From e52032f64660008fdcf0c8d707ef6aed1e6fc32f Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 21 Jul 2017 17:19:28 +0200 Subject: Complete review of raymath Now it should be coherent with OpenGL math standards --- src/models.c | 30 ++++++++++++++---------------- 1 file changed, 14 insertions(+), 16 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index 7dce9fa6..cfcefc2f 100644 --- a/src/models.c +++ b/src/models.c @@ -119,10 +119,10 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlPushMatrix(); - // NOTE: Be careful! Function order matters (rotate -> scale -> translate) + // NOTE: Be careful! Function order matters (scale -> rotate -> translate) + rlScalef(1.0f, 3.0f, 1.0f); + rlRotatef(45, 0, 1, 0); rlTranslatef(position.x, position.y, position.z); - //rlScalef(2.0f, 2.0f, 2.0f); - //rlRotatef(45, 0, 1, 0); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -199,8 +199,8 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); //rlRotatef(45, 0, 1, 0); + rlTranslatef(position.x, position.y, position.z); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -271,10 +271,10 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei rlEnableTexture(texture.id); //rlPushMatrix(); - // NOTE: Be careful! Function order matters (scale, translate, rotate) + // NOTE: Be careful! Function order matters (scale -> rotate -> translate) //rlScalef(2.0f, 2.0f, 2.0f); - //rlTranslatef(2.0f, 0.0f, 0.0f); //rlRotatef(45, 0, 1, 0); + //rlTranslatef(2.0f, 0.0f, 0.0f); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); @@ -330,8 +330,8 @@ void DrawSphere(Vector3 centerPos, float radius, Color color) void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) { rlPushMatrix(); - rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlScalef(radius, radius, radius); + rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -369,8 +369,8 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) { rlPushMatrix(); - rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlScalef(radius, radius, radius); + rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -496,8 +496,8 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color) { // NOTE: Plane is always created on XZ ground rlPushMatrix(); - rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlScalef(size.x, 1.0f, size.y); + rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -567,9 +567,8 @@ void DrawGizmo(Vector3 position) float length = 1.0f; rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); - //rlRotatef(rotation, 0, 1, 0); rlScalef(length, length, length); + rlTranslatef(position.x, position.y, position.z); rlBegin(RL_LINES); rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f); @@ -1347,11 +1346,10 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width }; - Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); - MatrixTranspose(&viewMatrix); + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; - //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; + Vector3 right = { matView.m0, matView.m4, matView.m8 }; + //Vector3 up = { matView.m1, matView.m5, matView.m9 }; // NOTE: Billboard locked on axis-Y Vector3 up = { 0.0f, 1.0f, 0.0f }; @@ -1660,7 +1658,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight) } // Calculate mesh bounding box limits -// NOTE: minVertex and maxVertex should be transformed by model transform matrix (position, scale, rotate) +// NOTE: minVertex and maxVertex should be transformed by model transform matrix BoundingBox CalculateBoundingBox(Mesh mesh) { // Get min and max vertex to construct bounds (AABB) -- cgit v1.2.3