Fixed issues after merge

This commit is contained in:
Cry dsch 2021-06-01 22:21:42 +02:00
parent eface0dc00
commit c37e14772f
2 changed files with 8 additions and 8 deletions

View File

@ -81,7 +81,7 @@ int main(void)
ray = GetMouseRay(GetMousePosition(), camera); ray = GetMouseRay(GetMousePosition(), camera);
// Check ray collision against ground quad // Check ray collision against ground quad
RayCollision collision = GetRayCollisionQuad(ray, g0, g1, g2, g3); RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
DrawPoint3D(g0, RED); DrawPoint3D(g0, RED);
if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance)) if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
@ -104,10 +104,10 @@ int main(void)
} }
// Check ray collision against test sphere // Check ray collision against test sphere
RayCollision sphHitInfo = GetRayCollisionSphere(ray, sp, sr); RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) { if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) {
nearestHit = sphHitInfo; collision = sphereHitInfo;
cursorColor = ORANGE; cursorColor = ORANGE;
hitObjectName = "Sphere"; hitObjectName = "Sphere";
} }
@ -115,7 +115,7 @@ int main(void)
// Check ray collision against bounding box first, before trying the full ray-mesh test // Check ray collision against bounding box first, before trying the full ray-mesh test
RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox); RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance)) if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
{ {
collision = boxHitInfo; collision = boxHitInfo;
cursorColor = ORANGE; cursorColor = ORANGE;

View File

@ -3204,11 +3204,11 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
// Get collision info between ray and quad // Get collision info between ray and quad
// NOTE: The points are expected to be in counter-clockwise winding // NOTE: The points are expected to be in counter-clockwise winding
RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) { RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) {
RayCollision result = { 0 }; RayCollision collision = { 0 };
result = GetRayCollisionTriangle(ray, p1, p2, p4); collision = GetRayCollisionTriangle(ray, p1, p2, p4);
if (!result.hit) result = GetRayCollisionTriangle(ray, p2, p3, p4); if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4);
return collision; return collision;
} }