WARNING: REVIEWED: Follow a set of conventions

CONVENTIONS:
  - Functions are always self-contained, no function use another raymath function inside, required code is directly re-implemented inside
  - Functions input parameters are always received by value
  - Functions use always a "result" variable for return
  - Functions are always defined inline
  - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
This commit is contained in:
Ray 2021-10-03 11:44:59 +02:00
parent 9882796df0
commit 239c37246a
3 changed files with 433 additions and 162 deletions

View File

@ -69,9 +69,6 @@ int main(void)
m3 = QuaternionToMatrix(q1);
v2 = QuaternionToEuler(q1);
v2.x *= DEG2RAD;
v2.y *= DEG2RAD;
v2.z *= DEG2RAD;
m4 = MatrixRotateZYX(v2);
//--------------------------------------------------------------------------------------

View File

@ -53,7 +53,7 @@ int main(void)
Texture texture = LoadTexture("resources/cat.png");
float ang = 0;
float angle = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -63,11 +63,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
ang++;
angle++;
Vector2 positions[MAX_POINTS] = { 0 };
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang);
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
//----------------------------------------------------------------------------------
// Draw

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