From db9f65bc9242a380206ddb14baa2fecdf40fd212 Mon Sep 17 00:00:00 2001 From: G3bE Date: Mon, 13 Apr 2020 22:14:50 +1000 Subject: [PATCH] New naming rules --- examples/core/core_2d_camera_platformer.c | 4 +- examples/shaders/shaders_spotlight.c | 4 +- src/core.c | 2 +- src/models.c | 46 ++++++------ src/physac.h | 88 +++++++++++------------ src/raymath.h | 52 +++++--------- 6 files changed, 91 insertions(+), 105 deletions(-) diff --git a/examples/core/core_2d_camera_platformer.c b/examples/core/core_2d_camera_platformer.c index 38f5d5e0e..293ffa6a3 100644 --- a/examples/core/core_2d_camera_platformer.c +++ b/examples/core/core_2d_camera_platformer.c @@ -226,13 +226,13 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e static float fractionSpeed = 0.8f; camera->offset = (Vector2){ width/2, height/2 }; - Vector2 diff = Vector2SubtractV(player->position, camera->target); + Vector2 diff = Vector2Subtract(player->position, camera->target); float length = Vector2Length(diff); if (length > minEffectLength) { float speed = fmaxf(fractionSpeed*length, minSpeed); - camera->target = Vector2AddV(camera->target, Vector2Scale(diff, speed*delta/length)); + camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length)); } } diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 1fb5afd1e..6d1d5bae3 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -245,12 +245,12 @@ void ResetStar(Star *s) } while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1)); - s->pos = Vector2AddV(s->pos, Vector2MultiplyV(s->vel, (Vector2){ 8, 8 })); + s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8, 8 })); } void UpdateStar(Star *s) { - s->pos = Vector2AddV(s->pos, s->vel); + s->pos = Vector2Add(s->pos, s->vel); if (s->pos.x < 0 || s->pos.x > GetScreenWidth() || s->pos.y < 0 || s->pos.y > GetScreenHeight()) diff --git a/src/core.c b/src/core.c index cd18e0055..721419687 100644 --- a/src/core.c +++ b/src/core.c @@ -1511,7 +1511,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); // Calculate normalized direction vector - Vector3 direction = Vector3Normalize(Vector3SubtractV(farPoint, nearPoint)); + Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position; else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; diff --git a/src/models.c b/src/models.c index 181b0a48d..7affa3d78 100644 --- a/src/models.c +++ b/src/models.c @@ -1111,8 +1111,8 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount) { animations[a].framePoses[frame][i].rotation = QuaternionMultiplyQ(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation); animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation); - animations[a].framePoses[frame][i].translation = Vector3AddV(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation); - animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); + animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation); + animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); } } } @@ -1165,10 +1165,10 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) // Vertices processing // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] }; - animVertex = Vector3MultiplyV(animVertex, outScale); - animVertex = Vector3SubtractV(animVertex, inTranslation); + animVertex = Vector3Multiply(animVertex, outScale); + animVertex = Vector3Subtract(animVertex, inTranslation); animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiplyQ(outRotation, QuaternionInvert(inRotation))); - animVertex = Vector3AddV(animVertex, outTranslation); + animVertex = Vector3Add(animVertex, outTranslation); model.meshes[m].animVertices[vCounter] = animVertex.x; model.meshes[m].animVertices[vCounter + 1] = animVertex.y; model.meshes[m].animVertices[vCounter + 2] = animVertex.z; @@ -1914,7 +1914,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size) vC.y = mesh.vertices[nCounter + i + 7]; vC.z = mesh.vertices[nCounter + i + 8]; - vN = Vector3Normalize(Vector3CrossProduct(Vector3SubtractV(vB, vA), Vector3SubtractV(vC, vA))); + vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA))); mesh.normals[nCounter + i] = vN.x; mesh.normals[nCounter + i + 1] = vN.y; @@ -2518,13 +2518,13 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec right = Vector3Scale(right, sizeRatio.x/2); up = Vector3Scale(up, sizeRatio.y/2); - Vector3 p1 = Vector3AddV(right, up); - Vector3 p2 = Vector3SubtractV(right, up); + Vector3 p1 = Vector3Add(right, up); + Vector3 p2 = Vector3Subtract(right, up); - Vector3 a = Vector3SubtractV(center, p2); - Vector3 b = Vector3AddV(center, p1); - Vector3 c = Vector3AddV(center, p2); - Vector3 d = Vector3SubtractV(center, p1); + Vector3 a = Vector3Subtract(center, p2); + Vector3 b = Vector3Add(center, p1); + Vector3 c = Vector3Add(center, p2); + Vector3 d = Vector3Subtract(center, p1); if (rlCheckBufferLimit(4)) rlglDraw(); @@ -2585,7 +2585,7 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa */ // Check for distances squared to avoid sqrtf() - if (Vector3DotProduct(Vector3SubtractV(centerB, centerA), Vector3SubtractV(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) collision = true; + if (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) collision = true; return collision; } @@ -2632,7 +2632,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius) { bool collision = false; - Vector3 raySpherePos = Vector3SubtractV(center, ray.position); + Vector3 raySpherePos = Vector3Subtract(center, ray.position); float distance = Vector3Length(raySpherePos); float vector = Vector3DotProduct(raySpherePos, ray.direction); float d = radius*radius - (distance*distance - vector*vector); @@ -2647,7 +2647,7 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *c { bool collision = false; - Vector3 raySpherePos = Vector3SubtractV(center, ray.position); + Vector3 raySpherePos = Vector3Subtract(center, ray.position); float distance = Vector3Length(raySpherePos); float vector = Vector3DotProduct(raySpherePos, ray.direction); float d = radius*radius - (distance*distance - vector*vector); @@ -2661,7 +2661,7 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *c else collisionDistance = vector - sqrtf(d); // Calculate collision point - Vector3 cPoint = Vector3AddV(ray.position, Vector3Scale(ray.direction, collisionDistance)); + Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance)); collisionPoint->x = cPoint.x; collisionPoint->y = cPoint.y; @@ -2752,8 +2752,8 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) RayHitInfo result = {0}; // Find vectors for two edges sharing V1 - edge1 = Vector3SubtractV(p2, p1); - edge2 = Vector3SubtractV(p3, p1); + edge1 = Vector3Subtract(p2, p1); + edge2 = Vector3Subtract(p3, p1); // Begin calculating determinant - also used to calculate u parameter p = Vector3CrossProduct(ray.direction, edge2); @@ -2767,7 +2767,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) invDet = 1.0f/det; // Calculate distance from V1 to ray origin - tv = Vector3SubtractV(ray.position, p1); + tv = Vector3Subtract(ray.position, p1); // Calculate u parameter and test bound u = Vector3DotProduct(tv, p)*invDet; @@ -2793,7 +2793,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) result.distance = t; result.hit = true; result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2)); - result.position = Vector3AddV(ray.position, Vector3Scale(ray.direction, t)); + result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t)); } return result; @@ -2815,7 +2815,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight) result.hit = true; result.distance = distance; result.normal = (Vector3){ 0.0, 1.0, 0.0 }; - result.position = Vector3AddV(ray.position, Vector3Scale(ray.direction, distance)); + result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance)); } } @@ -3315,8 +3315,8 @@ static Model LoadIQM(const char *fileName) { model.bindPose[i].rotation = QuaternionMultiplyQ(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); - model.bindPose[i].translation = Vector3AddV(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); - model.bindPose[i].scale = Vector3MultiplyV(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); + model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); + model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); } } diff --git a/src/physac.h b/src/physac.h index f8cd88869..d9b534b5f 100644 --- a/src/physac.h +++ b/src/physac.h @@ -192,7 +192,7 @@ PHYSACDEF void ClosePhysics(void); #include // Required for: cosf(), sinf(), fabs(), sqrtf() #if !defined(PHYSAC_STANDALONE) - #include "raymath.h" // Required for: Vector2AddV(), Vector2SubtractV() + #include "raymath.h" // Required for: Vector2Add(), Vector2Subtract() #endif // Time management functionality @@ -343,8 +343,8 @@ static float MathDot(Vector2 v1, Vector2 v2); static inline float DistSqr(Vector2 v1, Vector2 