Make every normalize function similar

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Antonis Geralis 2024-02-29 15:19:04 +02:00 committed by GitHub
parent ed9a6d862b
commit b45e8bbb35
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@ -380,14 +380,12 @@ RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
RMAPI Vector2 Vector2Normalize(Vector2 v) RMAPI Vector2 Vector2Normalize(Vector2 v)
{ {
Vector2 result = { 0 }; Vector2 result = { 0 };
float length = sqrtf((v.x*v.x) + (v.y*v.y)); float lengthSq = (v.x*v.x) + (v.y*v.y);
if (length > 0) if (lengthSq == 0.0'f) lengthSq = 1.0f;
{ float ilength = 1.0f/sqrtf(lengthSq);
float ilength = 1.0f/length;
result.x = v.x*ilength; result.x = v.x*ilength;
result.y = v.y*ilength; result.y = v.y*ilength;
}
return result; return result;
} }
@ -509,11 +507,10 @@ RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
// Clamp the magnitude of the vector between two min and max values // Clamp the magnitude of the vector between two min and max values
RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max) RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
{ {
Vector2 result = v; Vector2 result = { 0 };
float length = (v.x*v.x) + (v.y*v.y); float length = (v.x*v.x) + (v.y*v.y);
if (length > 0.0f) if (length == 0.0f) length = 1.0f;
{
length = sqrtf(length); length = sqrtf(length);
float scale = 1; // By default, 1 as the neutral element. float scale = 1; // By default, 1 as the neutral element.
@ -528,7 +525,6 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
result.x = v.x*scale; result.x = v.x*scale;
result.y = v.y*scale; result.y = v.y*scale;
}
return result; return result;
} }
@ -758,17 +754,15 @@ RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
// Normalize provided vector // Normalize provided vector
RMAPI Vector3 Vector3Normalize(Vector3 v) RMAPI Vector3 Vector3Normalize(Vector3 v)
{ {
Vector3 result = v; Vector3 result = { 0 };
float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); float lengthSq = v.x*v.x + v.y*v.y + v.z*v.z;
if (length != 0.0f) if (lengthSq == 0.0f) lengthSq = 1.0f;
{ float ilength = 1.0f/sqrt(lengthSq);
float ilength = 1.0f/length;
result.x *= ilength; result.x = v.x * ilength;
result.y *= ilength; result.y = v.y * ilength;
result.z *= ilength; result.z = v.z * ilength;
}
return result; return result;
} }
@ -812,14 +806,14 @@ RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
// Gram-Schmidt function implementation // Gram-Schmidt function implementation
RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
{ {
float length = 0.0f; float lengthSq = 0.0f;
float ilength = 0.0f; float ilength = 0.0f;
// Vector3Normalize(*v1); // Vector3Normalize(*v1);
Vector3 v = *v1; Vector3 v = *v1;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); lengthSq = v.x*v.x + v.y*v.y + v.z*v.z;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/sqrtf(lengthSq);
v1->x *= ilength; v1->x *= ilength;
v1->y *= ilength; v1->y *= ilength;
v1->z *= ilength; v1->z *= ilength;
@ -829,9 +823,9 @@ 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); lengthSq = v.x*v.x + v.y*v.y + v.z*v.z;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/sqrtf(lengthSq);
vn1.x *= ilength; vn1.x *= ilength;
vn1.y *= ilength; vn1.y *= ilength;
vn1.z *= ilength; vn1.z *= ilength;
@ -879,9 +873,9 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
Vector3 result = v; Vector3 result = v;
// Vector3Normalize(axis); // Vector3Normalize(axis);
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); float lengthSq = axis.x*axis.x + axis.y*axis.y + axis.z*axis.z;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/sqrtf(lengthSq);
axis.x *= ilength; axis.x *= ilength;
axis.y *= ilength; axis.y *= ilength;
axis.z *= ilength; axis.z *= ilength;
@ -1141,11 +1135,10 @@ RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
// Clamp the magnitude of the vector between two values // Clamp the magnitude of the vector between two values
RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max) RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
{ {
Vector3 result = v; Vector3 result = { 0 };
float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
if (length > 0.0f) if (length == 0.0f) length = 1.0f;
{
length = sqrtf(length); length = sqrtf(length);
float scale = 1; // By default, 1 as the neutral element. float scale = 1; // By default, 1 as the neutral element.
