8484 #endif
8585#endif
8686
87- // Default define for RAYMATH_USE_SIMD_INTRINSICS
88- #ifndef RAYMATH_USE_SIMD_INTRINSICS
89- #define RAYMATH_USE_SIMD_INTRINSICS 0
90- #endif
91-
9287//----------------------------------------------------------------------------------
9388// Defines and Macros
9489//----------------------------------------------------------------------------------
@@ -532,7 +527,7 @@ RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
532527 float dy = target .y - v .y ;
533528 float value = (dx * dx ) + (dy * dy );
534529
535- if ((FloatEquals ( value , 0.0f ) ) || ((maxDistance >= 0 ) && (value <= maxDistance * maxDistance ))) return target ;
530+ if ((value == 0 ) || ((maxDistance >= 0 ) && (value <= maxDistance * maxDistance ))) return target ;
536531
537532 float dist = sqrtf (value );
538533
@@ -811,7 +806,7 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
811806 Vector3 result = v ;
812807
813808 float length = sqrtf (v .x * v .x + v .y * v .y + v .z * v .z );
814- if (! FloatEquals ( length , 0.0f ) )
809+ if (length != 0.0f )
815810 {
816811 float ilength = 1.0f /length ;
817812
@@ -868,7 +863,7 @@ RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
868863 // Vector3Normalize(*v1);
869864 Vector3 v = * v1 ;
870865 length = sqrtf (v .x * v .x + v .y * v .y + v .z * v .z );
871- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
866+ if (length == 0.0f ) length = 1.0f ;
872867 ilength = 1.0f /length ;
873868 v1 -> x *= ilength ;
874869 v1 -> y *= ilength ;
@@ -880,7 +875,7 @@ RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
880875 // Vector3Normalize(vn1);
881876 v = vn1 ;
882877 length = sqrtf (v .x * v .x + v .y * v .y + v .z * v .z );
883- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
878+ if (length == 0.0f ) length = 1.0f ;
884879 ilength = 1.0f /length ;
885880 vn1 .x *= ilength ;
886881 vn1 .y *= ilength ;
@@ -930,7 +925,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
930925
931926 // Vector3Normalize(axis);
932927 float length = sqrtf (axis .x * axis .x + axis .y * axis .y + axis .z * axis .z );
933- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
928+ if (length == 0.0f ) length = 1.0f ;
934929 float ilength = 1.0f /length ;
935930 axis .x *= ilength ;
936931 axis .y *= ilength ;
@@ -982,7 +977,7 @@ RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
982977 float dz = target .z - v .z ;
983978 float value = (dx * dx ) + (dy * dy ) + (dz * dz );
984979
985- if ((FloatEquals ( value , 0 ) ) || ((maxDistance >= 0 ) && (value <= maxDistance * maxDistance ))) return target ;
980+ if ((value == 0 ) || ((maxDistance >= 0 ) && (value <= maxDistance * maxDistance ))) return target ;
986981
987982 float dist = sqrtf (value );
988983
@@ -1467,7 +1462,7 @@ RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
14671462 float dw = target .w - v .w ;
14681463 float value = (dx * dx ) + (dy * dy ) + (dz * dz ) + (dw * dw );
14691464
1470- if ((FloatEquals ( value , 0 ) ) || ((maxDistance >= 0 ) && (value <= maxDistance * maxDistance ))) return target ;
1465+ if ((value == 0 ) || ((maxDistance >= 0 ) && (value <= maxDistance * maxDistance ))) return target ;
14711466
14721467 float dist = sqrtf (value );
14731468
@@ -1801,7 +1796,7 @@ RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
18011796
18021797 float lengthSquared = x * x + y * y + z * z ;
18031798
1804- if (! FloatEquals (lengthSquared , 1.0f ) && ! FloatEquals (lengthSquared , 0.0f ))
1799+ if ((lengthSquared != 1.0f ) && (lengthSquared != 0.0f ))
18051800 {
18061801 float ilength = 1.0f /sqrtf (lengthSquared );
18071802 x *= ilength ;
@@ -2077,7 +2072,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
