Complete review of raymath

Now it should be coherent with OpenGL math standards
This commit is contained in:
raysan5 2017-07-21 17:19:28 +02:00
parent 9040526f17
commit e52032f646
5 changed files with 71 additions and 86 deletions

View file

@ -119,10 +119,10 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
// NOTE: Be careful! Function order matters (scale -> rotate -> translate)
rlScalef(1.0f, 3.0f, 1.0f);
rlRotatef(45, 0, 1, 0);
rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -199,8 +199,8 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -271,10 +271,10 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlEnableTexture(texture.id);
//rlPushMatrix();
// NOTE: Be careful! Function order matters (scale, translate, rotate)
// NOTE: Be careful! Function order matters (scale -> rotate -> translate)
//rlScalef(2.0f, 2.0f, 2.0f);
//rlTranslatef(2.0f, 0.0f, 0.0f);
//rlRotatef(45, 0, 1, 0);
//rlTranslatef(2.0f, 0.0f, 0.0f);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -330,8 +330,8 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -369,8 +369,8 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -496,8 +496,8 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(size.x, 1.0f, size.y);
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -567,9 +567,8 @@ void DrawGizmo(Vector3 position)
float length = 1.0f;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(rotation, 0, 1, 0);
rlScalef(length, length, length);
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
@ -1347,11 +1346,10 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
@ -1660,7 +1658,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
}
// Calculate mesh bounding box limits
// NOTE: minVertex and maxVertex should be transformed by model transform matrix (position, scale, rotate)
// NOTE: minVertex and maxVertex should be transformed by model transform matrix
BoundingBox CalculateBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)