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Use f64 version of reciprocal_squareroot in quaternion::normalize for more precision.
The f32 version jumped around more on gcc/linux (didn't do so with VisualStudio, mabye sqrt on VS already uses double internally). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6036 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -18,7 +18,7 @@ inline bool compareQ(const core::vector3df& v, const core::vector3df& turn=core:
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logTestString("Inequality before quat.toEuler(): %f,%f,%f\n", v.X,v.Y,v.Z);
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return false;
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}
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q.toEuler(v2);
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v2*=core::RADTODEG;
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v2=v2.rotationToDirection(turn);
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@ -110,7 +110,7 @@ bool testQuatEulerMatrix()
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core::vector3df v6 = mat.getRotationDegrees()*core::DEGTORAD;
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// make sure comparison matrix is correct
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result &= v4.equals(v6);
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core::matrix4 mat2 = q1.getMatrix();
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result &= mat.equals(mat2, 0.0005f);
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Fri Jan 03 14:40:24 2020
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Fri Jan 3 17:05:41 2020
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