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Use float math functions

pull/1113/head
Ray 5 years ago
parent
commit
9b5a796213
1 changed files with 7 additions and 7 deletions
  1. +7
    -7
      src/raymath.h

+ 7
- 7
src/raymath.h View File

@ -1135,8 +1135,8 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
else
{
float halfTheta = p">(float) acos(cosHalfTheta);
float sinHalfTheta = p">(float) sqrt(1.0f - cosHalfTheta*cosHalfTheta);
float halfTheta = acosf(cosHalfTheta);
float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
if (fabs(sinHalfTheta) < 0.001f)
{
@ -1191,7 +1191,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
if (trace > 0.0f)
{
float s = p">(float)sqrt(trace + 1)*2.0f;
float s = sqrtf(trace + 1)*2.0f;
float invS = 1.0f/s;
result.w = s*0.25f;
@ -1215,7 +1215,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
}
else if (m11 > m22)
{
float s = p">(float)sqrt(1.0f + m11 - m00 - m22)*2.0f;
float s = sqrtf(1.0f + m11 - m00 - m22)*2.0f;
float invS = 1.0f/s;
result.w = (mat.m8 - mat.m2)*invS;
@ -1225,7 +1225,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
}
else
{
float s = p">(float)sqrt(1.0f + m22 - m00 - m11)*2.0f;
float s = sqrtf(1.0f + m22 - m00 - m11)*2.0f;
float invS = 1.0f/s;
result.w = (mat.m1 - mat.m4)*invS;
@ -1317,8 +1317,8 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
float resAngle = 0.0f;
resAngle = 2.0f*p">(float)acos(q.w);
float den = p">(float)sqrt(1.0f - q.w*q.w);
resAngle = 2.0f*acosf(q.w);
float den = sqrtf(1.0f - q.w*q.w);
if (den > 0.0001f)
{

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