d3dx9: Use float functions in D3DXQuaternionLn().

This commit is contained in:
Rico Schüller 2012-09-27 12:14:18 +02:00 committed by Alexandre Julliard
parent 2c05f0044c
commit e921953374

View file

@ -1305,23 +1305,23 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
return pout;
}
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
{
FLOAT t;
TRACE("(%p, %p)\n", pout, pq);
TRACE("out %p, q %p\n", out, q);
if ( (pq->w >= 1.0f) || (pq->w == -1.0f) )
if ((q->w >= 1.0f) || (q->w == -1.0f))
t = 1.0f;
else
t = acos( pq->w ) / sqrt( 1.0f - pq->w * pq->w );
t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
pout->x = t * pq->x;
pout->y = t * pq->y;
pout->z = t * pq->z;
pout->w = 0.0f;
out->x = t * q->x;
out->y = t * q->y;
out->z = t * q->z;
out->w = 0.0f;
return pout;
return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)