From 375adf86a61be8f3b23c253672dfd3c8df805784 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 2 Apr 2018 15:16:45 +0200 Subject: Review math usage to reduce temp variables --- src/models.c | 27 ++++++++++----------------- 1 file changed, 10 insertions(+), 17 deletions(-) (limited to 'src/models.c') 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)); } } -- cgit v1.2.3