diff --git a/raymath/raymath.go b/raymath/raymath.go index 79549b2..4c9e436 100644 --- a/raymath/raymath.go +++ b/raymath/raymath.go @@ -43,8 +43,8 @@ func Vector2Subtract(v1, v2 raylib.Vector2) raylib.Vector2 { return raylib.NewVector2(v1.X-v2.X, v1.Y-v2.Y) } -// Vector2Lenght - Calculate vector lenght -func Vector2Lenght(v raylib.Vector2) float32 { +// Vector2Length - Calculate vector length +func Vector2Length(v raylib.Vector2) float32 { return float32(math.Sqrt(float64((v.X * v.X) + (v.Y * v.Y)))) } @@ -58,7 +58,7 @@ func Vector2Distance(v1, v2 raylib.Vector2) float32 { return float32(math.Sqrt(float64((v1.X-v2.X)*(v1.X-v2.X) + (v1.Y-v2.Y)*(v1.Y-v2.Y)))) } -// Vector2Angle - Calculate angle from two vectors in X-axis +// Vector2Angle - Calculate angle between two vectors in X-axis func Vector2Angle(v1, v2 raylib.Vector2) float32 { angle := float32(math.Atan2(float64(v2.Y-v1.Y), float64(v2.X-v1.X)) * (180.0 / float64(raylib.Pi))) @@ -89,7 +89,7 @@ func Vector2Divide(v *raylib.Vector2, div float32) { // Vector2Normalize - Normalize provided vector func Vector2Normalize(v *raylib.Vector2) { - Vector2Divide(v, Vector2Lenght(*v)) + Vector2Divide(v, Vector2Length(*v)) } // VectorZero - Vector with components value 0.0