New naming rules

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G3bE 2020-04-13 22:14:50 +10:00
parent 7f95e119c6
commit db9f65bc92
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6 changed files with 91 additions and 105 deletions

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@ -226,13 +226,13 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e
static float fractionSpeed = 0.8f; static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2, height/2 }; 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); float length = Vector2Length(diff);
if (length > minEffectLength) if (length > minEffectLength)
{ {
float speed = fmaxf(fractionSpeed*length, minSpeed); 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));
} }
} }

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@ -245,12 +245,12 @@ void ResetStar(Star *s)
} while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1)); } 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) 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() || if (s->pos.x < 0 || s->pos.x > GetScreenWidth() ||
s->pos.y < 0 || s->pos.y > GetScreenHeight()) s->pos.y < 0 || s->pos.y > GetScreenHeight())

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@ -1511,7 +1511,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
// Calculate normalized direction vector // 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; if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position;
else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;

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@ -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].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 = 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].translation = Vector3Add(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].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 // Vertices processing
// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) // 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 = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
animVertex = Vector3MultiplyV(animVertex, outScale); animVertex = Vector3Multiply(animVertex, outScale);
animVertex = Vector3SubtractV(animVertex, inTranslation); animVertex = Vector3Subtract(animVertex, inTranslation);
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiplyQ(outRotation, QuaternionInvert(inRotation))); 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] = animVertex.x;
model.meshes[m].animVertices[vCounter + 1] = animVertex.y; model.meshes[m].animVertices[vCounter + 1] = animVertex.y;
model.meshes[m].animVertices[vCounter + 2] = animVertex.z; 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.y = mesh.vertices[nCounter + i + 7];
vC.z = mesh.vertices[nCounter + i + 8]; 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] = vN.x;
mesh.normals[nCounter + i + 1] = vN.y; 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); right = Vector3Scale(right, sizeRatio.x/2);
up = Vector3Scale(up, sizeRatio.y/2); up = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3AddV(right, up); Vector3 p1 = Vector3Add(right, up);
Vector3 p2 = Vector3SubtractV(right, up); Vector3 p2 = Vector3Subtract(right, up);
Vector3 a = Vector3SubtractV(center, p2); Vector3 a = Vector3Subtract(center, p2);
Vector3 b = Vector3AddV(center, p1); Vector3 b = Vector3Add(center, p1);
Vector3 c = Vector3AddV(center, p2); Vector3 c = Vector3Add(center, p2);
Vector3 d = Vector3SubtractV(center, p1); Vector3 d = Vector3Subtract(center, p1);
if (rlCheckBufferLimit(4)) rlglDraw(); if (rlCheckBufferLimit(4)) rlglDraw();
@ -2585,7 +2585,7 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
*/ */
// Check for distances squared to avoid sqrtf() // 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; return collision;
} }
@ -2632,7 +2632,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
{ {
bool collision = false; bool collision = false;
Vector3 raySpherePos = Vector3SubtractV(center, ray.position); Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float distance = Vector3Length(raySpherePos); float distance = Vector3Length(raySpherePos);
float vector = Vector3DotProduct(raySpherePos, ray.direction); float vector = Vector3DotProduct(raySpherePos, ray.direction);
float d = radius*radius - (distance*distance - vector*vector); 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; bool collision = false;
Vector3 raySpherePos = Vector3SubtractV(center, ray.position); Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float distance = Vector3Length(raySpherePos); float distance = Vector3Length(raySpherePos);
float vector = Vector3DotProduct(raySpherePos, ray.direction); float vector = Vector3DotProduct(raySpherePos, ray.direction);
float d = radius*radius - (distance*distance - vector*vector); 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); else collisionDistance = vector - sqrtf(d);
