diff --git a/src/models.c b/src/models.c index ba913e050..d86a0d8f3 100644 --- a/src/models.c +++ b/src/models.c @@ -1092,7 +1092,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount) animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation); animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation); animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation); - animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); + animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); } } } @@ -1145,7 +1145,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) // Vertices processing // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] }; - animVertex = Vector3MultiplyV(animVertex, outScale); + animVertex = Vector3Multiply(animVertex, outScale); animVertex = Vector3Subtract(animVertex, inTranslation); animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); animVertex = Vector3Add(animVertex, outTranslation); @@ -2344,7 +2344,7 @@ void MeshTangents(Mesh *mesh) // TODO: Review, not sure if tangent computation is right, just used reference proposed maths... #if defined(COMPUTE_TANGENTS_METHOD_01) - Vector3 tmp = Vector3Subtract(tangent, Vector3Multiply(normal, Vector3DotProduct(normal, tangent))); + Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); tmp = Vector3Normalize(tmp); mesh->tangents[i*4 + 0] = tmp.x; mesh->tangents[i*4 + 1] = tmp.y; @@ -2375,7 +2375,7 @@ void MeshBinormals(Mesh *mesh) { Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] }; Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] }; - Vector3 binormal = Vector3Multiply(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]); + Vector3 binormal = Vector3Scale(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]); // TODO: Register computed binormal in mesh->binormal? } @@ -3285,7 +3285,7 @@ static Model LoadIQM(const char *fileName) model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); - model.bindPose[i].scale = Vector3MultiplyV(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); + model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); } } diff --git a/src/raymath.h b/src/raymath.h index 18b154c22..c13ef2344 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -301,14 +301,14 @@ RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) } // Multiply vector by scalar -RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar) +RMDEF Vector3 Vector3Scale(Vector3 v, float scalar) { Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; return result; } // Multiply vector by vector -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; return result;