d3dx9: Use float functions in D3DXQuaternionSlerp().
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@ -1435,32 +1435,35 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout,
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return pout;
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return pout;
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}
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
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D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
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const D3DXQUATERNION *q2, FLOAT t)
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{
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{
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FLOAT dot, epsilon, temp, theta, u;
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FLOAT dot, temp;
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TRACE("(%p, %p, %p, %f)\n", pout, pq1, pq2, t);
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TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
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epsilon = 1.0f;
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temp = 1.0f - t;
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temp = 1.0f - t;
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u = t;
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dot = D3DXQuaternionDot(q1, q2);
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dot = D3DXQuaternionDot(pq1, pq2);
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if (dot < 0.0f)
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if ( dot < 0.0f )
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{
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{
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epsilon = -1.0f;
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t = -t;
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dot = -dot;
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dot = -dot;
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}
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}
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if( 1.0f - dot > 0.001f )
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if (1.0f - dot > 0.001f)
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{
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{
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theta = acos(dot);
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FLOAT theta = acosf(dot);
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temp = sin(theta * temp) / sin(theta);
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u = sin(theta * u) / sin(theta);
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temp = sinf(theta * temp) / sinf(theta);
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t = sinf(theta * t) / sinf(theta);
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}
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}
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pout->x = temp * pq1->x + epsilon * u * pq2->x;
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pout->y = temp * pq1->y + epsilon * u * pq2->y;
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out->x = temp * q1->x + t * q2->x;
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pout->z = temp * pq1->z + epsilon * u * pq2->z;
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out->y = temp * q1->y + t * q2->y;
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pout->w = temp * pq1->w + epsilon * u * pq2->w;
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out->z = temp * q1->z + t * q2->z;
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return pout;
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out->w = temp * q1->w + t * q2->w;
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return out;
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}
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
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