// Calculate collision point // 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->x = cPoint.x;
collisionPoint->y = cPoint.y; collisionPoint->y = cPoint.y;
@ -2752,8 +2752,8 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
RayHitInfo result = {0}; RayHitInfo result = {0};
// Find vectors for two edges sharing V1 // Find vectors for two edges sharing V1
edge1 = Vector3SubtractV(p2, p1); edge1 = Vector3Subtract(p2, p1);
edge2 = Vector3SubtractV(p3, p1); edge2 = Vector3Subtract(p3, p1);
// Begin calculating determinant - also used to calculate u parameter // Begin calculating determinant - also used to calculate u parameter
p = Vector3CrossProduct(ray.direction, edge2); p = Vector3CrossProduct(ray.direction, edge2);
@ -2767,7 +2767,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
invDet = 1.0f/det; invDet = 1.0f/det;
// Calculate distance from V1 to ray origin // Calculate distance from V1 to ray origin
tv = Vector3SubtractV(ray.position, p1); tv = Vector3Subtract(ray.position, p1);
// Calculate u parameter and test bound // Calculate u parameter and test bound
u = Vector3DotProduct(tv, p)*invDet; u = Vector3DotProduct(tv, p)*invDet;
@ -2793,7 +2793,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
result.distance = t; result.distance = t;
result.hit = true; result.hit = true;
result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2)); 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; return result;
@ -2815,7 +2815,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
result.hit = true; result.hit = true;
result.distance = distance; result.distance = distance;
result.normal = (Vector3){ 0.0, 1.0, 0.0 }; 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].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 = 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].translation = Vector3Add(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].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
} }
} }

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@ -192,7 +192,7 @@ PHYSACDEF void ClosePhysics(void);
#include <math.h> // Required for: cosf(), sinf(), fabs(), sqrtf() #include <math.h> // Required for: cosf(), sinf(), fabs(), sqrtf()
#if !defined(PHYSAC_STANDALONE) #if !defined(PHYSAC_STANDALONE)
#include "raymath.h" // Required for: Vector2AddV(), Vector2SubtractV() #include "raymath.h" // Required for: Vector2Add(), Vector2Subtract()
#endif #endif
// Time management functionality // 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 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 static void MathNormalize(Vector2 *vector); // Returns the normalized values of a vector
#if defined(PHYSAC_STANDALONE) #if defined(PHYSAC_STANDALONE)
static Vector2 Vector2AddV(Vector2 v1, Vector2 v2); // Returns the sum of two given vectors static Vector2 Vector2Add(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 Vector2Subtract(Vector2 v1, Vector2 v2); // Returns the subtract of two given vectors
#endif #endif
static Matrix2x2 Mat2Radians(float radians); // Creates a matrix 2x2 from a given radians value 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 // Adds a force to a physics body
PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force) 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 // 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++) for (int i = 0; i < vertexData.vertexCount; i++)
{ {
Vector2 positionA = body->position; 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); 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 // Check collision between each triangle
float alpha = ((positionB.y - positionC.y)*(position.x - positionC.x) + (positionC.x - positionB.x)*(position.y - positionC.y))/ 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); int nextIndex = (((i + 1) < count) ? (i + 1) : 0);
Vector2 center = TriangleBarycenter(vertices[i], vertices[nextIndex], PHYSAC_VECTOR_ZERO); Vector2 center = TriangleBarycenter(vertices[i], vertices[nextIndex], PHYSAC_VECTOR_ZERO);
center = Vector2AddV(bodyPos, center); center = Vector2Add(bodyPos, center);
Vector2 offset = Vector2SubtractV(center, bodyPos); Vector2 offset = Vector2Subtract(center, bodyPos);
PhysicsBody newBody = CreatePhysicsBodyPolygon(center, 10, 3, 10); // Create polygon physics body with relevant values PhysicsBody newBody = CreatePhysicsBodyPolygon(center, 10, 3, 10); // Create polygon physics body with relevant values
PolygonData newData = { 0 }; PolygonData newData = { 0 };
newData.vertexCount = 3; newData.vertexCount = 3;
newData.positions[0] = Vector2SubtractV(vertices[i], offset); newData.positions[0] = Vector2Subtract(vertices[i], offset);
newData.positions[1] = Vector2SubtractV(vertices[nextIndex], offset); newData.positions[1] = Vector2Subtract(vertices[nextIndex], offset);
