[raymath.h] Small code refactor (#3753)
* [raymath.h] Small refactor to avoid duplicated code * Fixing some blank spaces to match same syle convention
This commit is contained in:
parent
27645e16ab
commit
c133fee286
@ -174,7 +174,7 @@ typedef struct float16 {
|
||||
// Clamp float value
|
||||
RMAPI float Clamp(float value, float min, float max)
|
||||
{
|
||||
float result = (value < min)? min : value;
|
||||
float result = (value < min) ? min : value;
|
||||
|
||||
if (result > max) result = max;
|
||||
|
||||
@ -494,18 +494,18 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
|
||||
{
|
||||
length = sqrtf(length);
|
||||
|
||||
float scale = 1; // By default, 1 as the neutral element.
|
||||
if (length < min)
|
||||
{
|
||||
float scale = min/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
scale = min/length;
|
||||
}
|
||||
else if (length > max)
|
||||
{
|
||||
float scale = max/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
scale = max/length;
|
||||
}
|
||||
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -834,7 +834,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
|
||||
// Vector3Normalize(axis);
|
||||
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
|
||||
if (length == 0.0f) length = 1.0f;
|
||||
float ilength = 1.0f / length;
|
||||
float ilength = 1.0f/length;
|
||||
axis.x *= ilength;
|
||||
axis.y *= ilength;
|
||||
axis.z *= ilength;
|
||||
@ -1080,20 +1080,19 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
|
||||
{
|
||||
length = sqrtf(length);
|
||||
|
||||
float scale = 1; // By default, 1 as the neutral element.
|
||||
if (length < min)
|
||||
{
|
||||
float scale = min/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
result.z = v.z*scale;
|
||||
scale = min/length;
|
||||
}
|
||||
else if (length > max)
|
||||
{
|
||||
float scale = max/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
result.z = v.z*scale;
|
||||
scale = max/length;
|
||||
}
|
||||
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
result.z = v.z*scale;
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -1962,7 +1961,7 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
|
||||
}
|
||||
|
||||
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
|
||||
float mult = 0.25f / biggestVal;
|
||||
float mult = 0.25f/biggestVal;
|
||||
|
||||
switch (biggestIndex)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user