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use fabsf() rather than fabs()
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1 changed files with 2 additions and 2 deletions
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@ -267,8 +267,8 @@ const btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info)
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const float MIN_RADIUS = 0.001f;
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const float MIN_RELATIVE_SPHERICAL_ERROR = 0.001f;
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if (radius > MIN_RADIUS
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&& fabs(radius - halfExtents.y) / radius < MIN_RELATIVE_SPHERICAL_ERROR
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&& fabs(radius - halfExtents.z) / radius < MIN_RELATIVE_SPHERICAL_ERROR) {
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&& fabsf(radius - halfExtents.y) / radius < MIN_RELATIVE_SPHERICAL_ERROR
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&& fabsf(radius - halfExtents.z) / radius < MIN_RELATIVE_SPHERICAL_ERROR) {
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// close enough to true sphere
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shape = new btSphereShape(radius);
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} else {
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