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@ -326,7 +326,7 @@ RMDEF 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 ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; |
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float dist = sqrtf(value); |
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@ -870,18 +870,18 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle) |
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float cosres = cosf(angle); |
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float t = 1.0f - cosres; |
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result.m0 = x*x*t + cosres; |
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result.m1 = y*x*t + z*sinres; |
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result.m2 = z*x*t - y*sinres; |
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result.m3 = 0.0f; |
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result.m0 = x*x*t + cosres; |
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result.m1 = y*x*t + z*sinres; |
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result.m2 = z*x*t - y*sinres; |
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result.m3 = 0.0f; |
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result.m4 = x*y*t - z*sinres; |
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result.m5 = y*y*t + cosres; |
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result.m6 = z*y*t + x*sinres; |
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result.m7 = 0.0f; |
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result.m4 = x*y*t - z*sinres; |
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result.m5 = y*y*t + cosres; |
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result.m6 = z*y*t + x*sinres; |
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result.m7 = 0.0f; |
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result.m8 = x*z*t + y*sinres; |
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result.m9 = y*z*t - x*sinres; |
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result.m8 = x*z*t + y*sinres; |
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result.m9 = y*z*t - x*sinres; |
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result.m10 = z*z*t + cosres; |
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result.m11 = 0.0f; |
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@ -1292,7 +1292,7 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) |
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{ |
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Quaternion result = { 0 }; |
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float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; |
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float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; |
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if (cosHalfTheta < 0) |
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{ |
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@ -1375,7 +1375,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) |
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} |
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else |
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{ |
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float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2; |
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float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2; |
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result.x = (mat.m2 + mat.m8)/s; |
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result.y = (mat.m9 + mat.m6)/s; |
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result.z = 0.25f*s; |
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