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authorraysan5 <raysan5@gmail.com>2013-11-23 13:30:54 +0100
committerraysan5 <raysan5@gmail.com>2013-11-23 13:30:54 +0100
commitccf26080915d5487dfb2e5fdb79c2bc2893b7454 (patch)
treee7a4856dbea9eac3d356533260b37ce812d5f6e1 /src/vector3.c
parent7635e9c79ff2ed581942b61ca6cebac73712ecca (diff)
downloadraylib-ccf26080915d5487dfb2e5fdb79c2bc2893b7454.tar.gz
raylib-ccf26080915d5487dfb2e5fdb79c2bc2893b7454.zip
Replaced tab by 4 spaces and adjust text
Diffstat (limited to 'src/vector3.c')
-rw-r--r--src/vector3.c126
1 files changed, 63 insertions, 63 deletions
diff --git a/src/vector3.c b/src/vector3.c
index 8752f4d0..378ab877 100644
--- a/src/vector3.c
+++ b/src/vector3.c
@@ -1,25 +1,25 @@
/*********************************************************************************************
*
-* raylib.vector3
+* raylib.vector3
*
-* Vector3 Functions Definition
+* Vector3 Functions Definition
*
-* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
*
-* 3. This notice may not be removed or altered from any source distribution.
+* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
@@ -30,59 +30,59 @@
// Add two vectors
Vector3 VectorAdd(Vector3 v1, Vector3 v2)
{
- Vector3 out;
+ Vector3 out;
- out.x = v1.x + v2.x;
- out.y = v1.y + v2.y;
- out.z = v1.z + v2.z;
-
- return out;
+ out.x = v1.x + v2.x;
+ out.y = v1.y + v2.y;
+ out.z = v1.z + v2.z;
+
+ return out;
}
// Substract two vectors
Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
{
- Vector3 out;
+ Vector3 out;
- out.x = v1.x - v2.x;
- out.y = v1.y - v2.y;
- out.z = v1.z - v2.z;
-
- return out;
+ out.x = v1.x - v2.x;
+ out.y = v1.y - v2.y;
+ out.z = v1.z - v2.z;
+
+ return out;
}
// Calculate two vectors cross product
Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2)
{
- Vector3 cross;
+ Vector3 cross;
- cross.x = v1.y*v2.z - v1.z*v2.y;
- cross.y = v1.z*v2.x - v1.x*v2.z;
- cross.z = v1.x*v2.y - v1.y*v2.x;
-
- return cross;
+ cross.x = v1.y*v2.z - v1.z*v2.y;
+ cross.y = v1.z*v2.x - v1.x*v2.z;
+ cross.z = v1.x*v2.y - v1.y*v2.x;
+
+ return cross;
}
// Calculate one vector perpendicular vector
Vector3 VectorPerpendicular(Vector3 v)
{
- Vector3 out;
-
+ Vector3 out;
+
float min = fabs(v.x);
Vector3 cardinalAxis = {1.0, 0.0, 0.0};
if (fabs(v.y) < min)
- {
+ {
min = fabs(v.y);
cardinalAxis = (Vector3){0.0, 1.0, 0.0};
}
if(fabs(v.z) < min)
- {
+ {
cardinalAxis = (Vector3){0.0, 0.0, 1.0};
}
-
- out = VectorCrossProduct(v, cardinalAxis);
+
+ out = VectorCrossProduct(v, cardinalAxis);
return out;
}
@@ -90,51 +90,51 @@ Vector3 VectorPerpendicular(Vector3 v)
// Calculate two vectors dot product
float VectorDotProduct(Vector3 v1, Vector3 v2)
{
- float dot;
-
- dot = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
-
- return dot;
+ float dot;
+
+ dot = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
+
+ return dot;
}
// Calculate vector lenght
float VectorLength(const Vector3 v)
{
- float length;
-
- length = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
-
- return length;
+ float length;
+
+ length = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
+
+ return length;
}
// Scale provided vector
void VectorScale(Vector3 *v, float scale)
{
- v->x *= scale;
- v->y *= scale;
- v->z *= scale;
+ v->x *= scale;
+ v->y *= scale;
+ v->z *= scale;
}
// Invert provided vector (direction)
void VectorInverse(Vector3 *v)
{
- v->x = -v->x;
- v->y = -v->y;
- v->z = -v->z;
+ v->x = -v->x;
+ v->y = -v->y;
+ v->z = -v->z;
}
// Normalize provided vector
void VectorNormalize(Vector3 *v)
{
- float length, ilength;
+ float length, ilength;
- length = VectorLength(*v);
-
- if (length == 0) length = 1;
+ length = VectorLength(*v);
+
+ if (length == 0) length = 1;
- ilength = 1.0/length;
-
- v->x *= ilength;
- v->y *= ilength;
- v->z *= ilength;
+ ilength = 1.0/length;
+
+ v->x *= ilength;
+ v->y *= ilength;
+ v->z *= ilength;
}