v2); // Returns the square root of distance between two vectors static void MathNormalize(Vector2 *vector); // Returns the normalized values of a vector #if defined(PHYSAC_STANDALONE) -static Vector2 Vector2AddV(Vector2 v1, Vector2 v2); // Returns the sum of two given vectors -static Vector2 Vector2SubtractV(Vector2 v1, Vector2 v2); // Returns the subtract of two given vectors +static Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Returns the sum of two given vectors +static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Returns the subtract of two given vectors #endif static Matrix2x2 Mat2Radians(float radians); // Creates a matrix 2x2 from a given radians value @@ -570,7 +570,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si // Adds a force to a physics body PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force) { - if (body != NULL) body->force = Vector2AddV(body->force, force); + if (body != NULL) body->force = Vector2Add(body->force, force); } // Adds an angular force to a physics body @@ -592,9 +592,9 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force) for (int i = 0; i < vertexData.vertexCount; i++) { Vector2 positionA = body->position; - Vector2 positionB = Mat2MultiplyVector2(body->shape.transform, Vector2AddV(body->position, vertexData.positions[i])); + Vector2 positionB = Mat2MultiplyVector2(body->shape.transform, Vector2Add(body->position, vertexData.positions[i])); int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0); - Vector2 positionC = Mat2MultiplyVector2(body->shape.transform, Vector2AddV(body->position, vertexData.positions[nextIndex])); + Vector2 positionC = Mat2MultiplyVector2(body->shape.transform, Vector2Add(body->position, vertexData.positions[nextIndex])); // Check collision between each triangle float alpha = ((positionB.y - positionC.y)*(position.x - positionC.x) + (positionC.x - positionB.x)*(position.y - positionC.y))/ @@ -627,17 +627,17 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force) { int nextIndex = (((i + 1) < count) ? (i + 1) : 0); Vector2 center = TriangleBarycenter(vertices[i], vertices[nextIndex], PHYSAC_VECTOR_ZERO); - center = Vector2AddV(bodyPos, center); - Vector2 offset = Vector2SubtractV(center, bodyPos); + center = Vector2Add(bodyPos, center); + Vector2 offset = Vector2Subtract(center, bodyPos); PhysicsBody newBody = CreatePhysicsBodyPolygon(center, 10, 3, 10); // Create polygon physics body with relevant values PolygonData newData = { 0 }; newData.vertexCount = 3; - newData.positions[0] = Vector2SubtractV(vertices[i], offset); - newData.positions[1] = Vector2SubtractV(vertices[nextIndex], offset); - newData.positions[2] = Vector2SubtractV(position, center); + newData.positions[0] = Vector2Subtract(vertices[i], offset); + newData.positions[1] = Vector2Subtract(vertices[nextIndex], offset); + newData.positions[2] = Vector2Subtract(position, center); // Separate vertices to avoid unnecessary physics collisions newData.positions[0].x *= 0.95f; @@ -651,7 +651,7 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force) for (int j = 0; j < newData.vertexCount; j++) { int nextVertex = (((j + 1) < newData.vertexCount) ? (j + 1) : 0); - Vector2 face = Vector2SubtractV(newData.positions[nextVertex], newData.positions[j]); + Vector2 face = Vector2Subtract(newData.positions[nextVertex], newData.positions[j]); newData.normals[j] = (Vector2){ face.y, -face.x }; MathNormalize(&newData.normals[j]); @@ -697,10 +697,10 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force) // Calculate explosion force direction Vector2 pointA = newBody->position; - Vector2 pointB = Vector2SubtractV(newData.positions[1], newData.positions[0]); + Vector2 pointB = Vector2Subtract(newData.positions[1], newData.positions[0]); pointB.x /= 2.0f; pointB.y /= 2.0f; - Vector2 forceDirection = Vector2SubtractV(Vector2AddV(pointA, Vector2AddV(newData.positions[0], pointB)), newBody->position); + Vector2 forceDirection = Vector2Subtract(Vector2Add(pointA, Vector2Add(newData.positions[0], pointB)), newBody->position); MathNormalize(&forceDirection); forceDirection.x *= force; forceDirection.y *= force; @@ -814,7 +814,7 @@ PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex) case PHYSICS_POLYGON: { PolygonData vertexData = body->shape.vertexData; - position = Vector2AddV(body->position, Mat2MultiplyVector2(body->shape.transform, vertexData.positions[vertex])); + position = Vector2Add(body->position, Mat2MultiplyVector2(body->shape.transform, vertexData.positions[vertex])); } break; default: break; } @@ -995,7 +995,7 @@ static PolygonData CreateRandomPolygon(float radius, int sides) for (int i = 0; i < data.vertexCount; i++) { int nextIndex = (((i + 1) < sides) ? (i + 1) : 0); - Vector2 face = Vector2SubtractV(data.positions[nextIndex], data.positions[i]); + Vector2 face = Vector2Subtract(data.positions[nextIndex], data.positions[i]); data.normals[i] = (Vector2){ face.y, -face.x }; MathNormalize(&data.normals[i]); @@ -1020,7 +1020,7 @@ static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size) for (int i = 0; i < data.vertexCount; i++) { int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0); - Vector2 face = Vector2SubtractV(data.positions[nextIndex], data.positions[i]); + Vector2 face = Vector2Subtract(data.positions[nextIndex], data.positions[i]); data.normals[i] = (Vector2){ face.y, -face.x }; MathNormalize(&data.normals[i]); @@ -1333,7 +1333,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold) if ((bodyA == NULL) || (bodyB == NULL)) return; // Calculate translational vector, which is normal - Vector2 normal = Vector2SubtractV(bodyB->position, bodyA->position); + Vector2 normal = Vector2Subtract(bodyB->position, bodyA->position); float distSqr = MathLenSqr(normal); float radius = bodyA->shape.radius + bodyB->shape.radius; @@ -1377,7 +1377,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold) // Transform circle center to polygon transform space Vector2 center = bodyA->position; - center = Mat2MultiplyVector2(Mat2Transpose(bodyB->shape.transform), Vector2SubtractV(center, bodyB->position)); + center = Mat2MultiplyVector2(Mat2Transpose(bodyB->shape.transform), Vector2Subtract(center, bodyB->position)); // Find edge with minimum penetration // It is the same concept as using support points in SolvePolygonToPolygon @@ -1387,7 +1387,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold) for (int i = 0; i < vertexData.vertexCount; i++) { - float currentSeparation = MathDot(vertexData.normals[i], Vector2SubtractV(center, vertexData.positions[i])); + float currentSeparation = MathDot(vertexData.normals[i], Vector2Subtract(center, vertexData.positions[i])); if (currentSeparation > bodyA->shape.radius) return; @@ -1415,8 +1415,8 @@ static void SolveCircleToPolygon(PhysicsManifold manifold) } // Determine which voronoi region of the edge center of circle lies within - float dot1 = MathDot(Vector2SubtractV(center, v1), Vector2SubtractV(v2, v1)); - float dot2 = MathDot(Vector2SubtractV(center, v2), Vector2SubtractV(v1, v2)); + float dot1 = MathDot(Vector2Subtract(center, v1), Vector2Subtract(v2, v1)); + float dot2 = MathDot(Vector2Subtract(center, v2), Vector2Subtract(v1, v2)); manifold->penetration = bodyA->shape.radius - separation; if (dot1 <= 0.0f) // Closest to v1 @@ -1424,12 +1424,12 @@ static void SolveCircleToPolygon(PhysicsManifold manifold) if (DistSqr(center, v1) > bodyA->shape.radius*bodyA->shape.radius) return; manifold->contactsCount = 1; - Vector2 normal = Vector2SubtractV(v1, center); + Vector2 normal = Vector2Subtract(v1, center); normal = Mat2MultiplyVector2(bodyB->shape.transform, normal); MathNormalize(&normal); manifold->normal = normal; v1 = Mat2MultiplyVector2(bodyB->shape.transform, v1); - v1 = Vector2AddV(v1, bodyB->position); + v1 = Vector2Add(v1, bodyB->position); manifold->contacts[0] = v1; } else if (dot2 <= 0.0f) // Closest to v2 @@ -1437,9 +1437,9 @@ static void SolveCircleToPolygon(PhysicsManifold manifold) if (DistSqr(center, v2) > bodyA->shape.radius*bodyA->shape.radius) return; manifold->contactsCount = 1; - Vector2 normal = Vector2SubtractV(v2, center); + Vector2 normal = Vector2Subtract(v2, center); v2 = Mat2MultiplyVector2(bodyB->shape.transform, v2); - v2 = Vector2AddV(v2, bodyB->position); + v2 = Vector2Add(v2, bodyB->position); manifold->contacts[0] = v2; normal = Mat2MultiplyVector2(bodyB->shape.transform, normal); MathNormalize(&normal); @@ -1449,7 +1449,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold) { Vector2 normal = vertexData.normals[faceNormal]; - if (MathDot(Vector2SubtractV(center, v1), normal) > bodyA->shape.radius) return; + if (MathDot(Vector2Subtract(center, v1), normal) > bodyA->shape.radius) return; normal = Mat2MultiplyVector2(bodyB->shape.transform, normal); manifold->normal = (Vector2){ -normal.x, -normal.y }; @@ -1526,12 +1526,12 @@ static void SolvePolygonToPolygon(PhysicsManifold manifold) // Transform vertices to world space v1 = Mat2MultiplyVector2(refPoly.transform, v1); - v1 = Vector2AddV(v1, refPoly.body->position); + v1 = Vector2Add(v1, refPoly.body->position); v2 = Mat2MultiplyVector2(refPoly.transform, v2); - v2 = Vector2AddV(v2, refPoly.body->position); + v2 = Vector2Add(v2, refPoly.body->position); // Calculate reference face side normal in world space - Vector2 sidePlaneNormal = Vector2SubtractV(v2, v1); + Vector2 sidePlaneNormal = Vector2Subtract(v2, v1); MathNormalize(&sidePlaneNormal); // Orthogonalize @@ -1606,8 +1606,8 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold) for (int i = 0; i < manifold->contactsCount; i++) { // Caculate radius from center of mass to contact - Vector2 radiusA = Vector2SubtractV(manifold->contacts[i], bodyA->position); - Vector2 radiusB = Vector2SubtractV(manifold->contacts[i], bodyB->position); + Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position); + Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position); Vector2 crossA = MathCross(bodyA->angularVelocity, radiusA); Vector2 crossB = MathCross(bodyB->angularVelocity, radiusB); @@ -1641,8 +1641,8 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold) for (int i = 0; i < manifold->contactsCount; i++) { // Calculate radius from center of mass to contact - Vector2 radiusA = Vector2SubtractV(manifold->contacts[i], bodyA->position); - Vector2 radiusB = Vector2SubtractV(manifold->contacts[i], bodyB->position); + Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position); + Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position); // Calculate relative velocity Vector2 radiusV = { 0.0f, 0.0f }; @@ -1809,12 +1809,12 @@ static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, Physi // Retrieve vertex on face from A shape, transform into B shape's model space Vector2 vertex = dataA.positions[i]; vertex = Mat2MultiplyVector2(shapeA.transform, vertex); - vertex = Vector2AddV(vertex, shapeA.body->position); - vertex = Vector2SubtractV(vertex, shapeB.body->position); + vertex = Vector2Add(vertex, shapeA.body->position); + vertex = Vector2Subtract(vertex, shapeB.body->position); vertex = Mat2MultiplyVector2(buT, vertex); // Compute penetration distance in B shape's model space - float distance = MathDot(normal, Vector2SubtractV(support, vertex)); + float distance = MathDot(normal, Vector2Subtract(support, vertex)); // Store greatest distance if (distance > bestDistance) @@ -1857,10 +1857,10 @@ static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, Physics // Assign face vertices for incident face *v0 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]); - *v0 = Vector2AddV(*v0, inc.body->position); + *v0 = Vector2Add(*v0, inc.body->position); incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0); *v1 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]); - *v1 = Vector2AddV(*v1, inc.body->position); + *v1 = Vector2Add(*v1, inc.body->position); } // Calculates clipping based on a normal and two faces @@ -1883,10 +1883,10 @@ static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB) // Push intersection point float alpha = distanceA/(distanceA - distanceB); out[sp] = *faceA; - Vector2 delta = Vector2SubtractV(*faceB, *faceA); + Vector2 delta = Vector2Subtract(*faceB, *faceA); delta.x *= alpha; delta.y *= alpha; - out[sp] = Vector2AddV(out[sp], delta); + out[sp] = Vector2Add(out[sp], delta); sp++; } @@ -1993,7 +1993,7 @@ static inline float MathDot(Vector2 v1, Vector2 v2) // Returns the square root of distance between two vectors static inline float DistSqr(Vector2 v1, Vector2 v2) { - Vector2 dir = Vector2SubtractV(v1, v2); + Vector2 dir = Vector2Subtract(v1, v2); return MathDot(dir, dir); } @@ -2015,13 +2015,13 @@ static void MathNormalize(Vector2 *vector) #if defined(PHYSAC_STANDALONE) // Returns the sum of two given vectors -static inline Vector2 Vector2AddV(Vector2 v1, Vector2 v2) +static inline Vector2 Vector2Add(Vector2 v1, Vector2 v2) { return (Vector2){ v1.x + v2.x, v1.y + v2.y }; } // Returns the subtract of two given vectors -static inline Vector2 Vector2SubtractV(Vector2 v1, Vector2 v2) +static inline Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) { return (Vector2){ v1.x - v2.x, v1.y - v2.y }; } diff --git a/src/raymath.h