Align variables in ray code

This commit is contained in:
Uwila
2020-04-03 17:56:53 +02:00
parent 7bf38a3062
commit 339adab783
3 changed files with 24 additions and 4 deletions

View File

@@ -14,7 +14,12 @@ extern "C" {
CGLM_EXPORT
bool
glmc_ray_triangle(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d);
glmc_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
#ifdef __cplusplus
}

View File

@@ -7,7 +7,12 @@
/*
Functions:
CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d);
CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
*/
#ifndef cglm_ray_h
@@ -29,7 +34,12 @@
CGLM_INLINE
bool
glm_ray_triangle(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d) {
glm_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d) {
vec3 edge1, edge2, p, t, q;
float det, inv_det, u, v, dist;
const float epsilon = 0.000001;

View File

@@ -3,6 +3,11 @@
CGLM_EXPORT
bool
glmc_ray_triangle(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d) {
glmc_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d) {
return glm_ray_triangle(origin, direction, v0, v1, v2, d);
}