20772072 // Vector3Normalize(vz)
20782073 Vector3 v = vz ;
20792074 length = sqrtf (v .x * v .x + v .y * v .y + v .z * v .z );
2080- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2075+ if (length == 0.0f ) length = 1.0f ;
20812076 ilength = 1.0f /length ;
20822077 vz .x *= ilength ;
20832078 vz .y *= ilength ;
@@ -2089,7 +2084,7 @@ RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
20892084 // Vector3Normalize(x)
20902085 v = vx ;
20912086 length = sqrtf (v .x * v .x + v .y * v .y + v .z * v .z );
2092- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2087+ if (length == 0.0f ) length = 1.0f ;
20932088 ilength = 1.0f /length ;
20942089 vx .x *= ilength ;
20952090 vx .y *= ilength ;
@@ -2201,7 +2196,7 @@ RMAPI Quaternion QuaternionNormalize(Quaternion q)
22012196 Quaternion result = { 0 };
22022197
22032198 float length = sqrtf (q .x * q .x + q .y * q .y + q .z * q .z + q .w * q .w );
2204- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2199+ if (length == 0.0f ) length = 1.0f ;
22052200 float ilength = 1.0f /length ;
22062201
22072202 result .x = q .x * ilength ;
@@ -2219,7 +2214,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
22192214
22202215 float lengthSq = q .x * q .x + q .y * q .y + q .z * q .z + q .w * q .w ;
22212216
2222- if (! FloatEquals ( lengthSq , 0.0f ) )
2217+ if (lengthSq != 0.0f )
22232218 {
22242219 float invLength = 1.0f /lengthSq ;
22252220
@@ -2296,7 +2291,7 @@ RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
22962291 // QuaternionNormalize(q);
22972292 Quaternion q = result ;
22982293 float length = sqrtf (q .x * q .x + q .y * q .y + q .z * q .z + q .w * q .w );
2299- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2294+ if (length == 0.0f ) length = 1.0f ;
23002295 float ilength = 1.0f /length ;
23012296
23022297 result .x = q .x * ilength ;
@@ -2396,7 +2391,7 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
23962391 // NOTE: Normalize to essentially nlerp the original and identity to 0.5
23972392 Quaternion q = result ;
23982393 float length = sqrtf (q .x * q .x + q .y * q .y + q .z * q .z + q .w * q .w );
2399- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2394+ if (length == 0.0f ) length = 1.0f ;
24002395 float ilength = 1.0f /length ;
24012396
24022397 result .x = q .x * ilength ;
@@ -2466,8 +2461,6 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
24662461 result .x = (mat .m8 + mat .m2 )* mult ;
24672462 result .y = (mat .m6 + mat .m9 )* mult ;
24682463 break ;
2469- default :
2470- break ;
24712464 }
24722465
24732466 return result ;
@@ -2514,7 +2507,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
25142507
25152508 float length = sqrtf (axis .x * axis .x + axis .y * axis .y + axis .z * axis .z );
25162509
2517- if (! FloatEquals ( length , 0.0f ) )
2510+ if (length != 0.0f )
25182511 {
25192512 angle *= 0.5f ;
25202513
@@ -2535,7 +2528,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
25352528 // QuaternionNormalize(q);
25362529 Quaternion q = result ;
25372530 length = sqrtf (q .x * q .x + q .y * q .y + q .z * q .z + q .w * q .w );
2538- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2531+ if (length == 0.0f ) length = 1.0f ;
25392532 ilength = 1.0f /length ;
25402533 result .x = q .x * ilength ;
25412534 result .y = q .y * ilength ;
@@ -2553,7 +2546,7 @@ RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
25532546 {
25542547 // QuaternionNormalize(q);
25552548 float length = sqrtf (q .x * q .x + q .y * q .y + q .z * q .z + q .w * q .w );
2556- if (FloatEquals ( length , 0.0f ) ) length = 1.0f ;
2549+ if (length == 0.0f ) length = 1.0f ;
25572550 float ilength = 1.0f /length ;
25582551
25592552 q .x = q .x * ilength ;
0 commit comments