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https://github.com/raysan5/raylib.git
synced 2026-05-09 07:12:05 +00:00
Fixes float comparison issues in raymath functions
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@@ -84,6 +84,11 @@
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#endif
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#endif
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// Default define for RAYMATH_USE_SIMD_INTRINSICS
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#ifndef RAYMATH_USE_SIMD_INTRINSICS
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#define RAYMATH_USE_SIMD_INTRINSICS 0
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@@ -527,7 +532,7 @@ RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
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float dy = target.y - v.y;
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float value = (dx*dx) + (dy*dy);
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if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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if ((FloatEquals(value, 0.0f)) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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float dist = sqrtf(value);
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@@ -806,7 +811,7 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
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Vector3 result = v;
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float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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if (length != 0.0f)
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if (!FloatEquals(length, 0.0f))
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{
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float ilength = 1.0f/length;
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@@ -863,7 +868,7 @@ RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
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// Vector3Normalize(*v1);
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Vector3 v = *v1;
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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ilength = 1.0f/length;
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v1->x *= ilength;
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v1->y *= ilength;
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@@ -875,7 +880,7 @@ RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
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// Vector3Normalize(vn1);
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v = vn1;
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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ilength = 1.0f/length;
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vn1.x *= ilength;
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vn1.y *= ilength;
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@@ -925,7 +930,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
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// Vector3Normalize(axis);
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float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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float ilength = 1.0f/length;
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axis.x *= ilength;
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axis.y *= ilength;
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@@ -977,7 +982,7 @@ RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
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float dz = target.z - v.z;
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float value = (dx*dx) + (dy*dy) + (dz*dz);
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if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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if ((FloatEquals(value, 0)) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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float dist = sqrtf(value);
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@@ -1462,7 +1467,7 @@ RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
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float dw = target.w - v.w;
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float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
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if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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if ((FloatEquals(value, 0)) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
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float dist = sqrtf(value);
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@@ -1796,7 +1801,7 @@ RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
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float lengthSquared = x*x + y*y + z*z;
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if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
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if (!FloatEquals(lengthSquared, 1.0f) && !FloatEquals(lengthSquared, 0.0f))
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{
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float ilength = 1.0f/sqrtf(lengthSquared);
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x *= ilength;
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@@ -2072,7 +2077,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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// Vector3Normalize(vz)
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Vector3 v = vz;
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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ilength = 1.0f/length;
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vz.x *= ilength;
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vz.y *= ilength;
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@@ -2084,7 +2089,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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// Vector3Normalize(x)
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v = vx;
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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ilength = 1.0f/length;
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vx.x *= ilength;
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vx.y *= ilength;
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@@ -2196,7 +2201,7 @@ RMAPI Quaternion QuaternionNormalize(Quaternion q)
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Quaternion result = { 0 };
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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float ilength = 1.0f/length;
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result.x = q.x*ilength;
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@@ -2214,7 +2219,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
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float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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if (lengthSq != 0.0f)
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if (!FloatEquals(lengthSq, 0.0f))
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{
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float invLength = 1.0f/lengthSq;
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@@ -2291,7 +2296,7 @@ RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
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// QuaternionNormalize(q);
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Quaternion q = result;
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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float ilength = 1.0f/length;
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result.x = q.x*ilength;
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@@ -2391,7 +2396,7 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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// NOTE: Normalize to essentially nlerp the original and identity to 0.5
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Quaternion q = result;
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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float ilength = 1.0f/length;
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result.x = q.x*ilength;
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@@ -2461,6 +2466,8 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
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result.x = (mat.m8 + mat.m2)*mult;
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result.y = (mat.m6 + mat.m9)*mult;
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break;
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default:
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break;
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}
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return result;
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@@ -2507,7 +2514,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
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if (length != 0.0f)
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if (!FloatEquals(length, 0.0f))
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{
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angle *= 0.5f;
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@@ -2528,7 +2535,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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// QuaternionNormalize(q);
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Quaternion q = result;
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length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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ilength = 1.0f/length;
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result.x = q.x*ilength;
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result.y = q.y*ilength;
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@@ -2546,7 +2553,7 @@ RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
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{
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// QuaternionNormalize(q);
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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if (length == 0.0f) length = 1.0f;
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if (FloatEquals(length, 0.0f)) length = 1.0f;
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float ilength = 1.0f/length;
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q.x = q.x*ilength;
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