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
This commit is contained in:
cutealien
2020-01-03 17:09:39 +00:00
parent 34d09f7c63
commit 5d0b042a65
3 changed files with 9 additions and 9 deletions

View File

@ -18,7 +18,7 @@ inline bool compareQ(const core::vector3df& v, const core::vector3df& turn=core:
logTestString("Inequality before quat.toEuler(): %f,%f,%f\n", v.X,v.Y,v.Z);
return false;
}
q.toEuler(v2);
v2*=core::RADTODEG;
v2=v2.rotationToDirection(turn);
@ -110,7 +110,7 @@ bool testQuatEulerMatrix()
core::vector3df v6 = mat.getRotationDegrees()*core::DEGTORAD;
// make sure comparison matrix is correct
result &= v4.equals(v6);
core::matrix4 mat2 = q1.getMatrix();
result &= mat.equals(mat2, 0.0005f);

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@ -1,4 +1,4 @@
Tests finished. 72 tests of 72 passed.
Compiled as DEBUG
Test suite pass at GMT Fri Jan 03 14:40:24 2020
Tests finished. 72 tests of 72 passed.
Compiled as DEBUG
Test suite pass at GMT Fri Jan 3 17:05:41 2020