Review some function names for consistency with raymath

This commit is contained in:
raysan5 2016-01-20 19:23:58 +01:00
parent c5663ca015
commit cf6c6fefd7
2 changed files with 17 additions and 13 deletions

View file

@ -55,8 +55,8 @@ static bool collisionChecker = false;
// Module specific Functions Declarations // Module specific Functions Declarations
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static float Vector2Length(Vector2 vector); static float Vector2Length(Vector2 vector);
static float Vector2LengthPoints(Vector2 a, Vector2 b); static float Vector2Distance(Vector2 a, Vector2 b);
static Vector2 Vector2Normalize(Vector2 vector); static void Vector2Normalize(Vector2 *vector);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definitions // Module Functions Definitions
@ -277,7 +277,7 @@ void AddForceAtPosition(Vector2 position, float intensity, float radius)
Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y}; Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
// Get distance between rigidbody position and target position // Get distance between rigidbody position and target position
float distance = Vector2LengthPoints(position, pos); float distance = Vector2Distance(position, pos);
if(distance <= radius) if(distance <= radius)
{ {
@ -285,7 +285,7 @@ void AddForceAtPosition(Vector2 position, float intensity, float radius)
Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y}; Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
// Normalize the direction vector // Normalize the direction vector
force = Vector2Normalize(force); Vector2Normalize(&force);
// Invert y value // Invert y value
force.y *= -1; force.y *= -1;
@ -323,20 +323,24 @@ static float Vector2Length(Vector2 vector)
return sqrt((vector.x * vector.x) + (vector.y * vector.y)); return sqrt((vector.x * vector.x) + (vector.y * vector.y));
} }
static float Vector2LengthPoints(Vector2 a, Vector2 b) static float Vector2Distance(Vector2 a, Vector2 b)
{ {
Vector2 vector = {b.x - a.x, b.y - a.y}; Vector2 vector = {b.x - a.x, b.y - a.y};
return sqrt((vector.x * vector.x) + (vector.y * vector.y)); return sqrt((vector.x * vector.x) + (vector.y * vector.y));
} }
static Vector2 Vector2Normalize(Vector2 vector) static void Vector2Normalize(Vector2 *vector)
{ {
float length = Vector2Length(vector); float length = Vector2Length(*vector);
if(length != 0) if (length != 0.0f)
{ {
return (Vector2){vector.x / length, vector.y / length}; vector->x /= length;
vector->y /= length;
}
else
{
vector->x = 0.0f;
vector->y = 0.0f;
} }
return (Vector2){0, 0};
} }

View file

@ -66,8 +66,8 @@ typedef struct Rigidbody {
typedef struct Collider { typedef struct Collider {
bool enabled; bool enabled;
ColliderType type; ColliderType type;
Rectangle bounds; // Just used for RectangleCollider type Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
int radius; // Just used for CircleCollider type int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
} Collider; } Collider;
#ifdef __cplusplus #ifdef __cplusplus