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REVIEWED: Some comments (Code Gardening)
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@ -66,11 +66,11 @@
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// Function specifiers definition
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
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#define RMAPI __declspec(dllexport) extern inline // Building raylib as a Win32 shared library (.dll)
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#elif defined(BUILD_LIBTYPE_SHARED)
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#define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
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#define RMAPI __attribute__((visibility("default"))) // Building raylib as a Unix shared library (.so/.dylib)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#define RMAPI __declspec(dllimport) // Using raylib as a Win32 shared library (.dll)
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#else
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#define RMAPI extern inline // Provide external definition
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#endif
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@ -595,7 +595,7 @@ RMAPI int Vector2Equals(Vector2 p, Vector2 q)
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// v: normalized direction of the incoming ray
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// n: normalized normal vector of the interface of two optical media
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// r: ratio of the refractive index of the medium from where the ray comes
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// to the refractive index of the medium on the other side of the surface
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// to the refractive index of the medium on the other side of the surface
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RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
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{
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Vector2 result = { 0 };
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@ -1083,7 +1083,7 @@ RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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}
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// Projects a Vector3 from screen space into object space
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// NOTE: We are avoiding calling other raymath functions despite available
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// NOTE: Self-contained function, no other raymath functions are called
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RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
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{
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Vector3 result = { 0 };
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@ -1245,7 +1245,7 @@ RMAPI int Vector3Equals(Vector3 p, Vector3 q)
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// v: normalized direction of the incoming ray
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// n: normalized normal vector of the interface of two optical media
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// r: ratio of the refractive index of the medium from where the ray comes
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// to the refractive index of the medium on the other side of the surface
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// to the refractive index of the medium on the other side of the surface
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RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
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{
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Vector3 result = { 0 };
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@ -2663,14 +2663,14 @@ RMAPI Matrix MatrixCompose(Vector3 translation, Quaternion rotation, Vector3 sca
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forward = Vector3RotateByQuaternion(forward, rotation);
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// Set result matrix output
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Matrix result = {
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right.x, up.x, forward.x, translation.x,
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right.y, up.y, forward.y, translation.y,
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right.z, up.z, forward.z, translation.z,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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Matrix result = {
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right.x, up.x, forward.x, translation.x,
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right.y, up.y, forward.y, translation.y,
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right.z, up.z, forward.z, translation.z,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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return result;
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return result;
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}
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// Decompose a transformation matrix into its rotational, translational and scaling components and remove shear
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