Revert "Fixes float comparison issues in raymath functions"

This reverts commit a266d0bbaa.
This commit is contained in:
Lam Wei Lun 2026-04-29 02:13:40 +08:00
parent a266d0bbaa
commit 59fed2ed79

View File

@ -84,11 +84,6 @@
#endif #endif
#endif #endif
// Default define for RAYMATH_USE_SIMD_INTRINSICS
#ifndef RAYMATH_USE_SIMD_INTRINSICS
#define RAYMATH_USE_SIMD_INTRINSICS 0
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Defines and Macros // Defines and Macros
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -532,7 +527,7 @@ RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
float dy = target.y - v.y; float dy = target.y - v.y;
float value = (dx*dx) + (dy*dy); float value = (dx*dx) + (dy*dy);
if ((FloatEquals(value, 0.0f)) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
float dist = sqrtf(value); float dist = sqrtf(value);
@ -811,7 +806,7 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
Vector3 result = v; Vector3 result = v;
float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (!FloatEquals(length, 0.0f)) if (length != 0.0f)
{ {
float ilength = 1.0f/length; float ilength = 1.0f/length;
@ -868,7 +863,7 @@ RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
// Vector3Normalize(*v1); // Vector3Normalize(*v1);
Vector3 v = *v1; Vector3 v = *v1;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/length;
v1->x *= ilength; v1->x *= ilength;
v1->y *= ilength; v1->y *= ilength;
@ -880,7 +875,7 @@ RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
// Vector3Normalize(vn1); // Vector3Normalize(vn1);
v = vn1; v = vn1;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/length;
vn1.x *= ilength; vn1.x *= ilength;
vn1.y *= ilength; vn1.y *= ilength;
@ -930,7 +925,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
// Vector3Normalize(axis); // Vector3Normalize(axis);
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/length;
axis.x *= ilength; axis.x *= ilength;
axis.y *= ilength; axis.y *= ilength;
@ -982,7 +977,7 @@ RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
float dz = target.z - v.z; float dz = target.z - v.z;
float value = (dx*dx) + (dy*dy) + (dz*dz); float value = (dx*dx) + (dy*dy) + (dz*dz);
if ((FloatEquals(value, 0)) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
float dist = sqrtf(value); float dist = sqrtf(value);
@ -1467,7 +1462,7 @@ RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
float dw = target.w - v.w; float dw = target.w - v.w;
float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw); float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
if ((FloatEquals(value, 0)) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
float dist = sqrtf(value); float dist = sqrtf(value);
@ -1801,7 +1796,7 @@ RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
float lengthSquared = x*x + y*y + z*z; float lengthSquared = x*x + y*y + z*z;
if (!FloatEquals(lengthSquared, 1.0f) && !FloatEquals(lengthSquared, 0.0f)) if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
{ {
float ilength = 1.0f/sqrtf(lengthSquared); float ilength = 1.0f/sqrtf(lengthSquared);
x *= ilength; x *= ilength;
@ -2077,7 +2072,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
// Vector3Normalize(vz) // Vector3Normalize(vz)
Vector3 v = vz; Vector3 v = vz;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/length;
vz.x *= ilength; vz.x *= ilength;
vz.y *= ilength; vz.y *= ilength;
@ -2089,7 +2084,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
// Vector3Normalize(x) // Vector3Normalize(x)
v = vx; v = vx;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/length;
vx.x *= ilength; vx.x *= ilength;
vx.y *= ilength; vx.y *= ilength;
@ -2201,7 +2196,7 @@ RMAPI Quaternion QuaternionNormalize(Quaternion q)
Quaternion result = { 0 }; Quaternion result = { 0 };
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/length;
result.x = q.x*ilength; result.x = q.x*ilength;
@ -2219,7 +2214,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (!FloatEquals(lengthSq, 0.0f)) if (lengthSq != 0.0f)
{ {
float invLength = 1.0f/lengthSq; float invLength = 1.0f/lengthSq;
@ -2296,7 +2291,7 @@ RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
// QuaternionNormalize(q); // QuaternionNormalize(q);
Quaternion q = result; Quaternion q = result;
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/length;
result.x = q.x*ilength; result.x = q.x*ilength;
@ -2396,7 +2391,7 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
// NOTE: Normalize to essentially nlerp the original and identity to 0.5 // NOTE: Normalize to essentially nlerp the original and identity to 0.5
Quaternion q = result; Quaternion q = result;
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/length;
result.x = q.x*ilength; result.x = q.x*ilength;
@ -2466,8 +2461,6 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
result.x = (mat.m8 + mat.m2)*mult; result.x = (mat.m8 + mat.m2)*mult;
result.y = (mat.m6 + mat.m9)*mult; result.y = (mat.m6 + mat.m9)*mult;
break; break;
default:
break;
} }
return result; return result;
@ -2514,7 +2507,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
if (!FloatEquals(length, 0.0f)) if (length != 0.0f)
{ {
angle *= 0.5f; angle *= 0.5f;
@ -2535,7 +2528,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
// QuaternionNormalize(q); // QuaternionNormalize(q);
Quaternion q = result; Quaternion q = result;
length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/length;
result.x = q.x*ilength; result.x = q.x*ilength;
result.y = q.y*ilength; result.y = q.y*ilength;
@ -2553,7 +2546,7 @@ RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
{ {
// QuaternionNormalize(q); // QuaternionNormalize(q);
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (FloatEquals(length, 0.0f)) length = 1.0f; if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/length;
q.x = q.x*ilength; q.x = q.x*ilength;