@ -1161,7 +1154,6 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
result.x = v.x*scale; result.x = v.x*scale;
result.y = v.y*scale; result.y = v.y*scale;
result.z = v.z*scale; result.z = v.z*scale;
}
return result; return result;
} }
@ -1334,16 +1326,14 @@ RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
RMAPI Vector4 Vector4Normalize(Vector4 v) RMAPI Vector4 Vector4Normalize(Vector4 v)
{ {
Vector4 result = { 0 }; Vector4 result = { 0 };
float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); float lengthSq = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
if (length > 0) if (lengthSq > 0) lengthSq = 1.0f;
{ float ilength = 1.0f/sqrtf(lengthSq);
float ilength = 1.0f/length;
result.x = v.x*ilength; result.x = v.x*ilength;
result.y = v.y*ilength; result.y = v.y*ilength;
result.z = v.z*ilength; result.z = v.z*ilength;
result.w = v.w*ilength; result.w = v.w*ilength;
}
return result; return result;
} }
@ -1912,7 +1902,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{ {
Matrix result = { 0 }; Matrix result = { 0 };
float length = 0.0f; float lengthSq = 0.0f;
float ilength = 0.0f; float ilength = 0.0f;
// Vector3Subtract(eye, target) // Vector3Subtract(eye, target)
@ -1920,9 +1910,9 @@ 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); lengthSq = v.x*v.x + v.y*v.y + v.z*v.z;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/sqrtf(lengthSq);
vz.x *= ilength; vz.x *= ilength;
vz.y *= ilength; vz.y *= ilength;
vz.z *= ilength; vz.z *= ilength;
@ -1932,9 +1922,9 @@ 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); lengthSq = v.x*v.x + v.y*v.y + v.z*v.z;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/sqrtf(lengthSq);
vx.x *= ilength; vx.x *= ilength;
vx.y *= ilength; vx.y *= ilength;
vx.z *= ilength; vx.z *= ilength;
@ -2044,9 +2034,9 @@ 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 lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/sqrtf(lengthSq);
result.x = q.x*ilength; result.x = q.x*ilength;
result.y = q.y*ilength; result.y = q.y*ilength;
@ -2139,9 +2129,9 @@ 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 lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/sqrtf(lengthSq);
result.x = q.x*ilength; result.x = q.x*ilength;
result.y = q.y*ilength; result.y = q.y*ilength;
@ -2213,9 +2203,9 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
// QuaternionNormalize(q); // QuaternionNormalize(q);
// 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 lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/sqrtf(lengthSq);
result.x = q.x*ilength; result.x = q.x*ilength;
result.y = q.y*ilength; result.y = q.y*ilength;
@ -2334,14 +2324,14 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{ {
angle *= 0.5f; angle *= 0.5f;
float length = 0.0f; float lengthSq = 0.0f;
float ilength = 0.0f; float ilength = 0.0f;
// Vector3Normalize(axis) // Vector3Normalize(axis)
Vector3 v = axis; Vector3 v = axis;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); lengthSq = v.x*v.x + v.y*v.y + v.z*v.z;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/sqrtf(lengthSq);
axis.x *= ilength; axis.x *= ilength;
axis.y *= ilength; axis.y *= ilength;
axis.z *= ilength; axis.z *= ilength;
@ -2356,9 +2346,9 @@ 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); lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
ilength = 1.0f/length; ilength = 1.0f/sqrtf(lengthSq);
result.x = q.x*ilength; result.x = q.x*ilength;
result.y = q.y*ilength; result.y = q.y*ilength;
result.z = q.z*ilength; result.z = q.z*ilength;
@ -2374,9 +2364,9 @@ RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
if (fabsf(q.w) > 1.0f) if (fabsf(q.w) > 1.0f)
{ {
// QuaternionNormalize(q); // QuaternionNormalize(q);
float length = sqrtf(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 (length == 0.0f) length = 1.0f; if (lengthSq == 0.0f) lengthSq = 1.0f;
float ilength = 1.0f/length; float ilength = 1.0f/sqrtf(lengthSq);
q.x = q.x*ilength; q.x = q.x*ilength;
q.y = q.y*ilength; q.y = q.y*ilength;