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https://github.com/JoeyDeVries/LearnOpenGL.git
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Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com>
This commit is contained in:
@@ -1506,7 +1506,7 @@ ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMa
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* Pass NULL if you're not interested in this information. Otherwise,
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* Pass NULL if you're not interested in this information. Otherwise,
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* pass a pointer to an array of two aiTextureMapMode's (one for each
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* pass a pointer to an array of two aiTextureMapMode's (one for each
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* axis, UV order).
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* axis, UV order).
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* @param[out] flags Receives the the texture flags.
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* @param[out] flags Receives the texture flags.
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* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
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* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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#ifdef __cplusplus
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#ifdef __cplusplus
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@@ -435,7 +435,7 @@ enum aiDefaultLogStream
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/** Stream the log to std::cerr */
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/** Stream the log to std::cerr */
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aiDefaultLogStream_STDERR = 0x4,
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aiDefaultLogStream_STDERR = 0x4,
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/** MSVC only: Stream the log the the debugger
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/** MSVC only: Stream the log the debugger
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* (this relies on OutputDebugString from the Win32 SDK)
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* (this relies on OutputDebugString from the Win32 SDK)
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*/
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*/
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aiDefaultLogStream_DEBUGGER = 0x8,
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aiDefaultLogStream_DEBUGGER = 0x8,
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@@ -519,7 +519,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
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// get difference vector between both centers
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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difference = closest - center;
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@@ -227,7 +227,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
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// get difference vector between both centers
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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difference = closest - center;
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@@ -239,7 +239,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
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// get difference vector between both centers
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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difference = closest - center;
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@@ -264,7 +264,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
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// get difference vector between both centers
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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difference = closest - center;
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@@ -434,7 +434,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
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// get difference vector between both centers
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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difference = closest - center;
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@@ -446,7 +446,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
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// get difference vector between both centers
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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difference = closest - center;
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