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authorRay <[email protected]>2020-02-26 20:20:52 +0100
committerRay <[email protected]>2020-02-26 20:20:52 +0100
commit9b5a796213bc5af02c1b842a2ad84827b301c009 (patch)
treed3847eeaca2dcb5dbed41d28a812fd08a9d03687 /src/raymath.h
parent32e374d9417ff91fc0c6639d4f6e4db02c9cfc26 (diff)
downloadraylib-9b5a796213bc5af02c1b842a2ad84827b301c009.tar.gz
raylib-9b5a796213bc5af02c1b842a2ad84827b301c009.zip
Use float math functions
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h14
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)
{