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authorRay <[email protected]>2020-01-23 21:10:12 +0100
committerRay <[email protected]>2020-01-23 21:10:12 +0100
commitd10ff78822f8a726c6c8e45f43bfd90a9d1cd8bf (patch)
tree2ae46f365e32c9799b612b6ca06016178fe09b81 /src
parente932d23cf4895c396e0cbfb720aebf123f4a91e3 (diff)
downloadraylib-d10ff78822f8a726c6c8e45f43bfd90a9d1cd8bf.tar.gz
raylib-d10ff78822f8a726c6c8e45f43bfd90a9d1cd8bf.zip
WARNING: Renamed Vector3Multiply() to Vector3Scale()
Renamed for consistency with Vecto2Scale() Also renamed Vector3MultiplyV() to Vector3Multiply()
Diffstat (limited to 'src')
-rw-r--r--src/models.c10
-rw-r--r--src/raymath.h4
2 files changed, 7 insertions, 7 deletions
diff --git a/src/models.c b/src/models.c
index ba913e05..d86a0d8f 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1092,7 +1092,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
- animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
+ animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
}
}
}
@@ -1145,7 +1145,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Vertices processing
// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
- animVertex = Vector3MultiplyV(animVertex, outScale);
+ animVertex = Vector3Multiply(animVertex, outScale);
animVertex = Vector3Subtract(animVertex, inTranslation);
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
animVertex = Vector3Add(animVertex, outTranslation);
@@ -2344,7 +2344,7 @@ void MeshTangents(Mesh *mesh)
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
#if defined(COMPUTE_TANGENTS_METHOD_01)
- Vector3 tmp = Vector3Subtract(tangent, Vector3Multiply(normal, Vector3DotProduct(normal, tangent)));
+ Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
tmp = Vector3Normalize(tmp);
mesh->tangents[i*4 + 0] = tmp.x;
mesh->tangents[i*4 + 1] = tmp.y;
@@ -2375,7 +2375,7 @@ void MeshBinormals(Mesh *mesh)
{
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
- Vector3 binormal = Vector3Multiply(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]);
+ Vector3 binormal = Vector3Scale(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]);
// TODO: Register computed binormal in mesh->binormal?
}
@@ -3285,7 +3285,7 @@ static Model LoadIQM(const char *fileName)
model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
- model.bindPose[i].scale = Vector3MultiplyV(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
+ model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
}
}
diff --git a/src/raymath.h b/src/raymath.h
index 18b154c2..c13ef234 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -301,14 +301,14 @@ RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
}
// Multiply vector by scalar
-RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar)
+RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
{
Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
return result;
}
// Multiply vector by vector
-RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2)
+RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
return result;