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[Physics] Fix typecast warnings generated by visual studio 2019 (#1599)

* More warning fixes for physics and math

* fix a crash introduced with the warning changed.

Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
pull/1600/head
Jeffery Myers 4 years ago
committed by GitHub
parent
commit
2375464213
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 100 additions and 86 deletions
  1. +99
    -85
      src/physac.h
  2. +1
    -1
      src/raymath.h

+ 99
- 85
src/physac.h View File

@ -112,7 +112,7 @@
#define PHYSAC_PENETRATION_ALLOWANCE 0.05f
#define PHYSAC_PENETRATION_CORRECTION 0.4f
#define PHYSAC_PI 3.14159265358979323846
#define PHYSAC_PI 3.14159265358979323846f
#define PHYSAC_DEG2RAD (PHYSAC_PI/180.0f)
//----------------------------------------------------------------------------------
@ -412,11 +412,11 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
float area = 0.0f;
float inertia = 0.0f;
for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
{
// Triangle vertices, third vertex implied as (0, 0)
Vector2 p1 = body->shape.vertexData.positions[i];
int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
unsigned int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
Vector2 p2 = body->shape.vertexData.positions[nextIndex];
float D = MathVector2CrossProduct(p1, p2);
@ -438,7 +438,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
// Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
// Note: this is not really necessary
for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
{
body->shape.vertexData.positions[i].x -= center.x;
body->shape.vertexData.positions[i].y -= center.y;
@ -494,11 +494,11 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si
float area = 0.0f;
float inertia = 0.0f;
for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
{
// Triangle vertices, third vertex implied as (0, 0)
Vector2 position1 = body->shape.vertexData.positions[i];
int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
unsigned int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
Vector2 position2 = body->shape.vertexData.positions[nextIndex];
float cross = MathVector2CrossProduct(position1, position2);
@ -520,7 +520,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si
// Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
// Note: this is not really necessary
for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
{
body->shape.vertexData.positions[i].x -= center.x;
body->shape.vertexData.positions[i].y -= center.y;
@ -570,11 +570,11 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
PhysicsVertexData vertexData = body->shape.vertexData;
bool collision = false;
for (int i = 0; i < vertexData.vertexCount; i++)
for (unsigned int i = 0; i < vertexData.vertexCount; i++)
{
Vector2 positionA = body->position;
Vector2 positionB = MathMatVector2Product(body->shape.transform, MathVector2Add(body->position, vertexData.positions[i]));
int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0);
unsigned int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0);
Vector2 positionC = MathMatVector2Product(body->shape.transform, MathVector2Add(body->position, vertexData.positions[nextIndex]));
// Check collision between each triangle
@ -629,9 +629,9 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
vertexData.positions[2].y *= 0.95f;
// Calculate polygon faces normals
for (int j = 0; j < vertexData.vertexCount; j++)
for (unsigned int j = 0; j < vertexData.vertexCount; j++)
{
int nextVertex = (((j + 1) < vertexData.vertexCount) ? (j + 1) : 0);
unsigned int nextVertex = (((j + 1) < vertexData.vertexCount) ? (j + 1) : 0);
Vector2 face = MathVector2Subtract(vertexData.positions[nextVertex], vertexData.positions[j]);
vertexData.normals[j] = CLITERAL(Vector2){ face.y, -face.x };
@ -647,11 +647,11 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
float area = 0.0f;
float inertia = 0.0f;
