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authorraysan5 <[email protected]>2021-03-31 17:55:46 +0200
committerraysan5 <[email protected]>2021-03-31 17:55:46 +0200
commit8f1d81df0ff80ac8c0855af755f5ba2abe827e53 (patch)
treec055240a09fb54d61c416d11ba288c33bd5f3eed /src/raymath.h
parent3d1a05d588274536c35f1e667eb65f07e7e0d559 (diff)
downloadraylib-8f1d81df0ff80ac8c0855af755f5ba2abe827e53.tar.gz
raylib-8f1d81df0ff80ac8c0855af755f5ba2abe827e53.zip
Review code formatting
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 7fc1df6c..e396d5a3 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -160,13 +160,13 @@ RMDEF float Lerp(float start, float end, float amount)
// Normalize input value within input range
RMDEF float Normalize(float value, float start, float end)
{
- return (value - start) / (end - start);
+ return (value - start)/(end - start);
}
// Remap input value within input range to output range
RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
{
- return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart;
+ return (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
}
//----------------------------------------------------------------------------------
@@ -314,7 +314,7 @@ RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
{
float rads = degs*DEG2RAD;
- Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) };
+ Vector2 result = {v.x*cosf(rads) - v.y*sinf(rads) , v.x*sinf(rads) + v.y*cosf(rads) };
return result;
}
@@ -954,17 +954,17 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
float cosx = cosf(-ang.x);
float sinx = sinf(-ang.x);
- result.m0 = cosz * cosy;
- result.m4 = (cosz * siny * sinx) - (sinz * cosx);
- result.m8 = (cosz * siny * cosx) + (sinz * sinx);
+ result.m0 = cosz*cosy;
+ result.m4 = (cosz*siny*sinx) - (sinz*cosx);
+ result.m8 = (cosz*siny*cosx) + (sinz*sinx);
- result.m1 = sinz * cosy;
- result.m5 = (sinz * siny * sinx) + (cosz * cosx);
- result.m9 = (sinz * siny * cosx) - (cosz * sinx);
+ result.m1 = sinz*cosy;
+ result.m5 = (sinz*siny*sinx) + (cosz*cosx);
+ result.m9 = (sinz*siny*cosx) - (cosz*sinx);
result.m2 = -siny;
- result.m6 = cosy * sinx;
- result.m10= cosy * cosx;
+ result.m6 = cosy*sinx;
+ result.m10= cosy*cosx;
return result;
}
@@ -1250,10 +1250,10 @@ RMDEF Quaternion QuaternionScale(Quaternion q, float mul)
float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w;
- result.x = qax * mul + qaw * mul + qay * mul - qaz * mul;
- result.y = qay * mul + qaw * mul + qaz * mul - qax * mul;
- result.z = qaz * mul + qaw * mul + qax * mul - qay * mul;
- result.w = qaw * mul - qax * mul - qay * mul - qaz * mul;
+ result.x = qax*mul + qaw*mul + qay*mul - qaz*mul;
+ result.y = qay*mul + qaw*mul + qaz*mul - qax*mul;
+ result.z = qaz*mul + qaw*mul + qax*mul - qay*mul;
+ result.w = qaw*mul - qax*mul - qay*mul - qaz*mul;
return result;
}
@@ -1261,7 +1261,7 @@ RMDEF Quaternion QuaternionScale(Quaternion q, float mul)
// Divide two quaternions
RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
{
- Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w};
+ Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };
return result;
}