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use std::abs instead of abs to allow the floats to be used instead of having roundoffs
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@@ -3,11 +3,6 @@
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#include <ctime>
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//real abs(real x)
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//{
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// return fabs(x);
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//}
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int _stricmp(const char* string1, const char* string2)
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{
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int first, second;
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@@ -540,7 +540,7 @@ inline void Transform::move_l(const Vector &vec)
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inline bool Transform::isYawOnly(void) const
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{
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return abs(matrix[1][1] - 1.0f) < 0.00001f;
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return std::abs(matrix[1][1] - 1.0f) < 0.00001f;
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}
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// ----------------------------------------------------------------------
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@@ -550,9 +550,9 @@ inline bool Transform::isYawOnly(void) const
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inline bool Transform::isTranslateOnly(void) const
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{
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if(abs(matrix[0][0] - 1.0f) > 0.00001f) return false;
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if(abs(matrix[1][1] - 1.0f) > 0.00001f) return false;
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if(abs(matrix[2][2] - 1.0f) > 0.00001f) return false;
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if(std::abs(matrix[0][0] - 1.0f) > 0.00001f) return false;
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if(std::abs(matrix[1][1] - 1.0f) > 0.00001f) return false;
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if(std::abs(matrix[2][2] - 1.0f) > 0.00001f) return false;
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return true;
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}
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@@ -100,7 +100,7 @@ inline bool VectorArgb::operator !=(const VectorArgb &rhs) const
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inline float VectorArgb::rgbIntensity() const
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{
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return abs(r) * 0.30f + abs(g) * 0.59f + abs(b) * 0.11f;
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return std::abs(r) * 0.30f + std::abs(g) * 0.59f + std::abs(b) * 0.11f;
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}
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// ----------------------------------------------------------------------
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@@ -104,7 +104,7 @@ inline bool VectorRgba::operator !=(VectorRgba const & rhs) const
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inline float VectorRgba::rgbIntensity() const
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{
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return abs(r) * 0.30f + abs(g) * 0.59f + abs(b) * 0.11f;
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return std::abs(r) * 0.30f + std::abs(g) * 0.59f + std::abs(b) * 0.11f;
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}
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// ----------------------------------------------------------------------
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@@ -94,7 +94,7 @@ inline float Torus::getMinorRadius ( void ) const
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inline bool Torus::isOriented ( void ) const
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{
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return fabs(m_axis.y - 1.0f) > 0.00001f;
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return std::abs(m_axis.y - 1.0f) > 0.00001f;
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}
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// ----------------------------------------------------------------------
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