newData.positions[2] = Vector2SubtractV(position, center); newData.positions[2] = Vector2Subtract(position, center);
// Separate vertices to avoid unnecessary physics collisions // Separate vertices to avoid unnecessary physics collisions
newData.positions[0].x *= 0.95f; 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++) for (int j = 0; j < newData.vertexCount; j++)
{ {
int nextVertex = (((j + 1) < newData.vertexCount) ? (j + 1) : 0); 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 }; newData.normals[j] = (Vector2){ face.y, -face.x };
MathNormalize(&newData.normals[j]); MathNormalize(&newData.normals[j]);
@ -697,10 +697,10 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
// Calculate explosion force direction // Calculate explosion force direction
Vector2 pointA = newBody->position; 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.x /= 2.0f;
pointB.y /= 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); MathNormalize(&forceDirection);
forceDirection.x *= force; forceDirection.x *= force;
forceDirection.y *= force; forceDirection.y *= force;
@ -814,7 +814,7 @@ PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
case PHYSICS_POLYGON: case PHYSICS_POLYGON:
{ {
PolygonData vertexData = body->shape.vertexData; 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; } break;
default: break; default: break;
} }
@ -995,7 +995,7 @@ static PolygonData CreateRandomPolygon(float radius, int sides)
for (int i = 0; i < data.vertexCount; i++) for (int i = 0; i < data.vertexCount; i++)
{ {
int nextIndex = (((i + 1) < sides) ? (i + 1) : 0); 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 }; data.normals[i] = (Vector2){ face.y, -face.x };
MathNormalize(&data.normals[i]); MathNormalize(&data.normals[i]);
@ -1020,7 +1020,7 @@ static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size)
for (int i = 0; i < data.vertexCount; i++) for (int i = 0; i < data.vertexCount; i++)
{ {
int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0); 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 }; data.normals[i] = (Vector2){ face.y, -face.x };
MathNormalize(&data.normals[i]); MathNormalize(&data.normals[i]);
@ -1333,7 +1333,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
if ((bodyA == NULL) || (bodyB == NULL)) return; if ((bodyA == NULL) || (bodyB == NULL)) return;
// Calculate translational vector, which is normal // 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 distSqr = MathLenSqr(normal);
float radius = bodyA->shape.radius + bodyB->shape.radius; float radius = bodyA->shape.radius + bodyB->shape.radius;
@ -1377,7 +1377,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
// Transform circle center to polygon transform space // Transform circle center to polygon transform space
Vector2 center = bodyA->position; 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 // Find edge with minimum penetration
// It is the same concept as using support points in SolvePolygonToPolygon // 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++) 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; 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 // Determine which voronoi region of the edge center of circle lies within
float dot1 = MathDot(Vector2SubtractV(center, v1), Vector2SubtractV(v2, v1)); float dot1 = MathDot(Vector2Subtract(center, v1), Vector2Subtract(v2, v1));
float dot2 = MathDot(Vector2SubtractV(center, v2), Vector2SubtractV(v1, v2)); float dot2 = MathDot(Vector2Subtract(center, v2), Vector2Subtract(v1, v2));
manifold->penetration = bodyA->shape.radius - separation; manifold->penetration = bodyA->shape.radius - separation;
if (dot1 <= 0.0f) // Closest to v1 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; if (DistSqr(center, v1) > bodyA->shape.radius*bodyA->shape.radius) return;
manifold->contactsCount = 1; manifold->contactsCount = 1;
Vector2 normal = Vector2SubtractV(v1, center); Vector2 normal = Vector2Subtract(v1, center);
normal = Mat2MultiplyVector2(bodyB->shape.transform, normal); normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
MathNormalize(&normal); MathNormalize(&normal);
manifold->normal = normal; manifold->normal = normal;
v1 = Mat2MultiplyVector2(bodyB->shape.transform, v1); v1 = Mat2MultiplyVector2(bodyB->shape.transform, v1);
v1 = Vector2AddV(v1, bodyB->position); v1 = Vector2Add(v1, bodyB->position);
manifold->contacts[0] = v1; manifold->contacts[0] = v1;
} }
else if (dot2 <= 0.0f) // Closest to v2 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; if (DistSqr(center, v2) > bodyA->shape.radius*bodyA->shape.radius) return;
manifold->contactsCount = 1; manifold->contactsCount = 1;
Vector2 normal = Vector2SubtractV(v2, center); Vector2 normal = Vector2Subtract(v2, center);
v2 = Mat2MultiplyVector2(bodyB->shape.transform, v2); v2 = Mat2MultiplyVector2(bodyB->shape.transform, v2);
v2 = Vector2AddV(v2, bodyB->position); v2 = Vector2Add(v2, bodyB->position);
