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| author | raysan5 <[email protected]> | 2016-09-12 19:36:41 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-09-12 19:36:41 +0200 |
| commit | 7f0880a73580c14312e18966d8aae568b7a3f7cb (patch) | |
| tree | bbf30cb5c10da9b0e847d5226e5d34a18a0e1bff /src/models.c | |
| parent | 173f1993132485ab8fe16b170ad7bf7e32f47ac7 (diff) | |
| download | raylib-7f0880a73580c14312e18966d8aae568b7a3f7cb.tar.gz raylib-7f0880a73580c14312e18966d8aae568b7a3f7cb.zip | |
Review spacing formatting
raylib uses spaces between '+' and '-' signs but not between '*' and '/'
signs, it's a chosen convention
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 144 |
1 files changed, 76 insertions, 68 deletions
diff --git a/src/models.c b/src/models.c index 25eb1fe0..8195c5f6 100644 --- a/src/models.c +++ b/src/models.c @@ -88,7 +88,7 @@ void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rot rlColor4ub(color.r, color.g, color.b, color.a); rlVertex3f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius, 0.0f); - rlVertex3f(sin(DEG2RAD*(i + 10)) * radius, cos(DEG2RAD*(i + 10)) * radius, 0.0f); + rlVertex3f(sin(DEG2RAD*(i + 10))*radius, cos(DEG2RAD*(i + 10))*radius, 0.0f); } rlEnd(); rlPopMatrix(); @@ -325,25 +325,25 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color { for (int j = 0; j < slices; j++) { - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i)))*cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); } } rlEnd(); @@ -364,26 +364,26 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col { for (int j = 0; j < slices; j++) { - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), + cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); + cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices))); } } rlEnd(); @@ -407,21 +407,21 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h // Draw Body ------------------------------------------------------------------------------------- for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); //Bottom Right + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); //Top Right - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); //Top Left + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); //Top Right } // Draw Cap -------------------------------------------------------------------------------------- for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); } } else @@ -430,8 +430,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); } } @@ -439,8 +439,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, 0, 0); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -460,17 +460,17 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); + rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -516,7 +516,7 @@ void DrawRay(Ray ray, Color color) // Draw a grid centered at (0, 0, 0) void DrawGrid(int slices, float spacing) { - int halfSlices = slices / 2; + int halfSlices = slices/2; rlBegin(RL_LINES); for (int i = -halfSlices; i <= halfSlices; i++) @@ -577,22 +577,30 @@ void DrawLight(Light light) { case LIGHT_POINT: { - DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK)); - DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : BLACK)); - DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : BLACK)); - DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : BLACK)); + DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); + + DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY)); } break; case LIGHT_DIRECTIONAL: { - DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : BLACK)); - DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK)); - DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK)); + DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY)); + + DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); + DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); } break; case LIGHT_SPOT: { - DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : BLACK)); - DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : BLACK)); - DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK)); + DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY)); + + Vector3 dir = VectorSubtract(light->target, light->position); + VectorNormalize(&dir); + + DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY)); + + //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY)); + DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); } break; default: break; } @@ -1361,19 +1369,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec rlColor4ub(tint.r, tint.g, tint.b, tint.a); // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height); rlVertex3f(a.x, a.y, a.z); // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex3f(d.x, d.y, d.z); // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex3f(c.x, c.y, c.z); // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height); rlVertex3f(b.x, b.y, b.z); rlEnd(); @@ -1693,8 +1701,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3)) + if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius/3) && + ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius/3)) { impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; } @@ -1716,8 +1724,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3)) + if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius/3) && + ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius/3)) { impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; } @@ -1739,8 +1747,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3)) + if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius/3) && + ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius/3)) { impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; } @@ -1762,8 +1770,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3)) + if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius/3) && + ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius/3)) { impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; } |
