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| author | Ray <[email protected]> | 2024-06-30 11:07:38 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2024-06-30 11:07:38 +0200 |
| commit | 17cbc75aa710ed629560580e8105d637b3124653 (patch) | |
| tree | d5fbf88128d5e1c083c78dd30b6fd7d5c6c0f968 /src/raymath.h | |
| parent | a805f46f552626c9d6b39baeda2d03963ab53cb4 (diff) | |
| download | raylib-17cbc75aa710ed629560580e8105d637b3124653.tar.gz raylib-17cbc75aa710ed629560580e8105d637b3124653.zip | |
REVIEWED: Formatting, follow raylib coding conventions
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 29 |
1 files changed, 15 insertions, 14 deletions
diff --git a/src/raymath.h b/src/raymath.h index 63947ee8..0a0b0580 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -2221,9 +2221,9 @@ RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTange float t2 = t * t; float t3 = t2 * t; float h00 = 2 * t3 - 3 * t2 + 1; - float h10 = t3 - 2 * t2 + t; - float h01 = -2 * t3 + 3 * t2; - float h11 = t3 - t2; + float h10 = t3 - 2 * t2 + t; + float h01 = -2 * t3 + 3 * t2; + float h11 = t3 - t2; Quaternion p0 = QuaternionScale(q1, h00); Quaternion m0 = QuaternionScale(outTangent1, h10); @@ -2533,7 +2533,7 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio translation->y = mat.m13; translation->z = mat.m14; - // Extract upper-left for determinant computation. + // Extract upper-left for determinant computation const float a = mat.m0; const float b = mat.m4; const float c = mat.m8; @@ -2543,28 +2543,29 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio const float g = mat.m2; const float h = mat.m6; const float i = mat.m10; - const float A = e * i - f * h; - const float B = f * g - d * i; - const float C = d * h - e * g; + const float A = e*i - f*h; + const float B = f*g - d*i; + const float C = d*h - e*g; - // Extract scale. - const float det = a * A + b * B + c * C; - float scalex = Vector3Length((Vector3) {a, b, c}); - float scaley = Vector3Length((Vector3) {d, e, f}); - float scalez = Vector3Length((Vector3) {g, h, i}); - Vector3 s = {scalex, scaley, scalez}; + // Extract scale + const float det = a*A + b*B + c*C; + float scalex = Vector3Length((Vector3){ a, b, c }); + float scaley = Vector3Length((Vector3){ d, e, f }); + float scalez = Vector3Length((Vector3){ g, h, i }); + Vector3 s = { scalex, scaley, scalez }; if (det < 0) s = Vector3Negate(s); *scale = s; - // Remove scale from the matrix if it is not close to zero. + // Remove scale from the matrix if it is not close to zero Matrix clone = mat; if (!FloatEquals(det, 0)) { clone.m0 /= s.x; clone.m5 /= s.y; clone.m10 /= s.z; + // Extract rotation *rotation = QuaternionFromMatrix(clone); } |
