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authorraysan5 <[email protected]>2021-06-05 12:33:05 +0200
committerraysan5 <[email protected]>2021-06-05 12:33:05 +0200
commite95d8bc655cb69320a835b9af9fd041bcd1257f7 (patch)
treec15e44201ba9af029f161065a643ad79c7c7efa7 /src/raymath.h
parent6445200a93354825daae733e3172a330c4ee2110 (diff)
downloadraylib-e95d8bc655cb69320a835b9af9fd041bcd1257f7.tar.gz
raylib-e95d8bc655cb69320a835b9af9fd041bcd1257f7.zip
Minor format tweaks
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 7d1e3626..833bfd2e 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -326,7 +326,7 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
float dy = target.y - v.y;
float value = (dx*dx) + (dy*dy);
- if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance * maxDistance))) return target;
+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
float dist = sqrtf(value);
@@ -870,18 +870,18 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
float cosres = cosf(angle);
float t = 1.0f - cosres;
- result.m0 = x*x*t + cosres;
- result.m1 = y*x*t + z*sinres;
- result.m2 = z*x*t - y*sinres;
- result.m3 = 0.0f;
+ result.m0 = x*x*t + cosres;
+ result.m1 = y*x*t + z*sinres;
+ result.m2 = z*x*t - y*sinres;
+ result.m3 = 0.0f;
- result.m4 = x*y*t - z*sinres;
- result.m5 = y*y*t + cosres;
- result.m6 = z*y*t + x*sinres;
- result.m7 = 0.0f;
+ result.m4 = x*y*t - z*sinres;
+ result.m5 = y*y*t + cosres;
+ result.m6 = z*y*t + x*sinres;
+ result.m7 = 0.0f;
- result.m8 = x*z*t + y*sinres;
- result.m9 = y*z*t - x*sinres;
+ result.m8 = x*z*t + y*sinres;
+ result.m9 = y*z*t - x*sinres;
result.m10 = z*z*t + cosres;
result.m11 = 0.0f;
@@ -1292,7 +1292,7 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
- float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
+ float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
if (cosHalfTheta < 0)
{
@@ -1375,7 +1375,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
}
else
{
- float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
+ float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
result.x = (mat.m2 + mat.m8)/s;
result.y = (mat.m9 + mat.m6)/s;
result.z = 0.25f*s;