Use 'sq' macro where possible

master
Scott Lahteine 7 years ago
parent 66eba3346b
commit b8ba3b7647

@ -66,12 +66,12 @@ int finish_incremental_LSF(struct linear_fit_data *lsf) {
lsf->xbar /= N;
lsf->ybar /= N;
lsf->zbar /= N;
lsf->x2bar = lsf->x2bar / N - lsf->xbar * lsf->xbar;
lsf->y2bar = lsf->y2bar / N - lsf->ybar * lsf->ybar;
lsf->z2bar = lsf->z2bar / N - lsf->zbar * lsf->zbar;
lsf->xybar = lsf->xybar / N - lsf->xbar * lsf->ybar;
lsf->yzbar = lsf->yzbar / N - lsf->ybar * lsf->zbar;
lsf->xzbar = lsf->xzbar / N - lsf->xbar * lsf->zbar;
lsf->x2bar = lsf->x2bar / N - sq(lsf->xbar);
lsf->y2bar = lsf->y2bar / N - sq(lsf->ybar);
lsf->z2bar = lsf->z2bar / N - sq(lsf->zbar);
lsf->xybar = lsf->xybar / N - sq(lsf->xbar);
lsf->yzbar = lsf->yzbar / N - sq(lsf->ybar);
lsf->xzbar = lsf->xzbar / N - sq(lsf->xbar);
const float DD = lsf->x2bar * lsf->y2bar - sq(lsf->xybar);
if (fabs(DD) <= 1e-10 * (lsf->max_absx + lsf->max_absy))

@ -63,7 +63,7 @@ vector_3 vector_3::get_normal() {
return normalized;
}
float vector_3::get_length() { return sqrt((x * x) + (y * y) + (z * z)); }
float vector_3::get_length() { return sqrt(sq(x) + sq(y) + sq(z)); }
void vector_3::normalize() {
const float inv_length = 1.0 / get_length();

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