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

@ -1759,8 +1759,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
| |
d-------c
*/
Vector3Scale(&right, sizeRatio.x/2);
Vector3Scale(&up, sizeRatio.y/2);
right = Vector3Scale(right, sizeRatio.x/2);
up = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(right, up);
Vector3 p2 = Vector3Subtract(right, up);
@ -1897,7 +1897,7 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
else collisionDistance = vector - sqrtf(d);
Vector3Scale(&offset, collisionDistance);
offset = Vector3Scale(offset, collisionDistance);
Vector3 cPoint = Vector3Add(ray.position, offset);
collisionPoint->x = cPoint.x;
@ -2022,9 +2022,9 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
result.distance = t;
result.hit = true;
result.normal = Vector3CrossProduct(edge1, edge2);
Vector3Normalize(&result.normal);
result.normal = Vector3Normalize(result.normal);
Vector3 rayDir = ray.direction;
Vector3Scale(&rayDir, t);
rayDir = Vector3Scale(rayDir, t);
result.position = Vector3Add(ray.position, rayDir);
}
@ -2045,7 +2045,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
if (t >= 0.0)
{
Vector3 rayDir = ray.direction;
Vector3Scale(&rayDir, t);
rayDir = Vector3Scale(rayDir, t);
result.hit = true;
result.distance = t;
result.normal = (Vector3){ 0.0, 1.0, 0.0 };
@ -2300,7 +2300,7 @@ static Mesh LoadOBJ(const char *fileName)
{
// If normals not defined, they are calculated from the 3 vertices [N = (V2 - V1) x (V3 - V1)]
Vector3 norm = Vector3CrossProduct(Vector3Subtract(midVertices[vCount[1]-1], midVertices[vCount[0]-1]), Vector3Subtract(midVertices[vCount[2]-1], midVertices[vCount[0]-1]));
Vector3Normalize(&norm);
norm = Vector3Normalize(norm);
mesh.normals[nCounter] = norm.x;
mesh.normals[nCounter + 1] = norm.y;