manifold->contacts[0] = v2; manifold->contacts[0] = v2;
normal = Mat2MultiplyVector2(bodyB->shape.transform, normal); normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
MathNormalize(&normal); MathNormalize(&normal);
@ -1449,7 +1449,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
{ {
Vector2 normal = vertexData.normals[faceNormal]; 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); normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
manifold->normal = (Vector2){ -normal.x, -normal.y }; manifold->normal = (Vector2){ -normal.x, -normal.y };
@ -1526,12 +1526,12 @@ static void SolvePolygonToPolygon(PhysicsManifold manifold)
// Transform vertices to world space // Transform vertices to world space
v1 = Mat2MultiplyVector2(refPoly.transform, v1); v1 = Mat2MultiplyVector2(refPoly.transform, v1);
v1 = Vector2AddV(v1, refPoly.body->position); v1 = Vector2Add(v1, refPoly.body->position);
v2 = Mat2MultiplyVector2(refPoly.transform, v2); 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 // Calculate reference face side normal in world space
Vector2 sidePlaneNormal = Vector2SubtractV(v2, v1); Vector2 sidePlaneNormal = Vector2Subtract(v2, v1);
MathNormalize(&sidePlaneNormal); MathNormalize(&sidePlaneNormal);
// Orthogonalize // Orthogonalize
@ -1606,8 +1606,8 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold)
for (int i = 0; i < manifold->contactsCount; i++) for (int i = 0; i < manifold->contactsCount; i++)
{ {
// Caculate radius from center of mass to contact // Caculate radius from center of mass to contact
Vector2 radiusA = Vector2SubtractV(manifold->contacts[i], bodyA->position); Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position);
Vector2 radiusB = Vector2SubtractV(manifold->contacts[i], bodyB->position); Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position);
Vector2 crossA = MathCross(bodyA->angularVelocity, radiusA); Vector2 crossA = MathCross(bodyA->angularVelocity, radiusA);
Vector2 crossB = MathCross(bodyB->angularVelocity, radiusB); Vector2 crossB = MathCross(bodyB->angularVelocity, radiusB);
@ -1641,8 +1641,8 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
for (int i = 0; i < manifold->contactsCount; i++) for (int i = 0; i < manifold->contactsCount; i++)
{ {
// Calculate radius from center of mass to contact // Calculate radius from center of mass to contact
Vector2 radiusA = Vector2SubtractV(manifold->contacts[i], bodyA->position); Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position);
Vector2 radiusB = Vector2SubtractV(manifold->contacts[i], bodyB->position); Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position);
// Calculate relative velocity // Calculate relative velocity
Vector2 radiusV = { 0.0f, 0.0f }; 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 // Retrieve vertex on face from A shape, transform into B shape's model space
Vector2 vertex = dataA.positions[i]; Vector2 vertex = dataA.positions[i];
vertex = Mat2MultiplyVector2(shapeA.transform, vertex); vertex = Mat2MultiplyVector2(shapeA.transform, vertex);
vertex = Vector2AddV(vertex, shapeA.body->position); vertex = Vector2Add(vertex, shapeA.body->position);
vertex = Vector2SubtractV(vertex, shapeB.body->position); vertex = Vector2Subtract(vertex, shapeB.body->position);
vertex = Mat2MultiplyVector2(buT, vertex); vertex = Mat2MultiplyVector2(buT, vertex);
// Compute penetration distance in B shape's model space // 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 // Store greatest distance
if (distance > bestDistance) if (distance > bestDistance)
@ -1857,10 +1857,10 @@ static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, Physics
// Assign face vertices for incident face // Assign face vertices for incident face
*v0 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]); *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); incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0);
*v1 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]); *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 // 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 // Push intersection point
float alpha = distanceA/(distanceA - distanceB); float alpha = distanceA/(distanceA - distanceB);
out[sp] = *faceA; out[sp] = *faceA;
Vector2 delta = Vector2SubtractV(*faceB, *faceA); Vector2 delta = Vector2Subtract(*faceB, *faceA);
delta.x *= alpha; delta.x *= alpha;
delta.y *= alpha; delta.y *= alpha;
out[sp] = Vector2AddV(out[sp], delta); out[sp] = Vector2Add(out[sp], delta);
sp++; sp++;
} }
@ -1993,7 +1993,7 @@ static inline float MathDot(Vector2 v1, Vector2 v2)
// Returns the square root of distance between two vectors // Returns the square root of distance between two vectors
static inline float DistSqr(Vector2 v1, Vector2 v2) static inline float DistSqr(Vector2 v1, Vector2 v2)
{ {
Vector2 dir = Vector2SubtractV(v1, v2); Vector2 dir = Vector2Subtract(v1, v2);
