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https://github.com/glest/glest-source.git
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- updated for better handling of streflop on different platforms
- attempt for bugfix on windows when socket send buffer is continuously full
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@@ -68,10 +68,10 @@ void Quaternion::setAddIdentity(){
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void Quaternion::setAxisAngle(const AxisAngle &axisAngle){
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#ifdef USE_STREFLOP
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w= streflop::cosf(axisAngle.angle/2.0f);
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v.x= axisAngle.axis.x * streflop::sinf(axisAngle.angle/2.0f);
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v.y= axisAngle.axis.y * streflop::sinf(axisAngle.angle/2.0f);
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v.z= axisAngle.axis.z * streflop::sinf(axisAngle.angle/2.0f);
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w= streflop::cosf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
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v.x= axisAngle.axis.x * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
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v.y= axisAngle.axis.y * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
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v.z= axisAngle.axis.z * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
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#else
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w= cosf(axisAngle.angle/2.0f);
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v.x= axisAngle.axis.x * sinf(axisAngle.angle/2.0f);
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@@ -84,14 +84,14 @@ void Quaternion::setEuler(const EulerAngles &eulerAngles){
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Quaternion qx, qy, qz, qr;
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#ifdef USE_STREFLOP
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qx.w= streflop::cosf(eulerAngles.x/2.0f);
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qx.v= Vec3f(streflop::sinf(eulerAngles.x/2.0f), 0.0f, 0.0f);
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qx.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.x/2.0f));
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qx.v= Vec3f(streflop::sinf(static_cast<streflop::Simple>(eulerAngles.x/2.0f)), 0.0f, 0.0f);
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qy.w= streflop::cosf(eulerAngles.y/2.0f);
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qy.v= Vec3f(0.0f, streflop::sinf(eulerAngles.y/2.0f), 0.0f);
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qy.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.y/2.0f));
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qy.v= Vec3f(0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.y/2.0f)), 0.0f);
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qz.w= streflop::cosf(eulerAngles.z/2.0f);
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qz.v= Vec3f(0.0f, 0.0f, streflop::sinf(eulerAngles.z/2.0f));
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qz.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.z/2.0f));
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qz.v= Vec3f(0.0f, 0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.z/2.0f)));
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#else
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qx.w= cosf(eulerAngles.x/2.0f);
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qx.v= Vec3f(sinf(eulerAngles.x/2.0f), 0.0f, 0.0f);
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@@ -111,7 +111,7 @@ void Quaternion::setEuler(const EulerAngles &eulerAngles){
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float Quaternion::length(){
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#ifdef USE_STREFLOP
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return streflop::sqrt(w*w+v.x*v.x+v.y*v.y+v.z*v.z);
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return streflop::sqrt(static_cast<streflop::Simple>(w*w+v.x*v.x+v.y*v.y+v.z*v.z));
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#else
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return sqrt(w*w+v.x*v.x+v.y*v.y+v.z*v.z);
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#endif
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@@ -207,7 +207,7 @@ Matrix4f Quaternion::toMatrix4() const{
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AxisAngle Quaternion::toAxisAngle() const{
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float scale= 1.0f/(v.x*v.x + v.y*v.y + v.z*v.z);
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#ifdef USE_STREFLOP
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return AxisAngle(v*scale, 2*streflop::acosf(w));
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return AxisAngle(v*scale, 2*streflop::acosf(static_cast<streflop::Simple>(w)));
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#else
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return AxisAngle(v*scale, 2*acosf(w));
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#endif
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