WARNING: REVIEWED: Follow a set of conventions
CONVENTIONS: - Functions are always self-contained, no function use another raymath function inside, required code is directly re-implemented inside - Functions input parameters are always received by value - Functions use always a "result" variable for return - Functions are always defined inline - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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@ -69,9 +69,6 @@ int main(void)
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m3 = QuaternionToMatrix(q1);
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v2 = QuaternionToEuler(q1);
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v2.x *= DEG2RAD;
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v2.y *= DEG2RAD;
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v2.z *= DEG2RAD;
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m4 = MatrixRotateZYX(v2);
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//--------------------------------------------------------------------------------------
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@ -53,7 +53,7 @@ int main(void)
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Texture texture = LoadTexture("resources/cat.png");
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float ang = 0;
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float angle = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -63,11 +63,11 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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ang++;
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angle++;
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Vector2 positions[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang);
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
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//----------------------------------------------------------------------------------
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// Draw
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586
src/raymath.h
586
src/raymath.h
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