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authorraysan5 <raysan5@gmail.com>2016-03-01 20:54:02 +0100
committerraysan5 <raysan5@gmail.com>2016-03-01 20:54:02 +0100
commit4011c13d4b0b7a684def27bac29f084085bf87a5 (patch)
tree6eaca0d17ed71e0de26a5703278d418bfccdb86d /src/raylib.h
parent6106ab8a2eda76454b0cd3ff46a079896a90eee8 (diff)
downloadraylib-4011c13d4b0b7a684def27bac29f084085bf87a5.tar.gz
raylib-4011c13d4b0b7a684def27bac29f084085bf87a5.zip
Updated BoundingBox collision detections
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 73f92fc2..b7dc1a8c 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -760,18 +760,18 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint);
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-void DrawBoundingBox(BoundingBox box, Color color) // Draw bounding box (wires)
+void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
-BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
+BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
-bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
-bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
-bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
+bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------