for (int j = 0; j < body->shape.vertexData.vertexCount; j++)
for (unsigned int j = 0; j < body->shape.vertexData.vertexCount; j++)
{
// Triangle vertices, third vertex implied as (0, 0)
Vector2 p1 = body->shape.vertexData.positions[j];
int nextVertex = (((j + 1) < body->shape.vertexData.vertexCount) ? (j + 1) : 0);
unsigned int nextVertex = (((j + 1) < body->shape.vertexData.vertexCount) ? (j + 1) : 0);
Vector2 p2 = body->shape.vertexData.positions[nextVertex];
float D = MathVector2CrossProduct(p1, p2);
@ -708,7 +708,7 @@ PHYSACDEF PhysicsBody GetPhysicsBody(int index)
{
PhysicsBody body = NULL;
if (index < physicsBodiesCount)
if (index < p">(int)physicsBodiesCount)
{
body = bodies[index];
@ -724,7 +724,7 @@ PHYSACDEF int GetPhysicsShapeType(int index)
{
int result = -1;
if (index < physicsBodiesCount)
if (index < p">(int)physicsBodiesCount)
{
PhysicsBody body = bodies[index];
@ -741,7 +741,7 @@ PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
{
int result = 0;
if (index < physicsBodiesCount)
if (index < p">(int)physicsBodiesCount)
{
PhysicsBody body = bodies[index];
@ -807,7 +807,7 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
int id = body->id;
int index = -1;
for (int i = 0; i < physicsBodiesCount; i++)
for (unsigned int i = 0; i < physicsBodiesCount; i++)
{
if (bodies[i]->id == id)
{
@ -828,7 +828,7 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
bodies[index] = NULL;
// Reorder physics bodies pointers array and its catched index
for (int i = index; i < physicsBodiesCount; i++)
for (unsigned int i = index; i < physicsBodiesCount; i++)
{
if ((i + 1) < physicsBodiesCount) bodies[i] = bodies[i + 1];
}
@ -844,35 +844,41 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
// Destroys created physics bodies and manifolds and resets global values
PHYSACDEF void ResetPhysics(void)
{
// Unitialize physics bodies dynamic memory allocations
for (int i = physicsBodiesCount - 1; i >= 0; i--)
if (physicsBodiesCount > 0)
{
PhysicsBody body = bodies[i];
if (body != NULL)
// Unitialize physics bodies dynamic memory allocations
for (unsigned int i = physicsBodiesCount - 1; i >= 0; i--)
{
PHYSAC_FREE(body);
bodies[i] = NULL;
usedMemory -= sizeof(PhysicsBodyData);
PhysicsBody body = bodies[i];
if (body != NULL)
{
PHYSAC_FREE(body);
bodies[i] = NULL;
usedMemory -= sizeof(PhysicsBodyData);
}
}
}
physicsBodiesCount = 0;
physicsBodiesCount = 0;
}
// Unitialize physics manifolds dynamic memory allocations
for (int i = physicsManifoldsCount - 1; i >= 0; i--)
if (physicsManifoldsCount > 0)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL)
// Unitialize physics manifolds dynamic memory allocations
for (unsigned int i = physicsManifoldsCount - 1; i >= 0; i--)
{
PHYSAC_FREE(manifold);
contacts[i] = NULL;
usedMemory -= sizeof(PhysicsManifoldData);
PhysicsManifold manifold = contacts[i];
if (manifold != NULL)
{
PHYSAC_FREE(manifold);
contacts[i] = NULL;
usedMemory -= sizeof(PhysicsManifoldData);
}
}
}
physicsManifoldsCount = 0;
physicsManifoldsCount = 0;
}
TRACELOG("[PHYSAC] Physics module reseted successfully\n");
}
@ -881,10 +887,18 @@ PHYSACDEF void ResetPhysics(void)
PHYSACDEF void ClosePhysics(void)
{
// Unitialize physics manifolds dynamic memory allocations
for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]);
if (physicsManifoldsCount > 0)
{
for (unsigned int i = physicsManifoldsCount - 1; i >= 0; i--)
DestroyPhysicsManifold(contacts[i]);
}
// Unitialize physics bodies dynamic memory allocations
for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]);
if (physicsBodiesCount > 0)
{
for (unsigned int i = physicsBodiesCount - 1; i >= 0; i--)
DestroyPhysicsBody(bodies[i]);
}
// Trace log info
if ((physicsBodiesCount > 0) || (usedMemory != 0))
@ -910,7 +924,7 @@ static int FindAvailableBodyIndex()
int currentId = i;
// Check if current id already exist in other physics body
for (int k = 0; k < physicsBodiesCount; k++)
for (unsigned int k = 0; k < physicsBodiesCount; k++)
