Fixed ambiguity calling sqrt
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871f657f81
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@ -50,9 +50,9 @@ void toAabb(Aabb& _outAabb, const Cylinder& _cylinder)
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const Vec3 extent =
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{
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_cylinder.radius * tmp.x * sqrt( (nsq.x + nsq.y * nsq.z) * inv),
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_cylinder.radius * tmp.y * sqrt( (nsq.y + nsq.z * nsq.x) * inv),
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_cylinder.radius * tmp.z * sqrt( (nsq.z + nsq.x * nsq.y) * inv),
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_cylinder.radius * tmp.x * bx::sqrt( (nsq.x + nsq.y * nsq.z) * inv),
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_cylinder.radius * tmp.y * bx::sqrt( (nsq.y + nsq.z * nsq.x) * inv),
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_cylinder.radius * tmp.z * bx::sqrt( (nsq.z + nsq.x * nsq.y) * inv),
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};
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const Vec3 minP = sub(_cylinder.pos, extent);
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@ -76,9 +76,9 @@ void toAabb(Aabb& _outAabb, const Disk& _disk)
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const Vec3 extent =
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{
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_disk.radius * tmp.x * sqrt( (nsq.x + nsq.y * nsq.z) * inv),
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_disk.radius * tmp.y * sqrt( (nsq.y + nsq.z * nsq.x) * inv),
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_disk.radius * tmp.z * sqrt( (nsq.z + nsq.x * nsq.y) * inv),
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_disk.radius * tmp.x * bx::sqrt( (nsq.x + nsq.y * nsq.z) * inv),
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_disk.radius * tmp.y * bx::sqrt( (nsq.y + nsq.z * nsq.x) * inv),
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_disk.radius * tmp.z * bx::sqrt( (nsq.z + nsq.x * nsq.y) * inv),
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};
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_outAabb.min = sub(_disk.center, extent);
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@ -273,7 +273,7 @@ void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num
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}
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_sphere.center = center;
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_sphere.radius = sqrt(maxDistSq);
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_sphere.radius = bx::sqrt(maxDistSq);
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}
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void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step)
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@ -333,7 +333,7 @@ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num
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} while (!done);
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_sphere.center = center;
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_sphere.radius = sqrt(maxDistSq);
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_sphere.radius = bx::sqrt(maxDistSq);
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}
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void buildFrustumPlanes(Plane* _result, const float* _viewProj)
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@ -538,7 +538,7 @@ static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule,
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const float rsq = square(_cylinder.radius);
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const float ddoto = dot(_ray.dir, vo);
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const float ss = t0 - bx::abs(sqrt(rsq - square(dist) ) / ddoto);
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const float ss = t0 - bx::abs(bx::sqrt(rsq - square(dist) ) / ddoto);
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if (0.0f > ss)
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{
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@ -654,7 +654,7 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit)
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const Vec3 ro = sub(_ray.pos, _cone.end);
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const float hyp = sqrt(square(_cone.radius) + square(len) );
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const float hyp = bx::sqrt(square(_cone.radius) + square(len) );
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const float cosaSq = square(len/hyp);
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const float ndoto = dot(normal, ro);
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const float ndotd = dot(normal, _ray.dir);
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@ -670,7 +670,7 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit)
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return hit;
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}
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det = sqrt(det);
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det = bx::sqrt(det);
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const float invA2 = 1.0f / (2.0f*aa);
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const float t1 = (-bb - det) * invA2;
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const float t2 = (-bb + det) * invA2;
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@ -763,7 +763,7 @@ bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit)
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return false;
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}
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const float sqrtDiscriminant = sqrt(discriminant);
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const float sqrtDiscriminant = bx::sqrt(discriminant);
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const float invA = 1.0f / aa;
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const float tt = -(bb + sqrtDiscriminant)*invA;
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@ -932,9 +932,9 @@ Srt toSrt(const void* _mtx)
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result.scale =
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{
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sqrt(xx*xx + xy*xy + xz*xz),
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sqrt(yx*yx + yy*yy + yz*yz),
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sqrt(zx*zx + zy*zy + zz*zz),
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bx::sqrt(xx*xx + xy*xy + xz*xz),
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bx::sqrt(yx*yx + yy*yy + yz*yz),
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bx::sqrt(zx*zx + zy*zy + zz*zz),
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};
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const Vec3 invScale = rcp(result.scale);
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@ -967,7 +967,7 @@ Srt toSrt(const void* _mtx)
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if (xx > yy
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&& xx > zz)
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{
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const float invS = 0.5f * sqrt(max(1.0f + xx - yy - zz, 1e-8f) );
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const float invS = 0.5f * bx::sqrt(max(1.0f + xx - yy - zz, 1e-8f) );
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result.rotation =
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{
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0.25f / invS,
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@ -978,7 +978,7 @@ Srt toSrt(const void* _mtx)
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}
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else if (yy > zz)
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{
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const float invS = 0.5f * sqrt(max(1.0f + yy - xx - zz, 1e-8f) );
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const float invS = 0.5f * bx::sqrt(max(1.0f + yy - xx - zz, 1e-8f) );
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result.rotation =
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{
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(xy + yx) * invS,
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@ -989,7 +989,7 @@ Srt toSrt(const void* _mtx)
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}
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else
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{
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const float invS = 0.5f * sqrt(max(1.0f + zz - xx - yy, 1e-8f) );
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const float invS = 0.5f * bx::sqrt(max(1.0f + zz - xx - yy, 1e-8f) );
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result.rotation =
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{
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(xz + zx) * invS,
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@ -1662,8 +1662,8 @@ bool overlap(const Disk& _diskA, const Disk& _diskB)
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const float lenA = distance(pa, _diskA.center);
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const float lenB = distance(pb, _diskB.center);
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return sqrt(square(_diskA.radius) - square(lenA) )
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+ sqrt(square(_diskB.radius) - square(lenB) )
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return bx::sqrt(square(_diskA.radius) - square(lenA) )
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+ bx::sqrt(square(_diskB.radius) - square(lenB) )
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>= distance(pa, pb)
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;
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}
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