b/src/raymath.h index ae3c0169f..3f0c306e3 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -173,28 +173,28 @@ RMDEF Vector2 Vector2One(void) } // Add two vectors (v1 + v2) -RMDEF Vector2 Vector2AddV(Vector2 v1, Vector2 v2) +RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x + v2.x, v1.y + v2.y }; return result; } // Add vector and float value -RMDEF Vector2 Vector2Add(Vector2 v, float add) +RMDEF Vector2 Vector2AddValue(Vector2 v, float add) { Vector2 result = { v.x + add, v.y + add }; return result; } // Subtract two vectors (v1 - v2) -RMDEF Vector2 Vector2SubtractV(Vector2 v1, Vector2 v2) +RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x - v2.x, v1.y - v2.y }; return result; } // Subtract vector by float value -RMDEF Vector2 Vector2Subtract(Vector2 v, float sub) +RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub) { Vector2 result = { v.x - sub, v.y - sub }; return result; @@ -237,19 +237,12 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale) } // Multiply vector by vector -RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2) +RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x*v2.x, v1.y*v2.y }; return result; } -// Multiply vector by float value -RMDEF Vector2 Vector2Multiply(Vector2 v, float mul) -{ - Vector2 result = { v.x*mul, v.y*mul }; - return result; -} - // Negate vector RMDEF Vector2 Vector2Negate(Vector2 v) { @@ -258,14 +251,14 @@ RMDEF Vector2 Vector2Negate(Vector2 v) } // Divide vector by a float value -RMDEF Vector2 Vector2Divide(Vector2 v, float div) +RMDEF Vector2 Vector2DivideValue(Vector2 v, float div) { Vector2 result = { v.x/div, v.y/div }; return result; } // Divide vector by vector -RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2) +RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x/v2.x, v1.y/v2.y }; return result; @@ -274,7 +267,7 @@ RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2) // Normalize provided vector RMDEF Vector2 Vector2Normalize(Vector2 v) { - Vector2 result = Vector2Divide(v, Vector2Length(v)); + Vector2 result = Vector2DivideValue(v, Vector2Length(v)); return result; } @@ -316,28 +309,28 @@ RMDEF Vector3 Vector3One(void) } // Add two vectors -RMDEF Vector3 Vector3AddV(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; return result; } // Add vector and float value -RMDEF Vector3 Vector3Add(Vector3 v, float add) +RMDEF Vector3 Vector3AddValue(Vector3 v, float add) { Vector3 result = { v.x + add, v.y + add, v.z + add }; return result; } // Subtract two vectors -RMDEF Vector3 Vector3SubtractV(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; return result; } // Subtract vector by float value -RMDEF Vector3 Vector3Subtract(Vector3 v, float sub) +RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub) { Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; return result; @@ -351,19 +344,12 @@ RMDEF Vector3 Vector3Scale(Vector3 v, float scalar) } // Multiply vector by vector -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; return result; } -// Multiply vector by float value -RMDEF Vector3 Vector3Multiply(Vector3 v, float mul) -{ - Vector3 result = { v.x*mul, v.y*mul, v.z*mul }; - return result; -} - // Calculate two vectors cross product RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) { @@ -429,14 +415,14 @@ RMDEF Vector3 Vector3Negate(Vector3 v) } // Divide vector by a float value -RMDEF Vector3 Vector3Divide(Vector3 v, float div) +RMDEF Vector3 Vector3DivideValue(Vector3 v, float div) { Vector3 result = { v.x / div, v.y / div, v.z / div }; return result; } // Divide vector by vector -RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; return result; @@ -557,9 +543,9 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) { //Vector v0 = b - a, v1 = c - a, v2 = p - a; - Vector3 v0 = Vector3SubtractV(b, a); - Vector3 v1 = Vector3SubtractV(c, a); - Vector3 v2 = Vector3SubtractV(p, a); + Vector3 v0 = Vector3Subtract(b, a); + Vector3 v1 = Vector3Subtract(c, a); + Vector3 v2 = Vector3Subtract(p, a); float d00 = Vector3DotProduct(v0, v0); float d01 = Vector3DotProduct(v0, v1); float d11 = Vector3DotProduct(v1, v1); @@ -1024,7 +1010,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) { Matrix result = { 0 }; - Vector3 z = Vector3SubtractV(eye, target); + Vector3 z = Vector3Subtract(eye, target); z = Vector3Normalize(z); Vector3 x = Vector3CrossProduct(up, z); x = Vector3Normalize(x);