simplify QuaternionInvert (#2324)

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megagrump 2022-01-31 09:39:21 +01:00 committed by GitHub
parent 680cc72d43
commit c54d9cd552
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@ -282,7 +282,7 @@ RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x);
return result;
}
@ -549,12 +549,12 @@ RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
{
float result = 0.0f;
Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
result = atan2f(len, dot);
return result;
}
@ -1490,8 +1490,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
{
Quaternion result = q;
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
float lengthSq = length*length;
float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (lengthSq != 0.0)
{