* removed some refactoring left-over

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@24149 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Alexandre Deckner
2008-02-27 13:31:54 +00:00
parent 552bd60c4b
commit 8ec7fd3156
2 changed files with 21 additions and 21 deletions
+15 -15
View File
@@ -97,18 +97,18 @@ public:
void setRotation(const Vector3& axis, const float& angle) void setRotation(const Vector3& axis, const float& angle)
{ {
float d = axis.length(); float d = axis.length();
assert(d != float(0.0)); assert(d != 0.0f);
float s = sin(angle * float(0.5)) / d; float s = sin(angle * 0.5f) / d;
setValue(axis.x() * s, axis.y() * s, axis.z() * s, setValue(axis.x() * s, axis.y() * s, axis.z() * s,
cos(angle * float(0.5))); cos(angle * 0.5f));
} }
void setEuler(const float& yaw, const float& pitch, const float& roll) void setEuler(const float& yaw, const float& pitch, const float& roll)
{ {
float halfYaw = float(yaw) * float(0.5); float halfYaw = yaw * 0.5f;
float halfPitch = float(pitch) * float(0.5); float halfPitch = pitch * 0.5f;
float halfRoll = float(roll) * float(0.5); float halfRoll = roll * 0.5f;
float cosYaw = cos(halfYaw); float cosYaw = cos(halfYaw);
float sinYaw = sin(halfYaw); float sinYaw = sin(halfYaw);
float cosPitch = cos(halfPitch); float cosPitch = cos(halfPitch);
@@ -186,15 +186,15 @@ public:
Quaternion operator/(const float& s) const Quaternion operator/(const float& s) const
{ {
assert(s != float(0.0)); assert(s != 0.0f);
return *this * (float(1.0) / s); return *this * (1.0f / s);
} }
Quaternion& operator/=(const float& s) Quaternion& operator/=(const float& s)
{ {
assert(s != float(0.0)); assert(s != 0.0f);
return *this *= float(1.0) / s; return *this *= 1.0f / s;
} }
@@ -207,14 +207,14 @@ public:
float angle(const Quaternion& q) const float angle(const Quaternion& q) const
{ {
float s = sqrt(length2() * q.length2()); float s = sqrt(length2() * q.length2());
assert(s != float(0.0)); assert(s != 0.0f);
return acos(dot(q) / s); return acos(dot(q) / s);
} }
float getAngle() const float getAngle() const
{ {
float s = float(2.) * acos(m_w); float s = 2.0f * acos(m_w);
return s; return s;
} }
@@ -262,10 +262,10 @@ public:
Quaternion slerp(const Quaternion& q, const float& t) const Quaternion slerp(const Quaternion& q, const float& t) const
{ {
float theta = angle(q); float theta = angle(q);
if (theta != float(0.0)) if (theta != 0.0f)
{ {
float d = float(1.0) / sin(theta); float d = 1.0f / sin(theta);
float s0 = sin((float(1.0) - t) * theta); float s0 = sin((1.0f - t) * theta);
float s1 = sin(t * theta); float s1 = sin(t * theta);
return Quaternion((m_x * s0 + q.x() * s1) * d, return Quaternion((m_x * s0 + q.x() * s1) * d,
(m_y * s0 + q.y() * s1) * d, (m_y * s0 + q.y() * s1) * d,
+6 -6
View File
@@ -95,8 +95,8 @@ public:
inline Vector3& operator/=(const float& s) inline Vector3& operator/=(const float& s)
{ {
//btFullAssert(s != float(0.0)); assert(s != 0.0f);
return *this *= float(1.0) / s; return *this *= 1.0f / s;
} }
@@ -139,7 +139,7 @@ public:
inline float angle(const Vector3& v) const inline float angle(const Vector3& v) const
{ {
float s = sqrt(length2() * v.length2()); float s = sqrt(length2() * v.length2());
//btFullAssert(s != float(0.0)); assert(s != 0.0f);
return acos(dot(v) / s); return acos(dot(v) / s);
} }
@@ -196,7 +196,7 @@ public:
inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt) inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt)
{ {
float s = float(1.0) - rt; float s = 1.0f - rt;
m_x = s * v0.x() + rt * v1.x(); m_x = s * v0.x() + rt * v1.x();
m_y = s * v0.y() + rt * v1.y(); m_y = s * v0.y() + rt * v1.y();
m_z = s * v0.z() + rt * v1.z(); m_z = s * v0.z() + rt * v1.z();
@@ -260,8 +260,8 @@ operator*(const float& s, const Vector3& v)
inline Vector3 inline Vector3
operator/(const Vector3& v, const float& s) operator/(const Vector3& v, const float& s)
{ {
//btFullAssert(s != float(0.0)); assert(s != 0.0f);
return v * (float(1.0) / s); return v * (1.0f / s);
} }
inline Vector3 inline Vector3