Matrix variables renaming

This commit is contained in:
raysan5 2016-01-04 20:02:57 +01:00
parent 70d405b41b
commit 891c4a458a
2 changed files with 16 additions and 16 deletions

View file

@ -774,8 +774,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{ {
Ray ray; Ray ray;
Matrix proj = MatrixIdentity(); Matrix matProj = MatrixIdentity();
Matrix view = MatrixLookAt(camera.position, camera.target, camera.up); Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Calculate projection matrix for the camera // Calculate projection matrix for the camera
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight(); float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
@ -783,8 +783,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
double right = top*aspect; double right = top*aspect;
// NOTE: zNear and zFar values are important for depth // NOTE: zNear and zFar values are important for depth
proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
MatrixTranspose(&proj); MatrixTranspose(&matProj);
// NOTE: Our screen origin is top-left instead of bottom-left: transform required! // NOTE: Our screen origin is top-left instead of bottom-left: transform required!
float invertedMouseY = (float)GetScreenHeight() - mousePosition.y; float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
@ -797,8 +797,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f }; Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f }; Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
nearPoint = rlglUnproject(nearPoint, proj, view); nearPoint = rlglUnproject(nearPoint, matProj, matView);
farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work... farPoint = rlglUnproject(farPoint, matProj, matView); // TODO: it seems it doesn't work...
Vector3 direction = VectorSubtract(farPoint, nearPoint); Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction); VectorNormalize(&direction);

View file

@ -397,33 +397,33 @@ void rlLoadIdentity(void)
// Multiply the current matrix by a translation matrix // Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z) void rlTranslatef(float x, float y, float z)
{ {
Matrix mat = MatrixTranslate(x, y, z); Matrix matTranslation = MatrixTranslate(x, y, z);
MatrixTranspose(&mat); MatrixTranspose(&matTranslation);
*currentMatrix = MatrixMultiply(*currentMatrix, mat); *currentMatrix = MatrixMultiply(*currentMatrix, matTranslation);
} }
// Multiply the current matrix by a rotation matrix // Multiply the current matrix by a rotation matrix
void rlRotatef(float angleDeg, float x, float y, float z) void rlRotatef(float angleDeg, float x, float y, float z)
{ {
Matrix rotation = MatrixIdentity(); Matrix matRotation = MatrixIdentity();
Vector3 axis = (Vector3){ x, y, z }; Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis); VectorNormalize(&axis);
rotation = MatrixRotate(angleDeg*DEG2RAD, axis); matRotation = MatrixRotate(angleDeg*DEG2RAD, axis);
MatrixTranspose(&rotation); MatrixTranspose(&matRotation);
*currentMatrix = MatrixMultiply(*currentMatrix, rotation); *currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
} }
// Multiply the current matrix by a scaling matrix // Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z) void rlScalef(float x, float y, float z)
{ {
Matrix mat = MatrixScale(x, y, z); Matrix matScale = MatrixScale(x, y, z);
MatrixTranspose(&mat); MatrixTranspose(&matScale);
*currentMatrix = MatrixMultiply(*currentMatrix, mat); *currentMatrix = MatrixMultiply(*currentMatrix, matScale);
} }
// Multiply the current matrix by another matrix // Multiply the current matrix by another matrix