return MathDot(dir, dir); return MathDot(dir, dir);
} }
@ -2015,13 +2015,13 @@ static void MathNormalize(Vector2 *vector)
#if defined(PHYSAC_STANDALONE) #if defined(PHYSAC_STANDALONE)
// Returns the sum of two given vectors // 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 }; return (Vector2){ v1.x + v2.x, v1.y + v2.y };
} }
// Returns the subtract of two given vectors // 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 }; return (Vector2){ v1.x - v2.x, v1.y - v2.y };
} }

View File

@ -173,28 +173,28 @@ RMDEF Vector2 Vector2One(void)
} }
// Add two vectors (v1 + v2) // 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 }; Vector2 result = { v1.x + v2.x, v1.y + v2.y };
return result; return result;
} }
// Add vector and float value // 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 }; Vector2 result = { v.x + add, v.y + add };
return result; return result;
} }
// Subtract two vectors (v1 - v2) // 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 }; Vector2 result = { v1.x - v2.x, v1.y - v2.y };
return result; return result;
} }
// Subtract vector by float value // 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 }; Vector2 result = { v.x - sub, v.y - sub };
return result; return result;
@ -237,19 +237,12 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
} }
// Multiply vector by vector // 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 }; Vector2 result = { v1.x*v2.x, v1.y*v2.y };
return result; 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 // Negate vector
RMDEF Vector2 Vector2Negate(Vector2 v) RMDEF Vector2 Vector2Negate(Vector2 v)
{ {
@ -258,14 +251,14 @@ RMDEF Vector2 Vector2Negate(Vector2 v)
} }
// Divide vector by a float value // 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 }; Vector2 result = { v.x/div, v.y/div };
return result; return result;
} }
// Divide vector by vector // 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 }; Vector2 result = { v1.x/v2.x, v1.y/v2.y };
return result; return result;
@ -274,7 +267,7 @@ RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
// Normalize provided vector // Normalize provided vector
RMDEF Vector2 Vector2Normalize(Vector2 v) RMDEF Vector2 Vector2Normalize(Vector2 v)
{ {
Vector2 result = Vector2Divide(v, Vector2Length(v)); Vector2 result = Vector2DivideValue(v, Vector2Length(v));
return result; return result;
} }
@ -316,28 +309,28 @@ RMDEF Vector3 Vector3One(void)
} }
// Add two vectors // 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 }; Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
return result; return result;
} }
// Add vector and float value // 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 }; Vector3 result = { v.x + add, v.y + add, v.z + add };
return result; return result;
} }
// Subtract two vectors // 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 }; Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
return result; return result;
} }
// Subtract vector by float value // 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 }; Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
return result; return result;
@ -351,19 +344,12 @@ RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
} }
// Multiply vector by vector // 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 }; Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
return result; 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 // Calculate two vectors cross product
RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
{ {
@ -429,14 +415,14 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
} }
// Divide vector by a float value // 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 }; Vector3 result = { v.x / div, v.y / div, v.z / div };
return result; return result;
} }
// Divide vector by vector // 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 }; Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
return result; 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; //Vector v0 = b - a, v1 = c - a, v2 = p - a;
Vector3 v0 = Vector3SubtractV(b, a); Vector3 v0 = Vector3Subtract(b, a);
Vector3 v1 = Vector3SubtractV(c, a); Vector3 v1 = Vector3Subtract(c, a);
Vector3 v2 = Vector3SubtractV(p, a); Vector3 v2 = Vector3Subtract(p, a);
float d00 = Vector3DotProduct(v0, v0); float d00 = Vector3DotProduct(v0, v0);
float d01 = Vector3DotProduct(v0, v1); float d01 = Vector3DotProduct(v0, v1);
float d11 = Vector3DotProduct(v1, v1); float d11 = Vector3DotProduct(v1, v1);
@ -1024,7 +1010,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{ {
Matrix result = { 0 }; Matrix result = { 0 };
Vector3 z = Vector3SubtractV(eye, target); Vector3 z = Vector3Subtract(eye, target);
z = Vector3Normalize(z); z = Vector3Normalize(z);
Vector3 x = Vector3CrossProduct(up, z); Vector3 x = Vector3CrossProduct(up, z);
x = Vector3Normalize(x); x = Vector3Normalize(x);