{
if (bodies[k]->id == currentId)
{
@ -920,9 +934,9 @@ static int FindAvailableBodyIndex()
}
// If it is not used, use it as new physics body id
if (currentId == i)
if (currentId == p">(int)i)
{
index = i;
index = p">(int)i;
break;
}
}
@ -937,14 +951,14 @@ static PhysicsVertexData CreateDefaultPolygon(float radius, int sides)
data.vertexCount = sides;
// Calculate polygon vertices positions
for (int i = 0; i < data.vertexCount; i++)
for (unsigned int i = 0; i < data.vertexCount; i++)
{
data.positions[i].x = cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
data.positions[i].y = sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
data.positions[i].x = p">(float)cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
data.positions[i].y = p">(float)sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
}
// Calculate polygon faces normals
for (int i = 0; i < data.vertexCount; i++)
for (int i = 0; i < p">(int)data.vertexCount; i++)
{
int nextIndex = (((i + 1) < sides) ? (i + 1) : 0);
Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
@ -969,7 +983,7 @@ static PhysicsVertexData CreateRectanglePolygon(Vector2 pos, Vector2 size)
data.positions[3] = CLITERAL(Vector2){ pos.x - size.x/2, pos.y - size.y/2 };
// Calculate polygon faces normals
for (int i = 0; i < data.vertexCount; i++)
for (unsigned int i = 0; i < data.vertexCount; i++)
{
int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0);
Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
@ -985,27 +999,27 @@ static PhysicsVertexData CreateRectanglePolygon(Vector2 pos, Vector2 size)
void UpdatePhysicsStep(void)
{
// Clear previous generated collisions information
for (int i = physicsManifoldsCount - 1; i >= 0; i--)
for (int i = p">(int)physicsManifoldsCount - 1; i >= 0; i--)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) DestroyPhysicsManifold(manifold);
}
// Reset physics bodies grounded state
for (int i = 0; i < physicsBodiesCount; i++)
for (unsigned int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
body->isGrounded = false;
}
// Generate new collision information
for (int i = 0; i < physicsBodiesCount; i++)
for (unsigned int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody bodyA = bodies[i];
if (bodyA != NULL)
{
for (int j = i + 1; j < physicsBodiesCount; j++)
for (unsigned int j = i + 1; j < physicsBodiesCount; j++)
{
PhysicsBody bodyB = bodies[j];
@ -1035,23 +1049,23 @@ void UpdatePhysicsStep(void)
}
// Integrate forces to physics bodies
for (int i = 0; i < physicsBodiesCount; i++)
for (unsigned int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
if (body != NULL) IntegratePhysicsForces(body);
}
// Initialize physics manifolds to solve collisions
for (int i = 0; i < physicsManifoldsCount; i++)
for (unsigned int i = 0; i < physicsManifoldsCount; i++)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) InitializePhysicsManifolds(manifold);
}
// Integrate physics collisions impulses to solve collisions
for (int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++)
for (unsigned int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++)
{
for (int j = 0; j < physicsManifoldsCount; j++)
for (unsigned int j = 0; j < physicsManifoldsCount; j++)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) IntegratePhysicsImpulses(manifold);
@ -1059,21 +1073,21 @@ void UpdatePhysicsStep(void)
}
// Integrate velocity to physics bodies
for (int i = 0; i < physicsBodiesCount; i++)
for (unsigned int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
if (body != NULL) IntegratePhysicsVelocity(body);
}
// Correct physics bodies positions based on manifolds collision information
for (int i = 0; i < physicsManifoldsCount; i++)
for (unsigned int i = 0; i < physicsManifoldsCount; i++)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) CorrectPhysicsPositions(manifold);
}
// Clear physics bodies forces
for (int i = 0; i < physicsBodiesCount; i++)
