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| author | Ray <[email protected]> | 2018-03-16 13:47:01 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-03-16 13:47:01 +0100 |
| commit | 61e0e4b4f37cc66135445bc87af7c92399fa69ee (patch) | |
| tree | 73d5b551497d345a5f2696aa33a21a7ed25c583a /src/models.c | |
| parent | 9318dc98ce647acd9a718243555996618e95b959 (diff) | |
| download | raylib-61e0e4b4f37cc66135445bc87af7c92399fa69ee.tar.gz raylib-61e0e4b4f37cc66135445bc87af7c92399fa69ee.zip | |
Complete review of raymath for API consistency
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/models.c b/src/models.c index 47302a1d..b4f02d1b 100644 --- a/src/models.c +++ b/src/models.c @@ -1759,8 +1759,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec | | d-------c */ - Vector3Scale(&right, sizeRatio.x/2); - Vector3Scale(&up, sizeRatio.y/2); + right = Vector3Scale(right, sizeRatio.x/2); + up = Vector3Scale(up, sizeRatio.y/2); Vector3 p1 = Vector3Add(right, up); Vector3 p2 = Vector3Subtract(right, up); @@ -1897,7 +1897,7 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi if (distance < sphereRadius) collisionDistance = vector + sqrtf(d); else collisionDistance = vector - sqrtf(d); - Vector3Scale(&offset, collisionDistance); + offset = Vector3Scale(offset, collisionDistance); Vector3 cPoint = Vector3Add(ray.position, offset); collisionPoint->x = cPoint.x; @@ -2022,9 +2022,9 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) result.distance = t; result.hit = true; result.normal = Vector3CrossProduct(edge1, edge2); - Vector3Normalize(&result.normal); + result.normal = Vector3Normalize(result.normal); Vector3 rayDir = ray.direction; - Vector3Scale(&rayDir, t); + rayDir = Vector3Scale(rayDir, t); result.position = Vector3Add(ray.position, rayDir); } @@ -2045,7 +2045,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight) if (t >= 0.0) { Vector3 rayDir = ray.direction; - Vector3Scale(&rayDir, t); + rayDir = Vector3Scale(rayDir, t); result.hit = true; result.distance = t; result.normal = (Vector3){ 0.0, 1.0, 0.0 }; @@ -2300,7 +2300,7 @@ static Mesh LoadOBJ(const char *fileName) { // If normals not defined, they are calculated from the 3 vertices [N = (V2 - V1) x (V3 - V1)] Vector3 norm = Vector3CrossProduct(Vector3Subtract(midVertices[vCount[1]-1], midVertices[vCount[0]-1]), Vector3Subtract(midVertices[vCount[2]-1], midVertices[vCount[0]-1])); - Vector3Normalize(&norm); + norm = Vector3Normalize(norm); mesh.normals[nCounter] = norm.x; mesh.normals[nCounter + 1] = norm.y; |
