Fixes float comparison issues in raymath functions

This commit is contained in:
Lam Wei Lun
2026-04-26 04:34:03 +08:00
parent abbaa9f6f9
commit a266d0bbaa

View File

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