propagating precision requirments into operations

This commit is contained in:
Chris Russ
2016-07-15 15:38:29 +10:00
parent 5adb0e899c
commit fa1d6d8c55
36 changed files with 437 additions and 411 deletions

View File

@@ -136,7 +136,7 @@ struct Frame
aiVector3D origin;
//! radius of bounding sphere
float radius;
ai_real radius;
//! name of frame
char name[ AI_MD3_MAXFRAME ];
@@ -154,7 +154,7 @@ struct Tag
//! Local tag origin and orientation
aiVector3D origin;
float orientation[3][3];
ai_real orientation[3][3];
} PACK_STRUCT;
@@ -231,7 +231,7 @@ struct Triangle
struct TexCoord
{
//! UV coordinates
float U,V;
ai_real U,V;
} PACK_STRUCT;
@@ -257,12 +257,12 @@ struct Vertex
*
* @note This has been taken from q3 source (misc_model.c)
*/
inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut)
{
float lat = (float)(( p_iNormal >> 8u ) & 0xff);
float lng = (float)(( p_iNormal & 0xff ));
lat *= 3.141926f/128.0f;
lng *= 3.141926f/128.0f;
ai_real lat = (ai_real)(( p_iNormal >> 8u ) & 0xff);
ai_real lng = (ai_real)(( p_iNormal & 0xff ));
lat *= 3.141926/128.0;
lng *= 3.141926/128.0;
p_afOut[0] = std::cos(lat) * std::sin(lng);
p_afOut[1] = std::sin(lat) * std::sin(lng);
@@ -313,4 +313,3 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
}
#endif // !! AI_MD3FILEHELPER_H_INC