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Some tweaks raymath related

raysan5 8 年之前
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c6cd07c373
共有 3 個文件被更改,包括 3 次插入12 次删除
  1. 0 1
      examples/models/models_skybox.c
  2. 1 1
      src/models.c
  3. 2 10
      src/raymath.h

+ 0 - 1
examples/models/models_skybox.c

@@ -10,7 +10,6 @@
 ********************************************************************************************/
 
 #include "raylib.h"
-#include "raymath.h"
 
 int main()
 {

+ 1 - 1
src/models.c

@@ -1297,8 +1297,8 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
 {
     // Calculate transformation matrix from function parameters
     // Get transform matrix (rotation -> scale -> translation)
-    Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
     Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
+    Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
     Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
     
     Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);

+ 2 - 10
src/raymath.h

@@ -1,6 +1,6 @@
 /**********************************************************************************************
 *
-*   raymath v1.0 - Math functions to work with Vector3, Matrix and Quaternions
+*   raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions
 *
 *   CONFIGURATION:
 *
@@ -19,7 +19,7 @@
 *
 *   LICENSE: zlib/libpng
 *
-*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
@@ -405,7 +405,6 @@ RMDEF void VectorNormalize(Vector3 *v)
 }
 
 // Transforms a Vector3 by a given Matrix
-// TODO: Review math (matrix transpose required?)
 RMDEF void VectorTransform(Vector3 *v, Matrix mat)
 {
     float x = v->x;
@@ -415,13 +414,6 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat)
     v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
     v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
     v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-    
-    // TODO: Transposed matrix (?)
-    /*
-    v->x = mat.m0*x + mat.m1*y + mat.m2*z + mat.m3;
-    v->y = mat.m4*x + mat.m5*y + mat.m6*z + mat.m7;
-    v->z = mat.m8*x + mat.m9*y + mat.m10*z + mat.m11;
-    */
 };
 
 // Calculate linear interpolation between two vectors