X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FQuaternions.h;h=f090ef9f0b064d2a8fe471a268a2f6d92637770f;hb=8a32dc9e4e1011b10f009e999d7d008aa2711d8a;hp=4e96bc70f6873e88d044573ec34731395ce11378;hpb=87ff660bf58766ab705a749e72e04154ccf5a737;p=lugaru.git diff --git a/Source/Quaternions.h b/Source/Quaternions.h index 4e96bc7..f090ef9 100644 --- a/Source/Quaternions.h +++ b/Source/Quaternions.h @@ -1,33 +1,27 @@ /* 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 . */ #ifndef _QUATERNIONS_H_ #define _QUATERNIONS_H_ -#ifndef WIN32 -#pragma mark - -#endif - -//#include "Carbon.h" #include "math.h" #include "PhysicsMath.h" #include "gamegl.h" @@ -247,25 +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)