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| author | Ray <[email protected]> | 2020-02-26 20:20:52 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-02-26 20:20:52 +0100 |
| commit | 9b5a796213bc5af02c1b842a2ad84827b301c009 (patch) | |
| tree | d3847eeaca2dcb5dbed41d28a812fd08a9d03687 /src/raymath.h | |
| parent | 32e374d9417ff91fc0c6639d4f6e4db02c9cfc26 (diff) | |
| download | raylib-9b5a796213bc5af02c1b842a2ad84827b301c009.tar.gz raylib-9b5a796213bc5af02c1b842a2ad84827b301c009.zip | |
Use float math functions
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/raymath.h b/src/raymath.h index d1662507..c2dbc61e 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -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 = (float) acos(cosHalfTheta); - float sinHalfTheta = (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 = (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 = (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 = (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*(float)acos(q.w); - float den = (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) { |
