code tweaks to avoid some warnings
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src/models.c
18
src/models.c
@ -1411,7 +1411,7 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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@ -1441,14 +1441,14 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radius
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float dmin = 0;
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if (centerSphere.x < box.min.x) dmin += pow(centerSphere.x - box.min.x, 2);
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else if (centerSphere.x > box.max.x) dmin += pow(centerSphere.x - box.max.x, 2);
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if (centerSphere.x < box.min.x) dmin += powf(centerSphere.x - box.min.x, 2);
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else if (centerSphere.x > box.max.x) dmin += powf(centerSphere.x - box.max.x, 2);
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if (centerSphere.y < box.min.y) dmin += pow(centerSphere.y - box.min.y, 2);
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else if (centerSphere.y > box.max.y) dmin += pow(centerSphere.y - box.max.y, 2);
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if (centerSphere.y < box.min.y) dmin += powf(centerSphere.y - box.min.y, 2);
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else if (centerSphere.y > box.max.y) dmin += powf(centerSphere.y - box.max.y, 2);
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if (centerSphere.z < box.min.z) dmin += pow(centerSphere.z - box.min.z, 2);
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else if (centerSphere.z > box.max.z) dmin += pow(centerSphere.z - box.max.z, 2);
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if (centerSphere.z < box.min.z) dmin += powf(centerSphere.z - box.min.z, 2);
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else if (centerSphere.z > box.max.z) dmin += powf(centerSphere.z - box.max.z, 2);
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if (dmin <= (radiusSphere*radiusSphere)) collision = true;
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@ -1487,8 +1487,8 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
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float collisionDistance = 0;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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if (distance < sphereRadius) collisionDistance = vector + sqrt(d);
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else collisionDistance = vector - sqrt(d);
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if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
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else collisionDistance = vector - sqrtf(d);
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VectorScale(&offset, collisionDistance);
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Vector3 cPoint = VectorAdd(ray.position, offset);
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@ -3882,7 +3882,7 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
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float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
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float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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