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| author | raysan5 <raysan5@gmail.com> | 2013-11-23 13:30:54 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2013-11-23 13:30:54 +0100 |
| commit | ccf26080915d5487dfb2e5fdb79c2bc2893b7454 (patch) | |
| tree | e7a4856dbea9eac3d356533260b37ce812d5f6e1 /src/vector3.c | |
| parent | 7635e9c79ff2ed581942b61ca6cebac73712ecca (diff) | |
| download | raylib-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.c | 126 |
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; } |
