diff --git a/HandmadeMath.h b/HandmadeMath.h index f09219e..8edd349 100644 --- a/HandmadeMath.h +++ b/HandmadeMath.h @@ -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); }