;
float h = mapCubeSide;
float h2 = mapCubeSide * 1.5; // TODO: Review walls height...
float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles * 3 * sizeof(Vector2));
Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
// Define the 6 normals of the cube, we will combine them accordingly later...
Vector3 n1 = { 1.0f, 0.0f, 0.0f };
@ -775,12 +775,12 @@ Model LoadCubicmap(Image cubicmap)
float height;
} RectangleF;
RectangleF rightTexUV = { 0, 0, 0.5, 0.5 };
RectangleF leftTexUV = { 0.5, 0, 0.5, 0.5 };
RectangleF frontTexUV = { 0, 0, 0.5, 0.5 };
RectangleF backTexUV = { 0.5, 0, 0.5, 0.5 };
RectangleF topTexUV = { 0, 0.5, 0.5, 0.5 };
RectangleF bottomTexUV = { 0.5, 0.5, 0.5, 0.5 };
RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
for (int z = 0; z < mapHeight; z += mapCubeSide)
{
@ -1147,7 +1147,7 @@ void SetModelTexture(Model *model, Texture2D texture)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0, 0, 0 };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
DrawModelEx(model, position, 0.0f, rotationAxis, vScale, tint);
}
@ -1163,7 +1163,7 @@ void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rot
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0, 0, 0 };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
}
@ -1188,7 +1188,7 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
// NOTE: Billboard locked to axis-Y
Vector3 up = { 0, 1, 0 };
Vector3 up = { 0.0f, 1.0f, 0.0f };
/*
a-------b
| |
@ -1366,7 +1366,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
Color *cubicmapPixels = GetImageData(cubicmap);
// Detect the cell where the player is located
Vector3 impactDirection = { 0, 0, 0 };
Vector3 impactDirection = { 0.0f, 0.0f, 0.0f };
int locationCellX = 0;
int locationCellY = 0;
@ -1389,7 +1389,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1405,7 +1405,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1421,7 +1421,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1437,7 +1437,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1452,7 +1452,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f };
}
}
}
@ -1464,7 +1464,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f };
}
}
}
@ -1476,7 +1476,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f };
}
}
}
@ -1488,7 +1488,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f };
}
}
}
@ -1512,7 +1512,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1535,7 +1535,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1558,7 +1558,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1581,7 +1581,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@ -1591,13 +1591,13 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Floor collision
if (playerPosition->y <= radius)
{
playerPosition->y = radius + 0.01;
playerPosition->y = radius + 0.01f;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
// Roof collision
else if (playerPosition->y >= 1.5 - radius)
else if (playerPosition->y >= (1.5f - radius))
{
playerPosition->y = (1.5 - radius) - 0.01;
playerPosition->y = (1.5f - radius) - 0.01f;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}