Corrected some bugs and warnings

This commit is contained in:
raysan5
2015-04-22 18:36:52 +02:00
parent ceb7325727
commit 7db895ab5d
6 changed files with 15 additions and 13 deletions

View File

@ -920,13 +920,13 @@ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
if (abs(cosHalfTheta) >= 1.0f) result = q1;
if (fabs(cosHalfTheta) >= 1.0f) result = q1;
else
{
float halfTheta = acos(cosHalfTheta);
float sinHalfTheta = sqrt(1.0f - cosHalfTheta*cosHalfTheta);
if (abs(sinHalfTheta) < 0.001f)
if (fabs(sinHalfTheta) < 0.001f)
{
result.x = (q1.x*0.5f + q2.x*0.5f);
result.y = (q1.y*0.5f + q2.y*0.5f);
@ -1072,7 +1072,7 @@ Matrix QuaternionToMatrix(Quaternion q)
// Returns the axis and the angle for a given quaternion
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
{
if (abs(q.w) > 1.0f) QuaternionNormalize(&q);
if (fabs(q.w) > 1.0f) QuaternionNormalize(&q);
Vector3 resAxis = { 0, 0, 0 };
float resAngle = 0;