Replaced fabs() by fabsf() when required
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572969d8b7
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12
src/models.c
12
src/models.c
@ -45,10 +45,10 @@
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#include "utils.h" // Required for: fopen() Android mapping
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#include <stdlib.h> // Required for: malloc(), free(), fabs()
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#include <stdlib.h> // Required for: malloc(), free()
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#include <stdio.h> // Required for: FILE, fopen(), fclose()
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#include <string.h> // Required for: strncmp() [Used in LoadModelAnimations()], strlen() [Used in LoadTextureFromCgltfImage()]
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#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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@ -2513,9 +2513,9 @@ void DrawBoundingBox(BoundingBox box, Color color)
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{
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Vector3 size;
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size.x = (float)fabs(box.max.x - box.min.x);
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size.y = (float)fabs(box.max.y - box.min.y);
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size.z = (float)fabs(box.max.z - box.min.z);
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size.x = fabsf(box.max.x - box.min.x);
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size.y = fabsf(box.max.y - box.min.y);
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size.z = fabsf(box.max.z - box.min.z);
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Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
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@ -2761,7 +2761,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
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RayHitInfo result = { 0 };
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if (fabs(ray.direction.y) > EPSILON)
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if (fabsf(ray.direction.y) > EPSILON)
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{
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float distance = (ray.position.y - groundHeight)/-ray.direction.y;
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@ -612,10 +612,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
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#endif
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#endif
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#include <stdlib.h> // Required for: malloc(), free(), fabs()
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#include <stdlib.h> // Required for: malloc(), free()
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#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadText]
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#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
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#include <math.h> // Required for: atan2f()
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#include <math.h> // Required for: atan2f(), fabs()
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#if !defined(RLGL_STANDALONE)
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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@ -3662,7 +3662,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
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// Compute distortion scale parameters
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// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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float lensRadius = (float)fabs(-1.0f - 4.0f*lensShift);
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float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
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float lensRadiusSq = lensRadius*lensRadius;
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float distortionScale = hmd.lensDistortionValues[0] +
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hmd.lensDistortionValues[1]*lensRadiusSq +
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11
src/shapes.c
11
src/shapes.c
@ -42,8 +42,7 @@
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#include <stdlib.h> // Required for: fabs()
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#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf()
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#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -1471,8 +1470,8 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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int recCenterX = (int)(rec.x + rec.width/2.0f);
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int recCenterY = (int)(rec.y + rec.height/2.0f);
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float dx = (float)fabs(center.x - recCenterX);
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float dy = (float)fabs(center.y - recCenterY);
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float dx = fabsf(center.x - (float)recCenterX);
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float dy = fabsf(center.y - (float)recCenterY);
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if (dx > (rec.width/2.0f + radius)) { return false; }
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if (dy > (rec.height/2.0f + radius)) { return false; }
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@ -1493,8 +1492,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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if (CheckCollisionRecs(rec1, rec2))
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{
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float dxx = (float)fabs(rec1.x - rec2.x);
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float dyy = (float)fabs(rec1.y - rec2.y);
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float dxx = fabsf(rec1.x - rec2.x);
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float dyy = fabsf(rec1.y - rec2.y);
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if (rec1.x <= rec2.x)
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{
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@ -64,9 +64,10 @@
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#include "config.h" // Defines module configuration flags
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#endif
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#include <stdlib.h> // Required for: malloc(), free(), fabs()
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#include <stdlib.h> // Required for: malloc(), free()
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#include <stdio.h> // Required for: FILE, fopen(), fclose(), fread()
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#include <string.h> // Required for: strlen() [Used in ImageTextEx()]
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#include <math.h> // Required for: fabsf()
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#include "utils.h" // Required for: fopen() Android mapping
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@ -2688,7 +2689,7 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
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// Draw a part of a texture (defined by a rectangle)
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { position.x, position.y, (float)fabs(sourceRec.width), (float)fabs(sourceRec.height) };
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Rectangle destRec = { position.x, position.y, fabsf(sourceRec.width), fabsf(sourceRec.height) };
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Vector2 origin = { 0.0f, 0.0f };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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