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authorraysan5 <[email protected]>2017-01-05 19:33:05 +0100
committerraysan5 <[email protected]>2017-01-05 19:33:05 +0100
commit658c2806690ace34a0dae6b6ed12d0ea52d2d6e4 (patch)
treee726d130c81f429e70d1c36b91aef5454658efb9 /src/raymath.h
parent0369bb4c8cfe8988634a09d56c307b73be281452 (diff)
downloadraylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz
raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip
Lattest PR review
Function names, code formatting...
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h25
1 files changed, 13 insertions, 12 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 5871e350..c073b72d 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -130,7 +130,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve
RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
-RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycentric coords for p in triangle abc
+RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
//------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix
@@ -383,26 +383,27 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
return result;
}
-// Compute barycentric coordinates (u, v, w) for
-// point p with respect to triangle (a, b, c)
-// Assumes P is on the plane of the triangle
-RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
+// NOTE: Assumes P is on the plane of the triangle
+RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
-
//Vector v0 = b - a, v1 = c - a, v2 = p - a;
- Vector3 v0 = VectorSubtract( b, a );
- Vector3 v1 = VectorSubtract( c, a );
- Vector3 v2 = VectorSubtract( p, a );
+
+ Vector3 v0 = VectorSubtract(b, a);
+ Vector3 v1 = VectorSubtract(c, a);
+ Vector3 v2 = VectorSubtract(p, a);
float d00 = VectorDotProduct(v0, v0);
float d01 = VectorDotProduct(v0, v1);
float d11 = VectorDotProduct(v1, v1);
float d20 = VectorDotProduct(v2, v0);
float d21 = VectorDotProduct(v2, v1);
- float denom = d00 * d11 - d01 * d01;
+
+ float denom = d00*d11 - d01*d01;
Vector3 result;
- result.y = (d11 * d20 - d01 * d21) / denom;
- result.z = (d00 * d21 - d01 * d20) / denom;
+
+ result.y = (d11*d20 - d01*d21)/denom;
+ result.z = (d00*d21 - d01*d20)/denom;
result.x = 1.0f - (result.z + result.y);
return result;