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Renamed RayHitInfo variables
This commit is contained in:
10
src/models.c
10
src/models.c
@@ -1541,11 +1541,11 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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result.hit = true;
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result.hit = true;
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result.distance = t;
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result.distance = t;
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result.hit = true;
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result.hit = true;
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result.hitNormal = VectorCrossProduct(edge1, edge2);
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result.normal = VectorCrossProduct(edge1, edge2);
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VectorNormalize(&result.hitNormal);
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VectorNormalize(&result.normal);
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Vector3 rayDir = ray.direction;
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Vector3 rayDir = ray.direction;
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VectorScale(&rayDir, t);
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VectorScale(&rayDir, t);
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result.hitPosition = VectorAdd(ray.position, rayDir);
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result.position = VectorAdd(ray.position, rayDir);
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}
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}
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return result;
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return result;
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@@ -1568,8 +1568,8 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
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VectorScale(&rayDir, t);
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VectorScale(&rayDir, t);
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result.hit = true;
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result.hit = true;
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result.distance = t;
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result.distance = t;
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result.hitNormal = (Vector3){ 0.0, 1.0, 0.0 };
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result.normal = (Vector3){ 0.0, 1.0, 0.0 };
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result.hitPosition = VectorAdd(ray.position, rayDir);
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result.position = VectorAdd(ray.position, rayDir);
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}
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}
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}
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}
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@@ -479,8 +479,8 @@ typedef struct Ray {
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typedef struct RayHitInfo {
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typedef struct RayHitInfo {
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bool hit; // Did the ray hit something?
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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float distance; // Distance to nearest hit
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Vector3 hitPosition; // Position of nearest hit
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Vector3 position; // Position of nearest hit
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Vector3 hitNormal; // Surface normal of hit
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Vector3 normal; // Surface normal of hit
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} RayHitInfo;
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} RayHitInfo;
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// Wave type, defines audio wave data
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// Wave type, defines audio wave data
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