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authorraysan5 <raysan5@gmail.com>2018-04-02 15:16:45 +0200
committerraysan5 <raysan5@gmail.com>2018-04-02 15:16:45 +0200
commit375adf86a61be8f3b23c253672dfd3c8df805784 (patch)
tree5127c3b2cd575993859b721d53db5004f3d5376d /src/models.c
parent6985953e3d620019721c2286d05858614cf9f9c6 (diff)
downloadraylib-375adf86a61be8f3b23c253672dfd3c8df805784.tar.gz
raylib-375adf86a61be8f3b23c253672dfd3c8df805784.zip
Review math usage to reduce temp variables
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c27
1 files changed, 10 insertions, 17 deletions
diff --git a/src/models.c b/src/models.c
index b4f02d1b..0cfcf486 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1889,16 +1889,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
if (d >= 0.0f) collision = true;
- // Calculate collision point
- Vector3 offset = ray.direction;
+ // Check if ray origin is inside the sphere to calculate the correct collision point
float collisionDistance = 0;
- // Check if ray origin is inside the sphere to calculate the correct collision point
if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
else collisionDistance = vector - sqrtf(d);
-
- offset = Vector3Scale(offset, collisionDistance);
- Vector3 cPoint = Vector3Add(ray.position, offset);
+
+ // Calculate collision point
+ Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
collisionPoint->x = cPoint.x;
collisionPoint->y = cPoint.y;
@@ -2021,11 +2019,8 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
result.hit = true;
result.distance = t;
result.hit = true;
- result.normal = Vector3CrossProduct(edge1, edge2);
- result.normal = Vector3Normalize(result.normal);
- Vector3 rayDir = ray.direction;
- rayDir = Vector3Scale(rayDir, t);
- result.position = Vector3Add(ray.position, rayDir);
+ result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
+ result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
}
return result;
@@ -2040,16 +2035,14 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
if (fabsf(ray.direction.y) > EPSILON)
{
- float t = (ray.position.y - groundHeight)/-ray.direction.y;
+ float distance = (ray.position.y - groundHeight)/-ray.direction.y;
- if (t >= 0.0)
+ if (distance >= 0.0)
{
- Vector3 rayDir = ray.direction;
- rayDir = Vector3Scale(rayDir, t);
result.hit = true;
- result.distance = t;
+ result.distance = distance;
result.normal = (Vector3){ 0.0, 1.0, 0.0 };
- result.position = Vector3Add(ray.position, rayDir);
+ result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
}
}