Did a style check

This commit is contained in:
Trinton Bullard
2016-12-19 17:19:49 -07:00
parent 527bc36a1f
commit 3e5c8c4764

View File

@@ -479,7 +479,7 @@ HMMDEF hmm_quaternion HMM_Quaternion_Multiply(hmm_quaternion QuaternionOne, hmm_
HMMDEF hmm_quaternion HMM_Quaternion_Multiply_Float(hmm_quaternion QuaternionOne, float Multiplicative);
HMMDEF hmm_quaternion HMM_Quaternion_Divide(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo);
HMMDEF float HMM_Quaternion_Dot(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo);
HMMDEF hmm_quaternion HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time);
HMMDEF hmm_quaternion HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float Time);
#ifdef __cplusplus
}
@@ -640,30 +640,30 @@ HMM_TanF(float Radians)
HINLINE float
HMM_ATanF(float Theta)
{
float u = Theta*Theta;
float u2 = u*u;
float u3 = u2*u;
float u4 = u3*u;
float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
return Theta / f;
float U = Theta*Theta;
float U2 = u*u;
float U3 = u2*u;
float U4 = u3*u;
float F = 1.0f + 0.33288950512027f*U - 0.08467922817644f*U2 + 0.03252232640125f*U3 - 0.00749305860992f*U4;
return Theta / F;
}
HINLINE float
HMM_ATanF2(float Theta, float Theta2)
{
if (HMM_ABS(Theta2) > HMM_ABS(Theta)) {
float a = HMM_ATanF(Theta / Theta2);
float A = HMM_ATanF(Theta / Theta2);
if (Theta2 > 0.0f)
return a;
return A;
else
return Theta > 0.0f ? a + HMM_PI : a - HMM_PI;
return Theta > 0.0f ? A + HMM_PI : A - HMM_PI;
}
else {
float a = HMM_ATanF(Theta2 / Theta);
float A = HMM_ATanF(Theta2 / Theta);
if (Theta2 > 0.0f)
return Theta > 0.0f ? (HMM_PI/2) - a : - (HMM_PI/2) - a;
return Theta > 0.0f ? (HMM_PI/2) - A : - (HMM_PI/2) - A;
else
return Theta > 0.0f ? (HMM_PI/2) + a : - (HMM_PI/2) + a;
return Theta > 0.0f ? (HMM_PI/2) + A : - (HMM_PI/2) + A;
}
}
@@ -1592,38 +1592,38 @@ HMM_Quaternion_Dot(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo)
}
HINLINE hmm_quaternion
HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time)
HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float Time)
{
hmm_quaternion Result = {0};
hmm_quaternion QuaternionLeft = {0};
hmm_quaternion QuaternionRight = {0};
float Cos_Theta = HMM_Quaternion_Dot(QuaternionOne, QuaternionTwo);
float angle = HMM_ACosF(Cos_Theta);
float Angle = HMM_ACosF(Cos_Theta);
float s1 = HMM_SinF(1.0f - time*angle);
float s2 = HMM_SinF(time*angle);
float is = 1.0f / HMM_SinF(angle);
float S1 = HMM_SinF(1.0f - Time*angle);
float S2 = HMM_SinF(Time*angle);
float Is = 1.0f / HMM_SinF(angle);
QuaternionLeft.X = QuaternionTwo.X * s1;
QuaternionLeft.Y = QuaternionTwo.Y * s1;
QuaternionLeft.Z = QuaternionTwo.Z * s1;
QuaternionLeft.W = QuaternionTwo.W * s1;
QuaternionLeft.X = QuaternionTwo.X * S1;
QuaternionLeft.Y = QuaternionTwo.Y * S1;
QuaternionLeft.Z = QuaternionTwo.Z * S1;
QuaternionLeft.W = QuaternionTwo.W * S1;
QuaternionRight.X = QuaternionTwo.X * s2;
QuaternionRight.Y = QuaternionTwo.Y * s2;
QuaternionRight.Z = QuaternionTwo.Z * s2;
QuaternionRight.W = QuaternionTwo.W * s2;
QuaternionRight.X = QuaternionTwo.X * S2;
QuaternionRight.Y = QuaternionTwo.Y * S2;
QuaternionRight.Z = QuaternionTwo.Z * S2;
QuaternionRight.W = QuaternionTwo.W * S2;
Result.X = QuaternionLeft.X + QuaternionRight.X;
Result.Y = QuaternionLeft.Y + QuaternionRight.Y;
Result.Z = QuaternionLeft.Z + QuaternionRight.Z;
Result.W = QuaternionLeft.W + QuaternionRight.W;
Result.X = Result.X * is;
Result.Y = Result.Y * is;
Result.Z = Result.Z * is;
Result.W = Result.W * is;
Result.X = Result.X * Is;
Result.Y = Result.Y * Is;
Result.Z = Result.Z * Is;
Result.W = Result.W * Is;
return(Result);
}