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@@ -498,14 +498,14 @@ RMAPI Vector3 Vector3Perpendicular(Vector3 v)
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float min = (float) fabs(v.x);
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float min = (float) fabs(v.x);
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Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
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Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
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- if (fabs(v.y) < min)
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+ if (fabsf(v.y) < min)
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{
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{
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min = (float) fabs(v.y);
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min = (float) fabs(v.y);
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Vector3 tmp = {0.0f, 1.0f, 0.0f};
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Vector3 tmp = {0.0f, 1.0f, 0.0f};
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cardinalAxis = tmp;
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cardinalAxis = tmp;
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}
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}
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- if (fabs(v.z) < min)
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+ if (fabsf(v.z) < min)
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{
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{
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Vector3 tmp = {0.0f, 0.0f, 1.0f};
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Vector3 tmp = {0.0f, 0.0f, 1.0f};
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cardinalAxis = tmp;
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cardinalAxis = tmp;
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@@ -1516,7 +1516,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
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float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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- if (lengthSq != 0.0)
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+ if (lengthSq != 0.0f)
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{
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{
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float invLength = 1.0f/lengthSq;
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float invLength = 1.0f/lengthSq;
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@@ -1619,14 +1619,14 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
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cosHalfTheta = -cosHalfTheta;
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cosHalfTheta = -cosHalfTheta;
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}
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}
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- if (fabs(cosHalfTheta) >= 1.0f) result = q1;
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+ if (fabsf(cosHalfTheta) >= 1.0f) result = q1;
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else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
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else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
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else
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else
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{
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{
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float halfTheta = acosf(cosHalfTheta);
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float halfTheta = acosf(cosHalfTheta);
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float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
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float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
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- if (fabs(sinHalfTheta) < 0.001f)
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+ if (fabsf(sinHalfTheta) < 0.001f)
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{
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{
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result.x = (q1.x*0.5f + q2.x*0.5f);
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result.x = (q1.x*0.5f + q2.x*0.5f);
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result.y = (q1.y*0.5f + q2.y*0.5f);
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result.y = (q1.y*0.5f + q2.y*0.5f);
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@@ -1792,7 +1792,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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// Get the rotation angle and axis for a given quaternion
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// Get the rotation angle and axis for a given quaternion
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RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
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RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
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{
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{
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- if (fabs(q.w) > 1.0f)
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+ if (fabsf(q.w) > 1.0f)
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{
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{
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// QuaternionNormalize(q);
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// QuaternionNormalize(q);
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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