Complete review of raymath for API consistency

This commit is contained in:
Ray 2018-03-16 13:47:01 +01:00
parent 9318dc98ce
commit 61e0e4b4f3
7 changed files with 310 additions and 280 deletions

View file

@ -432,7 +432,7 @@ static void *GamepadThread(void *arg); // Mouse reading thread
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, void *data)
{
TraceLog(LOG_INFO, "Initializing raylib (v1.9.5-dev)");
TraceLog(LOG_INFO, "Initializing raylib (v1.9.6-dev)");
#if defined(PLATFORM_DESKTOP)
windowTitle = (char *)data;
@ -503,7 +503,7 @@ void InitWindow(int width, int height, void *data)
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, void *data)
{
TraceLog(LOG_INFO, "Initializing raylib (v1.9.5-dev)");
TraceLog(LOG_INFO, "Initializing raylib (v1.9.6-dev)");
screenWidth = width;
screenHeight = height;
@ -1025,7 +1025,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
// Calculate normalized direction vector
Vector3 direction = Vector3Subtract(farPoint, nearPoint);
Vector3Normalize(&direction);
direction = Vector3Normalize(direction);
// Apply calculated vectors to ray
ray.position = camera.position;
@ -1047,10 +1047,10 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
// Transform world position to view
QuaternionTransform(&worldPos, matView);
worldPos = QuaternionTransform(worldPos, matView);
// Transform result to projection (clip space position)
QuaternionTransform(&worldPos, matProj);
worldPos = QuaternionTransform(worldPos, matProj);
// Calculate normalized device coordinates (inverted y)
Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };