X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FQuaternions.h;h=f090ef9f0b064d2a8fe471a268a2f6d92637770f;hb=2a35a9f30b5cc6c2f2b06e706910a3fc5f756685;hp=3b1ff4677dbfbb3e75d255bd10b7e844d5ab5d19;hpb=8e94b0e0f79e8fc55ace5699ffe039462d9e155d;p=lugaru.git diff --git a/Source/Quaternions.h b/Source/Quaternions.h index 3b1ff46..f090ef9 100644 --- a/Source/Quaternions.h +++ b/Source/Quaternions.h @@ -1,22 +1,21 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ @@ -242,25 +241,7 @@ inline void CrossProduct(XYZ P, XYZ Q, XYZ *V) inline float fast_sqrt (register float arg) { -#if PLATFORM_MACOSX - // Can replace with slower return std::sqrt(arg); - register float result; - - if (arg == 0.0) - return 0.0; - - asm { - frsqrte result, arg // Calculate Square root - } - - // Newton Rhapson iterations. - result = result + 0.5 * result * (1.0 - arg * result * result); - result = result + 0.5 * result * (1.0 - arg * result * result); - - return result * arg; -#else - return sqrtf( arg); -#endif + return sqrtf(arg); } inline float normaldotproduct(XYZ point1, XYZ point2)