mirror of https://github.com/raysan5/raylib
[raymath.h] Small code refactor (#3753)
* [raymath.h] Small refactor to avoid duplicated code * Fixing some blank spaces to match same syle convention
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@ -174,7 +174,7 @@ typedef struct float16 {
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// Clamp float value
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RMAPI float Clamp(float value, float min, float max)
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{
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float result = (value < min)? min : value;
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float result = (value < min) ? min : value;
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if (result > max) result = max;
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@ -494,18 +494,18 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
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{
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length = sqrtf(length);
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float scale = 1; // By default, 1 as the neutral element.
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if (length < min)
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{
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float scale = min/length;
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result.x = v.x*scale;
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result.y = v.y*scale;
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scale = min/length;
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}
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else if (length > max)
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{
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float scale = max/length;
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result.x = v.x*scale;
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result.y = v.y*scale;
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scale = max/length;
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}
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result.x = v.x*scale;
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result.y = v.y*scale;
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}
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return result;
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@ -834,7 +834,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
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// Vector3Normalize(axis);
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float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
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if (length == 0.0f) length = 1.0f;
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float ilength = 1.0f / length;
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float ilength = 1.0f/length;
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axis.x *= ilength;
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axis.y *= ilength;
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axis.z *= ilength;
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@ -1080,20 +1080,19 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
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{
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length = sqrtf(length);
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float scale = 1; // By default, 1 as the neutral element.
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if (length < min)
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{
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float scale = min/length;
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result.x = v.x*scale;
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result.y = v.y*scale;
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result.z = v.z*scale;
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scale = min/length;
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}
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else if (length > max)
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{
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float scale = max/length;
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result.x = v.x*scale;
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result.y = v.y*scale;
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result.z = v.z*scale;
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scale = max/length;
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}
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result.x = v.x*scale;
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result.y = v.y*scale;
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result.z = v.z*scale;
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}
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return result;
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@ -1962,7 +1961,7 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
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}
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float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
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float mult = 0.25f / biggestVal;
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float mult = 0.25f/biggestVal;
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switch (biggestIndex)
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{
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