vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.

That was a bad case of premature optimization.
Multiplication is indeed faster, but when working with floats this can introduce some rather unexpected inaccuracies.
Like x/x suddenly no longer being 1.0 (something guaranteed by division). 
If someone really needs this back, then please add some new function which makes it clear we don't just have a typical division here.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6298 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2022-02-03 14:47:41 +00:00
parent 42c0b17435
commit 57f518737d
3 changed files with 5 additions and 3 deletions

View File

@ -54,8 +54,8 @@ namespace core
vector3d<T> operator/(const vector3d<T>& other) const { return vector3d<T>(X / other.X, Y / other.Y, Z / other.Z); }
vector3d<T>& operator/=(const vector3d<T>& other) { X/=other.X; Y/=other.Y; Z/=other.Z; return *this; }
vector3d<T> operator/(const T v) const { T i=(T)1.0/v; return vector3d<T>(X * i, Y * i, Z * i); }
vector3d<T>& operator/=(const T v) { T i=(T)1.0/v; X*=i; Y*=i; Z*=i; return *this; }
vector3d<T> operator/(const T v) const { return vector3d<T>(X/v, Y/v, Z/v); }
vector3d<T>& operator/=(const T v) { X/=v; Y/=v; Z/=v; return *this; }
T& operator [](u32 index)
{