diff --git a/src/raymath.h b/src/raymath.h index 3f0c306e3..b4e7a5401 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1069,28 +1069,28 @@ RMDEF float16 MatrixToFloatV(Matrix mat) //---------------------------------------------------------------------------------- // Add two quaternions -RMDEF Quaternion QuaternionAddQ(Quaternion q1, Quaternion q2) +RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) { Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; return result; } // Add quaternion and float value -RMDEF Quaternion QuaternionAdd(Quaternion q, float add) +RMDEF Quaternion QuaternionAddValue(Quaternion q, float add) { Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; return result; } // Subtract two quaternions -RMDEF Quaternion QuaternionSubtractQ(Quaternion q1, Quaternion q2) +RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) { Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; return result; } // Subtract quaternion and float value -RMDEF Quaternion QuaternionSubtract(Quaternion q, float sub) +RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub) { Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; return result; @@ -1149,7 +1149,7 @@ RMDEF Quaternion QuaternionInvert(Quaternion q) } // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionMultiplyQ(Quaternion q1, Quaternion q2) +RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) { Quaternion result = { 0 }; @@ -1165,7 +1165,7 @@ RMDEF Quaternion QuaternionMultiplyQ(Quaternion q1, Quaternion q2) } // Multiply quaternion by float value -RMDEF Quaternion QuaternionMultiply(Quaternion q, float mul) +RMDEF Quaternion QuaternionMultiplyValue(Quaternion q, float mul) { Quaternion result = { 0 }; @@ -1180,14 +1180,14 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q, float mul) } // Divide two quaternions -RMDEF Quaternion QuaternionDivideQ(Quaternion q1, Quaternion q2) +RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) { Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w}; return result; } // Divide quaternion by float value -RMDEF Quaternion QuaternionDivide(Quaternion q, float div) +RMDEF Quaternion QuaternionDivideValue(Quaternion q, float div) { Quaternion result = {q.x / div, q.y / div, q.z / div, q.w / div}; return result;