We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
There was an error while loading. Please reload this page.
QuaternionFromAxisAngle
1 parent 96e3054 commit 86aa095Copy full SHA for 86aa095
1 file changed
src/raymath.h
@@ -2505,19 +2505,14 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
2505
{
2506
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
2507
2508
- float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+ float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
2509
2510
- if (axisLength != 0.0f)
+ if (length != 0.0f)
2511
2512
angle *= 0.5f;
2513
2514
- float length = 0.0f;
2515
- float ilength = 0.0f;
2516
-
2517
// Vector3Normalize(axis)
2518
- length = axisLength;
2519
- if (length == 0.0f) length = 1.0f;
2520
- ilength = 1.0f/length;
+ float ilength = 1.0f/length;
2521
axis.x *= ilength;
2522
axis.y *= ilength;
2523
axis.z *= ilength;
0 commit comments