Переглянути джерело

Renamed CalculateBoundingBox() to MeshBoundingBox()

Renamed function for consistency with a possible Mesh manipulation functions (maybe added in a future). Naming follows Image*() manipulation functions.
Ray 7 роки тому
батько
коміт
fd2adbe62d
3 змінених файлів з 12 додано та 8 видалено
  1. 1 1
      examples/models/models_mesh_picking.c
  2. 6 6
      src/models.c
  3. 5 1
      src/raylib.h

+ 1 - 1
examples/models/models_mesh_picking.c

@@ -38,7 +38,7 @@ int main()
     tower.material.maps[MAP_DIFFUSE].texture = texture;         // Set model diffuse texture
     
     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
-    BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);    
+    BoundingBox towerBBox = MeshBoundingBox(tower.mesh);        // Get mesh bounding box
     bool hitMeshBBox = false;
     bool hitTriangle = false;
 

+ 6 - 6
src/models.c

@@ -2055,9 +2055,9 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
     return result;
 }
 
-// Calculate mesh bounding box limits
+// Compute mesh bounding box limits
 // NOTE: minVertex and maxVertex should be transformed by model transform matrix
-BoundingBox CalculateBoundingBox(Mesh mesh)
+BoundingBox MeshBoundingBox(Mesh mesh)
 {
     // Get min and max vertex to construct bounds (AABB)
     Vector3 minVertex = { 0 };
@@ -2083,16 +2083,16 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
     return box;
 }
 
-// Compute provided mesh tangents 
+// Compute mesh tangents 
 void MeshTangents(Mesh *mesh)
 {
-    // TODO: Calculate mesh tangents
+    // TODO: Compute mesh tangents
 }
 
-// Compute provided mesh binormals
+// Compute mesh binormals
 void MeshBinormals(Mesh *mesh)
 {
-    // TODO: Calculate mesh binormals
+    // TODO: Compute mesh binormals
 }
 
 //----------------------------------------------------------------------------------

+ 5 - 1
src/raylib.h

@@ -1006,6 +1006,11 @@ RLAPI void UnloadModel(Model model);
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 
+// Mesh manipulation functions
+RLAPI BoundingBox MeshBoundingBox(Mesh mesh);                                                           // Compute mesh bounding box limits
+RLAPI void MeshTangents(Mesh *mesh);                                                                    // Compute mesh tangents 
+RLAPI void MeshBinormals(Mesh *mesh);                                                                   // Compute mesh binormals
+
 // Mesh generation functions
 RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ);                                 // Generate plane mesh (with subdivisions)
 RLAPI Mesh GenMeshCube(float width, float height, float length);                                        // Generate cuboid mesh
@@ -1035,7 +1040,6 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRe
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
 // Collision detection functions
-RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
 RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere);          // Detect collision between box and sphere