Code gardening

This commit is contained in:
Ray
2026-03-04 01:14:26 +01:00
parent 23c06bc6f1
commit faf42366ec
23 changed files with 213 additions and 223 deletions

View File

@ -567,15 +567,9 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
{
length = sqrtf(length);
float scale = 1; // By default, 1 as the neutral element.
if (length < min)
{
scale = min/length;
}
else if (length > max)
{
scale = max/length;
}
float scale = 1; // By default, 1 as the neutral element
if (length < min) scale = min/length;
else if (length > max) scale = max/length;
result.x = v.x*scale;
result.y = v.y*scale;
@ -1215,15 +1209,9 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
{
length = sqrtf(length);
float scale = 1; // By default, 1 as the neutral element.
if (length < min)
{
scale = min/length;
}
else if (length > max)
{
scale = max/length;
}
float scale = 1; // By default, 1 as the neutral element
if (length < min) scale = min/length;
else if (length > max) scale = max/length;
result.x = v.x*scale;
result.y = v.y*scale;
@ -2574,8 +2562,8 @@ RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
}
else
{
// This occurs when the angle is zero.
// Not a problem: just set an arbitrary normalized axis.
// This occurs when the angle is zero
// Not a problem, set an arbitrary normalized axis
resAxis.x = 1.0f;
}
@ -2702,10 +2690,10 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
translation->y = mat.m13;
translation->z = mat.m14;
// Matrix Columns - Rotation will be extracted into here.
Vector3 matColumns[3] = { { mat.m0, mat.m4, mat.m8 },
// Matrix Columns - Rotation will be extracted into here
Vector3 matColumns[3] = {{ mat.m0, mat.m4, mat.m8 },
{ mat.m1, mat.m5, mat.m9 },
{ mat.m2, mat.m6, mat.m10 } };
{ mat.m2, mat.m6, mat.m10 }};
// Shear Parameters XY, XZ, and YZ (extract and ignored)
float shear[3] = { 0 };
@ -2756,7 +2744,7 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
shear[2] /= scl.z; // Correct YZ shear
}
// matColumns are now orthonormal in O(3). Now ensure its in SO(3) by enforcing det = 1.
// matColumns are now orthonormal in O(3). Now ensure its in SO(3) by enforcing det = 1
if (Vector3DotProduct(matColumns[0], Vector3CrossProduct(matColumns[1], matColumns[2])) < 0)
{
scl = Vector3Negate(scl);