REVIEWED: Formatting, follow raylib coding conventions

This commit is contained in:
Ray
2024-06-30 11:07:38 +02:00
parent a805f46f55
commit 17cbc75aa7
12 changed files with 221 additions and 228 deletions

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@ -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);
}