diff --git a/src/raymath.h b/src/raymath.h index def8bfd42..1fab43aad 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -15,6 +15,7 @@ * - Functions use always a "result" variable for return * - Functions are always defined inline * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) +* - No compound literals used to make sure libray is compatible with C++ * * CONFIGURATION: * #define RAYMATH_IMPLEMENTATION @@ -716,12 +717,16 @@ RMAPI Vector3 Vector3Normalize(Vector3 v) //Calculate the projection of the vector v1 on to v2 RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) { + Vector3 result = { 0 }; + float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); float mag = v1dv2/v2dv2; - Vector3 result = { v2.x*mag , v2.y*mag, v2.z*mag }; + result.x = v2.x*mag; + result.y = v2.y*mag; + result.z = v2.z*mag; return result; } @@ -729,12 +734,16 @@ RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) //Calculate the rejection of the vector v1 on to v2 RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2) { + Vector3 result = { 0 }; + float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); float mag = v1dv2/v2dv2; - Vector3 result = { v1.x - (v2.x*mag) , v1.y - (v2.y*mag), v1.z - (v2.z*mag) }; + result.x = v1.x - (v2.x*mag); + result.y = v1.y - (v2.y*mag); + result.z = v1.z - (v2.z*mag); return result; } diff --git a/src/rtextures.c b/src/rtextures.c index f32a45d1e..b88aeb154 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -3284,19 +3284,13 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color) if (rec.width < 0) rec.width = 0; if (rec.height < 0) rec.height = 0; - // clamp the size the the image bounds - if (rec.x + rec.width >= dst->width) - rec.width = dst->width - rec.x; + // Clamp the size the the image bounds + if ((rec.x + rec.width) >= dst->width) rec.width = dst->width - rec.x; + if ((rec.y + rec.height) >= dst->height) rec.height = dst->height - rec.y; - if (rec.y + rec.height >= dst->height) - rec.height = dst->height - rec.y; - - // check if the rect is even inside the image - if (rec.x > dst->width || rec.y > dst->height) - return; - - if (rec.x + rec.width < 0 || rec.y + rec.height < 0) - return; + // Check if the rect is even inside the image + if ((rec.x > dst->width) || (rec.y > dst->height)) return; + if (((rec.x + rec.width) < 0) || (rec.y + rec.height < 0)) return; int sy = (int)rec.y; int sx = (int)rec.x;