Remove trailing spaces

This commit is contained in:
Ray
2020-11-03 23:47:33 +01:00
parent f46514b855
commit 3e1cd487df
11 changed files with 337 additions and 325 deletions

View File

@ -164,7 +164,7 @@ RMDEF float Normalize(float value, float start, float end)
}
// Remap input value within input range to output range
RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
{
return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart;
}
@ -325,14 +325,14 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
float dx = target.x - v.x;
float dy = target.y - v.y;
float value = (dx*dx) + (dy*dy);
if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target;
float dist = sqrtf(value);
result.x = v.x + dx/dist*maxDistance;
result.y = v.y + dy/dist*maxDistance;
return result;
}
@ -970,14 +970,14 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
}
// Returns zyx-rotation matrix (angles in radians)
// TODO: This solution is suboptimal, it should be possible to create this matrix in one go
// TODO: This solution is suboptimal, it should be possible to create this matrix in one go
// instead of using a 3 matrix multiplication
RMDEF Matrix MatrixRotateZYX(Vector3 ang)
{
Matrix result = MatrixRotateZ(ang.z);
result = MatrixMultiply(result, MatrixRotateY(ang.y));
result = MatrixMultiply(result, MatrixRotateX(ang.x));
return result;
}
@ -1329,16 +1329,16 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0 };
if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
{
float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2;
result.x = 0.25f*s;
result.y = (mat.m4 + mat.m1)/s;
result.z = (mat.m2 + mat.m8)/s;
result.w = (mat.m9 - mat.m6)/s;
}
}
else if (mat.m5 > mat.m10)
{
float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2;
@ -1346,7 +1346,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
result.y = 0.25f*s;
result.z = (mat.m9 + mat.m6)/s;
result.w = (mat.m2 - mat.m8)/s;
}
}
else
{
float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
@ -1355,7 +1355,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
result.z = 0.25f*s;
result.w = (mat.m4 - mat.m1)/s;
}
return result;
}
@ -1363,20 +1363,20 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
RMDEF Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result = MatrixIdentity();
float a2 = 2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w);
float ab = 2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z);
float ad = 2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w);
result.m0 = 1 - b2 - c2;
result.m1 = ab - cd;
result.m2 = ac + bd;
result.m4 = ab + cd;
result.m5 = 1 - a2 - c2;
result.m6 = bc - ad;
result.m8 = ac - bd;
result.m9 = bc + ad;
result.m10 = 1 - a2 - b2;