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authorPiotr Dziwinski <piotrdz@gmail.com>2012-04-05 22:29:50 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-04-05 22:29:50 +0200
commit5bd2688eb01bb9456b80f751ac0a502f0dfb39b6 (patch)
treed3b076fbad0d073bf5a39efc518882ed6fb2ec76 /src/math3d.cpp
parent33a5a937281082a572b3b66483e8a4579db2935d (diff)
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Fixes for GCC and removal of extern inline (#12)
Diffstat (limited to 'src/math3d.cpp')
-rw-r--r--src/math3d.cpp50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/math3d.cpp b/src/math3d.cpp
index 492c9b3..9aa5f89 100644
--- a/src/math3d.cpp
+++ b/src/math3d.cpp
@@ -24,9 +24,9 @@
#include <d3d.h>
#include "struct.h"
-#include "D3DEngine.h"
-#include "D3DMath.h"
-#include "D3DUtil.h"
+#include "d3dengine.h"
+#include "d3dmath.h"
+#include "d3dutil.h"
#include "math3d.h"
@@ -41,23 +41,23 @@ BOOL IsEqual(float a, float b)
// Returns the minimum value.
-inline float Min(float a, float b)
+float Min(float a, float b)
{
if ( a <= b ) return a;
else return b;
}
-inline float Min(float a, float b, float c)
+float Min(float a, float b, float c)
{
return Min( Min(a,b), c );
}
-inline float Min(float a, float b, float c, float d)
+float Min(float a, float b, float c, float d)
{
return Min( Min(a,b), Min(c,d) );
}
-inline float Min(float a, float b, float c, float d, float e)
+float Min(float a, float b, float c, float d, float e)
{
return Min( Min(a,b), Min(c,d), e );
}
@@ -65,23 +65,23 @@ inline float Min(float a, float b, float c, float d, float e)
// Returns the maximum value.
-inline float Max(float a, float b)
+float Max(float a, float b)
{
if ( a >= b ) return a;
else return b;
}
-inline float Max(float a, float b, float c)
+float Max(float a, float b, float c)
{
return Max( Max(a,b), c );
}
-inline float Max(float a, float b, float c, float d)
+float Max(float a, float b, float c, float d)
{
return Max( Max(a,b), Max(c,d) );
}
-inline float Max(float a, float b, float c, float d, float e)
+float Max(float a, float b, float c, float d, float e)
{
return Max( Max(a,b), Max(c,d), e );
}
@@ -89,7 +89,7 @@ inline float Max(float a, float b, float c, float d, float e)
// Returns the normalized value (0 .. 1).
-inline float Norm(float a)
+float Norm(float a)
{
if ( a < 0.0f ) return 0.0f;
if ( a > 1.0f ) return 1.0f;
@@ -99,7 +99,7 @@ inline float Norm(float a)
// Returns the absolute value of a number.
-inline float Abs(float a)
+float Abs(float a)
{
return (float)fabs(a);
}
@@ -107,7 +107,7 @@ inline float Abs(float a)
// Swaps two integers.
-inline void Swap(int &a, int &b)
+void Swap(int &a, int &b)
{
int c;
@@ -118,7 +118,7 @@ inline void Swap(int &a, int &b)
// Swaps two real numbers.
-inline void Swap(float &a, float &b)
+void Swap(float &a, float &b)
{
float c;
@@ -129,7 +129,7 @@ inline void Swap(float &a, float &b)
// Permutes two points.
-inline void Swap(FPOINT &a, FPOINT &b)
+void Swap(FPOINT &a, FPOINT &b)
{
FPOINT c;
@@ -142,14 +142,14 @@ inline void Swap(FPOINT &a, FPOINT &b)
// Mod(8.1, 4) = 0.1
// Mod(n, 1) = fractional part of n
-inline float Mod(float a, float m)
+float Mod(float a, float m)
{
return a - ((int)(a/m))*m;
}
// Returns a normalized angle, that is in other words between 0 and 2 * PI.
-inline float NormAngle(float angle)
+float NormAngle(float angle)
{
angle = Mod(angle, PI*2.0f);
if ( angle < 0.0f )
@@ -547,7 +547,7 @@ D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length )
// Returns the distance between two points.
-inline float Length(FPOINT a, FPOINT b)
+float Length(FPOINT a, FPOINT b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.y-b.y)*(a.y-b.y) );
@@ -555,21 +555,21 @@ inline float Length(FPOINT a, FPOINT b)
// Returns the hypotenuse of a right triangle.
-inline float Length(float x, float y)
+float Length(float x, float y)
{
return sqrtf( (x*x) + (y*y) );
}
// Returns the length of a vector.
-inline float Length(const D3DVECTOR &u)
+float Length(const D3DVECTOR &u)
{
return sqrtf( (u.x*u.x) + (u.y*u.y) + (u.z*u.z) );
}
// Returns the distance between two points.
-inline float Length(const D3DVECTOR &a, const D3DVECTOR &b)
+float Length(const D3DVECTOR &a, const D3DVECTOR &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.y-b.y)*(a.y-b.y) +
@@ -578,7 +578,7 @@ inline float Length(const D3DVECTOR &a, const D3DVECTOR &b)
// Returns the distance "a flat" between two points.
-inline float Length2d(const D3DVECTOR &a, const D3DVECTOR &b)
+float Length2d(const D3DVECTOR &a, const D3DVECTOR &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.z-b.z)*(a.z-b.z) );
@@ -612,7 +612,7 @@ float Angle( D3DVECTOR u, D3DVECTOR v )
// Returns the product of two vectors.
-inline D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v )
+D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v )
{
return D3DVECTOR( u.y*v.z - u.z*v.y,
u.z*v.x - u.x*v.z,
@@ -846,7 +846,7 @@ float Neutral(float value, float dead)
// Calculates a value (radians) proportional between a and b (degrees).
-inline float Prop(int a, int b, float p)
+float Prop(int a, int b, float p)
{
float aa, bb;