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authorraysan5 <raysan5@gmail.com>2017-07-21 17:46:44 +0200
committerraysan5 <raysan5@gmail.com>2017-07-21 17:46:44 +0200
commitc6cd07c373541f3b112e99f924b2213196625dc7 (patch)
tree2c2f4bf5ef3856b3451f2b4891000f430666178f /src
parente52032f64660008fdcf0c8d707ef6aed1e6fc32f (diff)
downloadraylib-c6cd07c373541f3b112e99f924b2213196625dc7.tar.gz
raylib-c6cd07c373541f3b112e99f924b2213196625dc7.zip
Some tweaks raymath related
Diffstat (limited to 'src')
-rw-r--r--src/models.c2
-rw-r--r--src/raymath.h12
2 files changed, 3 insertions, 11 deletions
diff --git a/src/models.c b/src/models.c
index cfcefc2f..7df9a10b 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1297,8 +1297,8 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
{
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
- Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
+ Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
diff --git a/src/raymath.h b/src/raymath.h
index a4f3f895..270441a5 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* raymath v1.0 - Math functions to work with Vector3, Matrix and Quaternions
+* raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions
*
* CONFIGURATION:
*
@@ -19,7 +19,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -405,7 +405,6 @@ RMDEF void VectorNormalize(Vector3 *v)
}
// Transforms a Vector3 by a given Matrix
-// TODO: Review math (matrix transpose required?)
RMDEF void VectorTransform(Vector3 *v, Matrix mat)
{
float x = v->x;
@@ -415,13 +414,6 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat)
v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-
- // TODO: Transposed matrix (?)
- /*
- v->x = mat.m0*x + mat.m1*y + mat.m2*z + mat.m3;
- v->y = mat.m4*x + mat.m5*y + mat.m6*z + mat.m7;
- v->z = mat.m8*x + mat.m9*y + mat.m10*z + mat.m11;
- */
};
// Calculate linear interpolation between two vectors