include/d3dx9math.inl: Use float functions.
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@ -967,7 +967,7 @@ static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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return sqrtf( pv->x * pv->x + pv->y * pv->y );
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}
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static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
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@ -1045,7 +1045,7 @@ static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) );
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return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z );
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}
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static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
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@ -1119,7 +1119,7 @@ static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) );
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return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z + pv->w * pv->w );
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}
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static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
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@ -1283,7 +1283,7 @@ static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq)
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static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq)
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{
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if (!pq) return 0.0f;
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return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) );
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return sqrtf( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z + pq->w * pq->w );
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}
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static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq)
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