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Removed useless GetCollisionRayMesh and libraylib.a

lumaio teon 7 年之前
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共有 3 个文件被更改,包括 0 次插入44 次删除
  1. 二进制
      release/libs/win32/mingw32/libraylib.a
  2. 0 43
      src/models.c
  3. 0 1
      src/raylib.h

二进制
release/libs/win32/mingw32/libraylib.a


+ 0 - 43
src/models.c

@@ -1966,50 +1966,7 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
     return collision;
 }
 
-// Get collision info between ray and mesh
-RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
-{
-    RayHitInfo result = { 0 };
-
-    // If mesh doesn't have vertex data on CPU, can't test it.
-    if (!mesh->vertices) return result;
-
-    // mesh->triangleCount may not be set, vertexCount is more reliable
-    int triangleCount = mesh->vertexCount/3;
-
-    // Test against all triangles in mesh
-    for (int i = 0; i < triangleCount; i++)
-    {
-        Vector3 a, b, c;
-        Vector3 *vertdata = (Vector3 *)mesh->vertices;
-
-        if (mesh->indices)
-        {
-            a = vertdata[mesh->indices[i*3 + 0]];
-            b = vertdata[mesh->indices[i*3 + 1]];
-            c = vertdata[mesh->indices[i*3 + 2]];
-        }
-        else
-        {
-            a = vertdata[i*3 + 0];
-            b = vertdata[i*3 + 1];
-            c = vertdata[i*3 + 2];
-        }
-
-        RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
-
-        if (triHitInfo.hit)
-        {
-            // Save the closest hit triangle
-            if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
-        }
-    }
-
-    return result;
-}
-
 // Get collision info between ray and model
-// NOTE: This is an exact clone of GetCollisionRayMesh but applies transformation matrix from the model to the vertices
 RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
 {
     RayHitInfo result = { 0 };

+ 0 - 1
src/raylib.h

@@ -1052,7 +1052,6 @@ RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphere
 RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
                                      Vector3 *collisionPoint);                                          // Detect collision between ray and sphere, returns collision point
 RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
-RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh);                                              // Get collision info between ray and mesh
 RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model);                                           // Get collision info between ray and model
 RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);                  // Get collision info between ray and triangle
 RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);                                    // Get collision info between ray and ground plane (Y-normal plane)