remove math.

This commit is contained in:
Ryan Oldenburg 2020-11-29 17:01:48 -06:00
parent 8cb1486367
commit 159c17bf7d

View file

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