Formating review
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2 changed files with 17 additions and 14 deletions
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@ -15,6 +15,7 @@
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* - Functions use always a "result" variable for return
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* - Functions use always a "result" variable for return
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* - Functions are always defined inline
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* - Functions are always defined inline
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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* - No compound literals used to make sure libray is compatible with C++
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*
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*
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* CONFIGURATION:
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* CONFIGURATION:
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* #define RAYMATH_IMPLEMENTATION
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* #define RAYMATH_IMPLEMENTATION
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@ -716,12 +717,16 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
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//Calculate the projection of the vector v1 on to v2
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//Calculate the projection of the vector v1 on to v2
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RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
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RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
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{
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{
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Vector3 result = { 0 };
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float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
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float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
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float mag = v1dv2/v2dv2;
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float mag = v1dv2/v2dv2;
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Vector3 result = { v2.x*mag , v2.y*mag, v2.z*mag };
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result.x = v2.x*mag;
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result.y = v2.y*mag;
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result.z = v2.z*mag;
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return result;
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return result;
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}
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}
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@ -729,12 +734,16 @@ RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
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//Calculate the rejection of the vector v1 on to v2
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//Calculate the rejection of the vector v1 on to v2
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RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
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RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
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{
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{
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Vector3 result = { 0 };
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float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
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float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
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float mag = v1dv2/v2dv2;
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float mag = v1dv2/v2dv2;
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Vector3 result = { v1.x - (v2.x*mag) , v1.y - (v2.y*mag), v1.z - (v2.z*mag) };
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result.x = v1.x - (v2.x*mag);
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result.y = v1.y - (v2.y*mag);
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result.z = v1.z - (v2.z*mag);
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return result;
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return result;
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}
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}
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@ -3284,19 +3284,13 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
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if (rec.width < 0) rec.width = 0;
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if (rec.width < 0) rec.width = 0;
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if (rec.height < 0) rec.height = 0;
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if (rec.height < 0) rec.height = 0;
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// clamp the size the the image bounds
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// Clamp the size the the image bounds
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if (rec.x + rec.width >= dst->width)
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if ((rec.x + rec.width) >= dst->width) rec.width = dst->width - rec.x;
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rec.width = dst->width - rec.x;
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if ((rec.y + rec.height) >= dst->height) rec.height = dst->height - rec.y;
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if (rec.y + rec.height >= dst->height)
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// Check if the rect is even inside the image
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rec.height = dst->height - rec.y;
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if ((rec.x > dst->width) || (rec.y > dst->height)) return;
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if (((rec.x + rec.width) < 0) || (rec.y + rec.height < 0)) return;
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// check if the rect is even inside the image
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if (rec.x > dst->width || rec.y > dst->height)
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return;
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if (rec.x + rec.width < 0 || rec.y + rec.height < 0)
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return;
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int sy = (int)rec.y;
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int sy = (int)rec.y;
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int sx = (int)rec.x;
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int sx = (int)rec.x;
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