Replace tabs with spaces and update year of copyright notices (#927)

* Update year of copyright notices

* Fix mistake in comment

* Fix typo ("algorythms")

* Replace tabs with spaces

* Remove trailing whitespace and fix mistake in comment

* Fix ExportImageAsCode missing comment rectangle corner

* Replace tab with spaces

* Replace tabs with spaces
This commit is contained in:
Leandro Gabriel
2019-08-03 06:07:41 -03:00
committed by Ray
parent 68ffbc06c7
commit 89c16baf18
25 changed files with 791 additions and 790 deletions

View File

@@ -20,7 +20,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5)
*
* 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.
@@ -148,7 +148,7 @@ RMDEF float Clamp(float value, float min, float max)
return res > max ? max : res;
}
// Calculate linear interpolation between two vectors
// Calculate linear interpolation between two floats
RMDEF float Lerp(float start, float end, float amount)
{
return start + amount*(end - start);
@@ -225,8 +225,8 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
// Multiply vector by vector
RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x*v2.x, v1.y*v2.y };
return result;
Vector2 result = { v1.x*v2.x, v1.y*v2.y };
return result;
}
// Negate vector
@@ -246,8 +246,8 @@ RMDEF Vector2 Vector2Divide(Vector2 v, float div)
// Divide vector by vector
RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x/v2.x, v1.y/v2.y };
return result;
Vector2 result = { v1.x/v2.x, v1.y/v2.y };
return result;
}
// Normalize provided vector
@@ -388,15 +388,15 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
// Divide vector by a float value
RMDEF Vector3 Vector3Divide(Vector3 v, float div)
{
Vector3 result = { v.x / div, v.y / div, v.z / div };
return result;
Vector3 result = { v.x / div, v.y / div, v.z / div };
return result;
}
// Divide vector by vector
RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
return result;
Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
return result;
}
// Normalize provided vector
@@ -1159,7 +1159,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
// Above lines are equivalent to:
//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
return result;
return result;
}
// Returns a quaternion for a given rotation matrix
@@ -1320,21 +1320,21 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
// Returns he quaternion equivalent to Euler angles
RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
{
Quaternion q = { 0 };
Quaternion q = { 0 };
float x0 = cosf(roll*0.5f);
float x1 = sinf(roll*0.5f);
float y0 = cosf(pitch*0.5f);
float y1 = sinf(pitch*0.5f);
float z0 = cosf(yaw*0.5f);
float z1 = sinf(yaw*0.5f);
float x0 = cosf(roll*0.5f);
float x1 = sinf(roll*0.5f);
float y0 = cosf(pitch*0.5f);
float y1 = sinf(pitch*0.5f);
float z0 = cosf(yaw*0.5f);
float z1 = sinf(yaw*0.5f);
q.x = x1*y0*z0 - x0*y1*z1;
q.y = x0*y1*z0 + x1*y0*z1;
q.z = x0*y0*z1 - x1*y1*z0;
q.w = x0*y0*z0 + x1*y1*z1;
q.x = x1*y0*z0 - x0*y1*z1;
q.y = x0*y1*z0 + x1*y0*z1;
q.z = x0*y0*z1 - x1*y1*z0;
q.w = x0*y0*z0 + x1*y1*z1;
return q;
return q;
}
// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
@@ -1343,21 +1343,21 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q)
{
Vector3 result = { 0 };
// roll (x-axis rotation)
float x0 = 2.0f*(q.w*q.x + q.y*q.z);
float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
result.x = atan2f(x0, x1)*RAD2DEG;
// roll (x-axis rotation)
float x0 = 2.0f*(q.w*q.x + q.y*q.z);
float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
result.x = atan2f(x0, x1)*RAD2DEG;
// pitch (y-axis rotation)
float y0 = 2.0f*(q.w*q.y - q.z*q.x);
y0 = y0 > 1.0f ? 1.0f : y0;
y0 = y0 < -1.0f ? -1.0f : y0;
result.y = asinf(y0)*RAD2DEG;
// pitch (y-axis rotation)
float y0 = 2.0f*(q.w*q.y - q.z*q.x);
y0 = y0 > 1.0f ? 1.0f : y0;
y0 = y0 < -1.0f ? -1.0f : y0;
result.y = asinf(y0)*RAD2DEG;
// yaw (z-axis rotation)
float z0 = 2.0f*(q.w*q.z + q.x*q.y);
float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
result.z = atan2f(z0, z1)*RAD2DEG;
// yaw (z-axis rotation)
float z0 = 2.0f*(q.w*q.z + q.x*q.y);
float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
result.z = atan2f(z0, z1)*RAD2DEG;
return result;
}