X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FQuaternions.h;h=3b1ff4677dbfbb3e75d255bd10b7e844d5ab5d19;hb=e08a65d1b8613dfbe0f48a7d868c5b0459b411a6;hp=cfa2bace88ab4ff0fb5c057400f6501c45898bf3;hpb=24004d6ab1e68faaf85ece11b566449997da5013;p=lugaru.git diff --git a/Source/Quaternions.h b/Source/Quaternions.h index cfa2bac..3b1ff46 100644 --- a/Source/Quaternions.h +++ b/Source/Quaternions.h @@ -23,11 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef _QUATERNIONS_H_ #define _QUATERNIONS_H_ -#ifndef WIN32 -#pragma mark - -#endif - -//#include "Carbon.h" #include "math.h" #include "PhysicsMath.h" #include "gamegl.h" @@ -226,7 +221,8 @@ inline void XYZ::vec(Vector add) inline bool XYZ::operator==(XYZ add) { - if (x == add.x && y == add.y && z == add.z)return 1; + if (x == add.x && y == add.y && z == add.z) + return 1; return 0; } @@ -250,10 +246,11 @@ inline float fast_sqrt (register float arg) // Can replace with slower return std::sqrt(arg); register float result; - if (arg == 0.0) return 0.0; + if (arg == 0.0) + return 0.0; asm { - frsqrte result, arg // Calculate Square root + frsqrte result, arg // Calculate Square root } // Newton Rhapson iterations. @@ -401,12 +398,12 @@ inline bool sphere_line_intersection ( //~ static float x , y , z; static float a, b, c, /*mu,*/ i ; - if (x1 > x3 + r && x2 > x3 + r)return(0); - if (x1 < x3 - r && x2 < x3 - r)return(0); - if (y1 > y3 + r && y2 > y3 + r)return(0); - if (y1 < y3 - r && y2 < y3 - r)return(0); - if (z1 > z3 + r && z2 > z3 + r)return(0); - if (z1 < z3 - r && z2 < z3 - r)return(0); + if (x1 > x3 + r && x2 > x3 + r) return(0); + if (x1 < x3 - r && x2 < x3 - r) return(0); + if (y1 > y3 + r && y2 > y3 + r) return(0); + if (y1 < y3 - r && y2 < y3 - r) return(0); + if (z1 > z3 + r && z2 > z3 + r) return(0); + if (z1 < z3 - r && z2 < z3 - r) return(0); a = square(x2 - x1) + square(y2 - y1) + square(z2 - z1); b = 2 * ( (x2 - x1) * (x1 - x3) + (y2 - y1) * (y1 - y3) @@ -439,12 +436,12 @@ inline bool sphere_line_intersection ( //~ static float x , y , z; static float a, b, c, /*mu,*/ i ; - if (p1->x > p3->x + *r && p2->x > p3->x + *r)return(0); - if (p1->x < p3->x - *r && p2->x < p3->x - *r)return(0); - if (p1->y > p3->y + *r && p2->y > p3->y + *r)return(0); - if (p1->y < p3->y - *r && p2->y < p3->y - *r)return(0); - if (p1->z > p3->z + *r && p2->z > p3->z + *r)return(0); - if (p1->z < p3->z - *r && p2->z < p3->z - *r)return(0); + if (p1->x > p3->x + *r && p2->x > p3->x + *r) return(0); + if (p1->x < p3->x - *r && p2->x < p3->x - *r) return(0); + if (p1->y > p3->y + *r && p2->y > p3->y + *r) return(0); + if (p1->y < p3->y - *r && p2->y < p3->y - *r) return(0); + if (p1->z > p3->z + *r && p2->z > p3->z + *r) return(0); + if (p1->z < p3->z - *r && p2->z < p3->z - *r) return(0); a = square(p2->x - p1->x) + square(p2->y - p1->y) + square(p2->z - p1->z); b = 2 * ( (p2->x - p1->x) * (p1->x - p3->x) + (p2->y - p1->y) * (p1->y - p3->y)