Apply naming to Quaternion functions

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G3bE 2020-04-13 23:57:57 +10:00
parent db9f65bc92
commit 1de448b539
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@ -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;