formatting

This commit is contained in:
Ryan Oldenburg 2020-11-29 17:03:08 -06:00
parent 159c17bf7d
commit 9951eb0d0a

View file

@ -8,9 +8,7 @@ proc between*(value, min, max: float32): bool =
proc sign*(v: float32): float32 =
## Returns the sign of a number, -1 or 1.
if v >= 0:
return 1.0
return -1.0
if v >= 0: 1.0 else: -1.0
proc quantize*(v: float32, n: float32): float32 =
## Makes v be multipe of n. Rounding to integer quantize by 1.0.
@ -92,7 +90,7 @@ proc lengthSq*(a: Vec2): float32 {.inline.} =
proc length*(a: Vec2): float32 {.inline.} =
sqrt(a.lengthSq)
proc `length=`*(a: var Vec2, b: float32) {.inline.}=
proc `length=`*(a: var Vec2, b: float32) {.inline.} =
a *= b / a.length
proc normalize*(a: Vec2): Vec2 {.inline.} =
@ -519,7 +517,7 @@ proc vec4*(a: Vec2, z = 0.0, w = 0.0): Vec4 =
type Mat3* = array[9, float32] ## 3x3 Matrix
template `[]`*(a: Mat3, i, j: int): float32 = a[i * 3 + j ]
template `[]`*(a: Mat3, i, j: int): float32 = a[i * 3 + j]
template `[]=`*(a: Mat3, i, j: int, v: float32) = a[i * 3 + j] = v
proc mat3*(a, b, c, d, e, f, g, h, i: float32): Mat3 =
@ -662,7 +660,7 @@ proc inverse*(a: Mat3): Mat3 =
type Mat4* = array[16, float32] ## 4x4 Matrix - OpenGL row order
template `[]`*(a: Mat4, i, j: int): float32 = a[i * 4 + j ]
template `[]`*(a: Mat4, i, j: int): float32 = a[i * 4 + j]
template `[]=`*(a: Mat4, i, j: int, v: float32) = a[i * 4 + j] = v
proc mat4*(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13,
@ -1214,7 +1212,8 @@ proc length*(q: Quat): float32 =
q.w * q.w +
q.x * q.x +
q.y * q.y +
q.z * q.z)
q.z * q.z
)
proc normalize*(q: Quat): Quat =
var m = q.length