Review math usage to reduce temp variables

This commit is contained in:
raysan5 2018-04-02 15:16:45 +02:00
parent 6985953e3d
commit 375adf86a6
3 changed files with 13 additions and 22 deletions

View File

@ -1061,8 +1061,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
// Calculate normalized direction vector
Vector3 direction = Vector3Subtract(farPoint, nearPoint);
direction = Vector3Normalize(direction);
Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
if(camera.type == CAMERA_PERSPECTIVE)
{

View File

@ -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));
}
}

View File

@ -470,8 +470,7 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Matrix matRotation = MatrixIdentity();
Vector3 axis = (Vector3){ x, y, z };
axis = Vector3Normalize(axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
// NOTE: We transpose matrix with multiplication order
*currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
@ -1356,7 +1355,7 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
// Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
Matrix matViewProj = MatrixMultiply(view, proj);
matViewProj= MatrixInvert(matViewProj);
matViewProj = MatrixInvert(matViewProj);
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };