Renamed CalculateBoundingBox() to MeshBoundingBox()

Renamed function for consistency with a possible Mesh manipulation functions (maybe added in a future). Naming follows Image*() manipulation functions.
This commit is contained in:
Ray 2018-02-26 12:10:45 +01:00
parent a7207dc6d4
commit fd2adbe62d
3 changed files with 12 additions and 8 deletions

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@ -38,7 +38,7 @@ int main()
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh); BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
bool hitMeshBBox = false; bool hitMeshBBox = false;
bool hitTriangle = false; bool hitTriangle = false;

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@ -2055,9 +2055,9 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
return result; return result;
} }
// Calculate mesh bounding box limits // Compute mesh bounding box limits
// NOTE: minVertex and maxVertex should be transformed by model transform matrix // NOTE: minVertex and maxVertex should be transformed by model transform matrix
BoundingBox CalculateBoundingBox(Mesh mesh) BoundingBox MeshBoundingBox(Mesh mesh)
{ {
// Get min and max vertex to construct bounds (AABB) // Get min and max vertex to construct bounds (AABB)
Vector3 minVertex = { 0 }; Vector3 minVertex = { 0 };
@ -2083,16 +2083,16 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
return box; return box;
} }
// Compute provided mesh tangents // Compute mesh tangents
void MeshTangents(Mesh *mesh) void MeshTangents(Mesh *mesh)
{ {
// TODO: Calculate mesh tangents // TODO: Compute mesh tangents
} }
// Compute provided mesh binormals // Compute mesh binormals
void MeshBinormals(Mesh *mesh) void MeshBinormals(Mesh *mesh)
{ {
// TODO: Calculate mesh binormals // TODO: Compute mesh binormals
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -1006,6 +1006,11 @@ RLAPI void UnloadModel(Model model);
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
// Mesh generation functions // Mesh generation functions
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
@ -1035,7 +1040,6 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRe
Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions // Collision detection functions
RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere