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@ -135,7 +135,7 @@ EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (
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EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
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{
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if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
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return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
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return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
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}
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// Exponential Easing functions
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@ -147,7 +147,7 @@ EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
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if (t == d) return (b + c);
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if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
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return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
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return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
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}
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// Back Easing functions
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@ -225,8 +225,8 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
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// Multiply vector by vector
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RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
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{
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Vector2 result = { v1.x*v2.x, v1.y*v2.y };
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return result;
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Vector2 result = { v1.x*v2.x, v1.y*v2.y };
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return result;
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}
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// Negate vector
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@ -246,8 +246,8 @@ RMDEF Vector2 Vector2Divide(Vector2 v, float div)
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// Divide vector by vector
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RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
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{
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Vector2 result = { v1.x/v2.x, v1.y/v2.y };
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return result;
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Vector2 result = { v1.x/v2.x, v1.y/v2.y };
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return result;
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}
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// Normalize provided vector
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@ -388,15 +388,15 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
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// Divide vector by a float value
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RMDEF Vector3 Vector3Divide(Vector3 v, float div)
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{
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Vector3 result = { v.x / div, v.y / div, v.z / div };
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return result;
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Vector3 result = { v.x / div, v.y / div, v.z / div };
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return result;
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}
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// Divide vector by vector
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RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
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return result;
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Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
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return result;
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}
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// Normalize provided vector
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@ -1159,7 +1159,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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// Above lines are equivalent to:
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//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
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return result;
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return result;
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}
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// Returns a quaternion for a given rotation matrix
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@ -1320,21 +1320,21 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
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// Returns he quaternion equivalent to Euler angles
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RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
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{
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Quaternion q = { 0 };
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Quaternion q = { 0 };
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float x0 = cosf(roll*0.5f);
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float x1 = sinf(roll*0.5f);
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float y0 = cosf(pitch*0.5f);
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float y1 = sinf(pitch*0.5f);
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float z0 = cosf(yaw*0.5f);
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float z1 = sinf(yaw*0.5f);
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float x0 = cosf(roll*0.5f);
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float x1 = sinf(roll*0.5f);
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float y0 = cosf(pitch*0.5f);
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float y1 = sinf(pitch*0.5f);
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float z0 = cosf(yaw*0.5f);
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float z1 = sinf(yaw*0.5f);
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q.x = x1*y0*z0 - x0*y1*z1;
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q.y = x0*y1*z0 + x1*y0*z1;
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q.z = x0*y0*z1 - x1*y1*z0;
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q.w = x0*y0*z0 + x1*y1*z1;
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q.x = x1*y0*z0 - x0*y1*z1;
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q.y = x0*y1*z0 + x1*y0*z1;
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q.z = x0*y0*z1 - x1*y1*z0;
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q.w = x0*y0*z0 + x1*y1*z1;
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return q;
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return q;
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}
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// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
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@ -1343,21 +1343,21 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q)
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{
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Vector3 result = { 0 };
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// roll (x-axis rotation)
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float x0 = 2.0f*(q.w*q.x + q.y*q.z);
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float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
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result.x = atan2f(x0, x1)*RAD2DEG;
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// roll (x-axis rotation)
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float x0 = 2.0f*(q.w*q.x + q.y*q.z);
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float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
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result.x = atan2f(x0, x1)*RAD2DEG;
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// pitch (y-axis rotation)
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float y0 = 2.0f*(q.w*q.y - q.z*q.x);
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y0 = y0 > 1.0f ? 1.0f : y0;
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y0 = y0 < -1.0f ? -1.0f : y0;
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result.y = asinf(y0)*RAD2DEG;
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// pitch (y-axis rotation)
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float y0 = 2.0f*(q.w*q.y - q.z*q.x);
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y0 = y0 > 1.0f ? 1.0f : y0;
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y0 = y0 < -1.0f ? -1.0f : y0;
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result.y = asinf(y0)*RAD2DEG;
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// yaw (z-axis rotation)
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float z0 = 2.0f*(q.w*q.z + q.x*q.y);
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float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
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result.z = atan2f(z0, z1)*RAD2DEG;
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// yaw (z-axis rotation)
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float z0 = 2.0f*(q.w*q.z + q.x*q.y);
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float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
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result.z = atan2f(z0, z1)*RAD2DEG;
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return result;
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}
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