diff --git a/src/vmath.nim b/src/vmath.nim index c6f4b14..090d6dd 100644 --- a/src/vmath.nim +++ b/src/vmath.nim @@ -90,7 +90,7 @@ proc lengthSq*(a: Vec2): float32 {.inline.} = a.x * a.x + a.y * a.y proc length*(a: Vec2): float32 {.inline.} = - math.sqrt(a.lengthSq) + sqrt(a.lengthSq) proc `length=`*(a: var Vec2, b: float32) {.inline.}= a *= b / a.length @@ -161,11 +161,11 @@ proc fixAngle*(angle: float32): float32 = proc angle*(a: Vec2): float32 = ## Angle of a Vec2. - math.arctan2(a.y, a.x) + arctan2(a.y, a.x) proc angleBetween*(a: Vec2, b: Vec2): float32 = ## Angle between 2 Vec2. - fixAngle(math.arctan2(a.y - b.y, a.x - b.x)) + fixAngle(arctan2(a.y - b.y, a.x - b.x)) proc angleBetween*(a, b: float32): float32 = ## Angle between angle a and angle b. @@ -278,7 +278,7 @@ proc lengthSq*(a: Vec3): float32 = a.x * a.x + a.y * a.y + a.z * a.z proc length*(a: Vec3): float32 = - math.sqrt(a.lengthSq) + sqrt(a.lengthSq) proc `length=`*(a: var Vec3, b: float32) = a *= b / a.length @@ -293,7 +293,7 @@ proc ceil*(a: Vec3): Vec3 = vec3(ceil(a.x), ceil(a.y), ceil(a.z)) proc normalize*(a: Vec3): Vec3 = - a / math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z) + a / sqrt(a.x*a.x + a.y*a.y + a.z*a.z) proc cross*(a: Vec3, b: Vec3): Vec3 = result.x = a.y*b.z - a.z*b.y