for (unsigned int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
if (body != NULL)
@ -1128,7 +1142,7 @@ static int FindAvailableManifoldIndex()
int currentId = i;
// Check if current id already exist in other physics body
for (int k = 0; k < physicsManifoldsCount; k++)
for (unsigned int k = 0; k < physicsManifoldsCount; k++)
{
if (contacts[k]->id == currentId)
{
@ -1187,7 +1201,7 @@ static void DestroyPhysicsManifold(PhysicsManifold manifold)
int id = manifold->id;
int index = -1;
for (int i = 0; i < physicsManifoldsCount; i++)
for (unsigned int i = 0; i < physicsManifoldsCount; i++)
{
if (contacts[i]->id == id)
{
@ -1204,7 +1218,7 @@ static void DestroyPhysicsManifold(PhysicsManifold manifold)
contacts[index] = NULL;
// Reorder physics manifolds pointers array and its catched index
for (int i = index; i < physicsManifoldsCount; i++)
for (unsigned int i = index; i < physicsManifoldsCount; i++)
{
if ((i + 1) < physicsManifoldsCount) contacts[i] = contacts[i + 1];
}
@ -1306,7 +1320,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
int faceNormal = 0;
PhysicsVertexData vertexData = bodyB->shape.vertexData;
for (int i = 0; i < vertexData.vertexCount; i++)
for (unsigned int i = 0; i < vertexData.vertexCount; i++)
{
float currentSeparation = MathVector2DotProduct(vertexData.normals[i], MathVector2Subtract(center, vertexData.positions[i]));
@ -1321,7 +1335,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
// Grab face's vertices
Vector2 v1 = vertexData.positions[faceNormal];
int nextIndex = (((faceNormal + 1) < vertexData.vertexCount) ? (faceNormal + 1) : 0);
int nextIndex = (((faceNormal + 1) < p">(int)vertexData.vertexCount) ? (faceNormal + 1) : 0);
Vector2 v2 = vertexData.positions[nextIndex];
// Check to see if center is within polygon
@ -1443,7 +1457,7 @@ static void SolvePolygonToPolygon(PhysicsManifold manifold)
// Setup reference face vertices
PhysicsVertexData refData = refPoly.vertexData;
Vector2 v1 = refData.positions[referenceIndex];
referenceIndex = (((referenceIndex + 1) < refData.vertexCount) ? (referenceIndex + 1) : 0);
referenceIndex = (((referenceIndex + 1) < p">(int)refData.vertexCount) ? (referenceIndex + 1) : 0);
Vector2 v2 = refData.positions[referenceIndex];
// Transform vertices to world space
@ -1500,16 +1514,16 @@ static void IntegratePhysicsForces(PhysicsBody body)
{
if ((body == NULL) || (body->inverseMass == 0.0f) || !body->enabled) return;
body->velocity.x += (body->force.x*body->inverseMass)*(deltaTime/2.0);
body->velocity.y += (body->force.y*body->inverseMass)*(deltaTime/2.0);
body->velocity.x += (kt">float)((body->force.x*body->inverseMass)*(deltaTime/2.0));
body->velocity.y += (kt">float)((body->force.y*body->inverseMass)*(deltaTime/2.0));
if (body->useGravity)
{
body->velocity.x += gravityForce.x*(deltaTime/1000/2.0);
body->velocity.y += gravityForce.y*(deltaTime/1000/2.0);
body->velocity.x += p">(float)(gravityForce.x*(deltaTime/1000/2.0));
body->velocity.y += p">(float)(gravityForce.y*(deltaTime/1000/2.0));
}
if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2.0);
if (!body->freezeOrient) body->angularVelocity += p">(float)(body->torque*body->inverseInertia*(deltaTime/2.0));
}
// Initializes physics manifolds to solve collisions
@ -1525,7 +1539,7 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold)
manifold->staticFriction = sqrtf(bodyA->staticFriction*bodyB->staticFriction);
manifold->dynamicFriction = sqrtf(bodyA->dynamicFriction*bodyB->dynamicFriction);
for (int i = 0; i < manifold->contactsCount; i++)
for (unsigned int i = 0; i < manifold->contactsCount; i++)
{
// Caculate radius from center of mass to contact
Vector2 radiusA = MathVector2Subtract(manifold->contacts[i], bodyA->position);
@ -1540,7 +1554,7 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold)
// Determine if we should perform a resting collision or not;
// The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution
if (MathVector2SqrLen(radiusV) < (MathVector2SqrLen(CLITERAL(Vector2){ gravityForce.x*deltaTime/1000, gravityForce.y*deltaTime/1000 }) + PHYSAC_EPSILON)) manifold->restitution = 0;
if (MathVector2SqrLen(radiusV) < (MathVector2SqrLen(CLITERAL(Vector2){ p">(float)(gravityForce.x*deltaTime/1000), p">(float)(gravityForce.y*deltaTime/1000) }) + PHYSAC_EPSILON)) manifold->restitution = 0;
}
}
@ -1560,7 +1574,7 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
return;
}
for (int i = 0; i < manifold->contactsCount; i++)
for (unsigned int i = 0; i < manifold->contactsCount; i++)
{
// Calculate radius from center of mass to contact
Vector2 radiusA = MathVector2Subtract(manifold->contacts[i], bodyA->position);
@ -1616,7 +1630,7 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
impulseTangent /= inverseMassSum;
impulseTangent /= (float)manifold->contactsCount;
float absImpulseTangent = fabs(impulseTangent);
float absImpulseTangent = p">(float)fabs(impulseTangent);
// Don't apply tiny friction impulses
if (absImpulseTangent <= PHYSAC_EPSILON) return;
@ -1650,10 +1664,10 @@ static void IntegratePhysicsVelocity(PhysicsBody body)
{
if ((body == NULL) ||!body->enabled) return;
body->position.x += body->velocity.x*deltaTime;
body->position.y += body->velocity.y*deltaTime;
body->position.x += p">(float)(body->velocity.x*deltaTime);
body->position.y += p">(float)(body->velocity.y*deltaTime);
if (!body->freezeOrient) body->orient += body->angularVelocity*deltaTime;
if (!body->freezeOrient) body->orient += p">(float)(body->angularVelocity*deltaTime);
body->shape.transform = MathMatFromRadians(body->orient);
IntegratePhysicsForces(body);
@ -1691,7 +1705,7 @@ static Vector2 GetSupport(PhysicsShape shape, Vector2 dir)
Vector2 bestVertex = { 0.0f, 0.0f };
PhysicsVertexData data = shape.vertexData;
for (int i = 0; i < data.vertexCount; i++)
for (unsigned int i = 0; i < data.vertexCount; i++)
{
Vector2 vertex = data.positions[i];
float projection = MathVector2DotProduct(vertex, dir);
@ -1715,7 +1729,7 @@ static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, Physi
PhysicsVertexData dataA = shapeA.vertexData;
//PhysicsVertexData dataB = shapeB.vertexData;
for (int i = 0; i < dataA.vertexCount; i++)
for (unsigned int i = 0; i < dataA.vertexCount; i++)
{
// Retrieve a face normal from A shape
Vector2 normal = dataA.normals[i];
@ -1766,7 +1780,7 @@ static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, Physics
int incidentFace = 0;
float minDot = PHYSAC_FLT_MAX;
for (int i = 0; i < incData.vertexCount; i++)
for (unsigned int i = 0; i < incData.vertexCount; i++)
{
float dot = MathVector2DotProduct(referenceNormal, incData.normals[i]);
@ -1780,7 +1794,7 @@ static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, Physics
// Assign face vertices for incident face
*v0 = MathMatVector2Product(inc.transform, incData.positions[incidentFace]);
*v0 = MathVector2Add(*v0, inc.body->position);
incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0);
incidentFace = (((incidentFace + 1) < p">(int)incData.vertexCount) ? (incidentFace + 1) : 0);
*v1 = MathMatVector2Product(inc.transform, incData.positions[incidentFace]);
*v1 = MathVector2Add(*v1, inc.body->position);
}
@ -1849,8 +1863,8 @@ static void InitTimer(void)
frequency = (timebase.denom*1e9)/timebase.numer;
#endif
baseClockTicks = GetClockTicks(); // Get MONOTONIC clock time offset
startTime = GetCurrentTime(); // Get current time in milliseconds
baseClockTicks = p">(double)GetClockTicks(); // Get MONOTONIC clock time offset
startTime = GetCurrentTime(); // Get current time in milliseconds
}
// Get hi-res MONOTONIC time measure in clock ticks

+ 1
- 1
src/raymath.h View File

@ -1162,7 +1162,7 @@ RMDEF Quaternion QuaternionIdentity(void)
// Computes the length of a quaternion
RMDEF float QuaternionLength(Quaternion q)
{
float result = p">(float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
return result;
}

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