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@@ -326,7 +326,7 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
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float dy = target.y - v.y;
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float value = (dx*dx) + (dy*dy);
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- if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance * maxDistance))) return target;
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+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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float dist = sqrtf(value);
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@@ -870,18 +870,18 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
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float cosres = cosf(angle);
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float t = 1.0f - cosres;
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- result.m0 = x*x*t + cosres;
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- result.m1 = y*x*t + z*sinres;
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- result.m2 = z*x*t - y*sinres;
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- result.m3 = 0.0f;
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+ result.m0 = x*x*t + cosres;
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+ result.m1 = y*x*t + z*sinres;
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+ result.m2 = z*x*t - y*sinres;
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+ result.m3 = 0.0f;
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- result.m4 = x*y*t - z*sinres;
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- result.m5 = y*y*t + cosres;
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- result.m6 = z*y*t + x*sinres;
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- result.m7 = 0.0f;
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+ result.m4 = x*y*t - z*sinres;
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+ result.m5 = y*y*t + cosres;
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+ result.m6 = z*y*t + x*sinres;
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+ result.m7 = 0.0f;
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- result.m8 = x*z*t + y*sinres;
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- result.m9 = y*z*t - x*sinres;
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+ result.m8 = x*z*t + y*sinres;
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+ result.m9 = y*z*t - x*sinres;
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result.m10 = z*z*t + cosres;
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result.m11 = 0.0f;
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@@ -1292,7 +1292,7 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
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{
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Quaternion result = { 0 };
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- float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
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+ float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
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if (cosHalfTheta < 0)
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{
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@@ -1375,7 +1375,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
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}
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else
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{
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- float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
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+ float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
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result.x = (mat.m2 + mat.m8)/s;
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result.y = (mat.m9 + mat.m6)/s;
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result.z = 0.25f*s;
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