d3dx9: Use float functions in D3DXQuaternionExp().
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@ -1263,28 +1263,29 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3D
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
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{
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FLOAT norm;
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TRACE("(%p, %p)\n", pout, pq);
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TRACE("out %p, q %p\n", out, q);
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norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
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if (norm )
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norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
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if (norm)
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{
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pout->x = sin(norm) * pq->x / norm;
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pout->y = sin(norm) * pq->y / norm;
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pout->z = sin(norm) * pq->z / norm;
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pout->w = cos(norm);
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out->x = sinf(norm) * q->x / norm;
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out->y = sinf(norm) * q->y / norm;
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out->z = sinf(norm) * q->z / norm;
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out->w = cosf(norm);
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}
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else
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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pout->w = 1.0f;
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out->x = 0.0f;
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out->y = 0.0f;
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out->z = 0.0f;
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out->w = 1.0f;
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}
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return pout;
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return out;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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