Complete review of raymath for API consistency
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9318dc98ce
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7 changed files with 310 additions and 280 deletions
14
src/models.c
14
src/models.c
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@ -1759,8 +1759,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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d-------c
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*/
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Vector3Scale(&right, sizeRatio.x/2);
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Vector3Scale(&up, sizeRatio.y/2);
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right = Vector3Scale(right, sizeRatio.x/2);
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up = Vector3Scale(up, sizeRatio.y/2);
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Vector3 p1 = Vector3Add(right, up);
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Vector3 p2 = Vector3Subtract(right, up);
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@ -1897,7 +1897,7 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
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if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
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else collisionDistance = vector - sqrtf(d);
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Vector3Scale(&offset, collisionDistance);
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offset = Vector3Scale(offset, collisionDistance);
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Vector3 cPoint = Vector3Add(ray.position, offset);
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collisionPoint->x = cPoint.x;
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@ -2022,9 +2022,9 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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result.distance = t;
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result.hit = true;
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result.normal = Vector3CrossProduct(edge1, edge2);
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Vector3Normalize(&result.normal);
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result.normal = Vector3Normalize(result.normal);
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Vector3 rayDir = ray.direction;
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Vector3Scale(&rayDir, t);
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rayDir = Vector3Scale(rayDir, t);
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result.position = Vector3Add(ray.position, rayDir);
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}
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@ -2045,7 +2045,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
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if (t >= 0.0)
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{
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Vector3 rayDir = ray.direction;
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Vector3Scale(&rayDir, t);
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rayDir = Vector3Scale(rayDir, t);
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result.hit = true;
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result.distance = t;
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result.normal = (Vector3){ 0.0, 1.0, 0.0 };
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@ -2300,7 +2300,7 @@ static Mesh LoadOBJ(const char *fileName)
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{
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// If normals not defined, they are calculated from the 3 vertices [N = (V2 - V1) x (V3 - V1)]
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Vector3 norm = Vector3CrossProduct(Vector3Subtract(midVertices[vCount[1]-1], midVertices[vCount[0]-1]), Vector3Subtract(midVertices[vCount[2]-1], midVertices[vCount[0]-1]));
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Vector3Normalize(&norm);
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norm = Vector3Normalize(norm);
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mesh.normals[nCounter] = norm.x;
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mesh.normals[nCounter + 1] = norm.y;
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