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Formating review

Ray 2 years ago
parent
commit
9646497216
2 changed files with 17 additions and 14 deletions
  1. 11 2
      src/raymath.h
  2. 6 12
      src/rtextures.c

+ 11 - 2
src/raymath.h

@@ -15,6 +15,7 @@
 *     - Functions use always a "result" variable for return
 *     - Functions use always a "result" variable for return
 *     - Functions are always defined inline
 *     - Functions are always defined inline
 *     - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
 *     - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
+*     - No compound literals used to make sure libray is compatible with C++
 *
 *
 *   CONFIGURATION:
 *   CONFIGURATION:
 *       #define RAYMATH_IMPLEMENTATION
 *       #define RAYMATH_IMPLEMENTATION
@@ -716,12 +717,16 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
 //Calculate the projection of the vector v1 on to v2
 //Calculate the projection of the vector v1 on to v2
 RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
 RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
 {
 {
+    Vector3 result = { 0 };
+    
     float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
     float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
     float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
     float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
 
 
     float mag = v1dv2/v2dv2;
     float mag = v1dv2/v2dv2;
 
 
-    Vector3 result = { v2.x*mag , v2.y*mag, v2.z*mag };
+    result.x = v2.x*mag;
+    result.y = v2.y*mag;
+    result.z = v2.z*mag;
 
 
     return result;
     return result;
 }
 }
@@ -729,12 +734,16 @@ RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
 //Calculate the rejection of the vector v1 on to v2
 //Calculate the rejection of the vector v1 on to v2
 RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
 RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
 {
 {
+    Vector3 result = { 0 };
+    
     float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
     float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
     float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
     float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
 
 
     float mag = v1dv2/v2dv2;
     float mag = v1dv2/v2dv2;
 
 
-    Vector3 result = { v1.x - (v2.x*mag) , v1.y - (v2.y*mag), v1.z - (v2.z*mag) };
+    result.x = v1.x - (v2.x*mag);
+    result.y = v1.y - (v2.y*mag);
+    result.z = v1.z - (v2.z*mag);
 
 
     return result;
     return result;
 }
 }

+ 6 - 12
src/rtextures.c

@@ -3284,19 +3284,13 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
     if (rec.width < 0) rec.width = 0;
     if (rec.width < 0) rec.width = 0;
     if (rec.height < 0) rec.height = 0;
     if (rec.height < 0) rec.height = 0;
 
 
-    // clamp the size the the image bounds
-    if (rec.x + rec.width >= dst->width)
-        rec.width = dst->width - rec.x;
+    // Clamp the size the the image bounds
+    if ((rec.x + rec.width) >= dst->width) rec.width = dst->width - rec.x;
+    if ((rec.y + rec.height) >= dst->height) rec.height = dst->height - rec.y;
 
 
-    if (rec.y + rec.height >= dst->height)
-        rec.height = dst->height - rec.y;
-
-    // check if the rect is even inside the image
-    if (rec.x > dst->width || rec.y > dst->height)
-        return;
-
-    if (rec.x + rec.width < 0 || rec.y + rec.height < 0)
-        return;
+    // Check if the rect is even inside the image
+    if ((rec.x > dst->width) || (rec.y > dst->height)) return;
+    if (((rec.x + rec.width) < 0) || (rec.y + rec.height < 0)) return;
 
 
     int sy = (int)rec.y;
     int sy = (int)rec.y;
     int sx = (int)rec.x;
     int sx = (int)rec.x;