Data-alignment. SSE intrinsics.
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@@ -240,7 +240,7 @@ inline const LLVector3d& LLVector3d::setVec(const F64 *vec)
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inline F64 LLVector3d::normVec(void)
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{
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F64 mag = fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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F64 oomag;
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if (mag > FP_MAG_THRESHOLD)
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@@ -262,7 +262,7 @@ inline F64 LLVector3d::normVec(void)
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inline F64 LLVector3d::normalize(void)
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{
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F64 mag = fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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F64 oomag;
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if (mag > FP_MAG_THRESHOLD)
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@@ -286,7 +286,7 @@ inline F64 LLVector3d::normalize(void)
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inline F64 LLVector3d::magVec(void) const
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{
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return fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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}
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inline F64 LLVector3d::magVecSquared(void) const
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@@ -296,7 +296,7 @@ inline F64 LLVector3d::magVecSquared(void) const
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inline F64 LLVector3d::length(void) const
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{
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return fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
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}
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inline F64 LLVector3d::lengthSquared(void) const
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@@ -406,7 +406,7 @@ inline F64 dist_vec(const LLVector3d &a, const LLVector3d &b)
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F64 x = a.mdV[0] - b.mdV[0];
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F64 y = a.mdV[1] - b.mdV[1];
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F64 z = a.mdV[2] - b.mdV[2];
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return fsqrtf( x*x + y*y + z*z );
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return (F32) sqrt( x*x + y*y + z*z );
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}
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inline F64 dist_vec_squared(const LLVector3d &a, const LLVector3d &b)
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