return (float)::ceil(f);
}
+float Math::acos(float f)
+{
+ return (float)::acos(f);
+}
+
+float Math::asin(float f)
+{
+ return (float)::asin(f);
+}
+
float Math::cos(float f)
{
return (float)::cos(f);
return (float)::tan(f);
}
+float Math::atan(float f)
+{
+ return (float)::atan(f);
+}
+
float Math::atan2(float y, float x)
{
return (float)::atan2(y, x);
}
+double Math::floor(double x)
+{
+ return ::floor(x);
+}
+
double Math::abs(double f)
{
return ::fabs(f);
return (float)::pow(base, exp);
}
+float Math::exp(float f)
+{
+ return (float)::exp(f);
+}
+
double Math::ceil(double f)
{
return ::ceil(f);
return sqrt(dot3(v, v));
}
-
void Math::unit3(float* v, float* out)
{
float imag = 1/mag3(v);