diff --git a/include/cglm-affine.h b/include/cglm-affine.h index 322aca2..5517efd 100644 --- a/include/cglm-affine.h +++ b/include/cglm-affine.h @@ -9,6 +9,8 @@ #define cglm_affine_h #include "cglm.h" +#include "cglm-vec.h" +#include CGLM_INLINE void @@ -100,8 +102,8 @@ glm_rotate_x(mat4 m, float rad, mat4 dest) { float sinVal; mat4 t = GLM_MAT_IDENTITY_4F; - cosVal = cos(rad); - sinVal = sin(rad); + cosVal = cosf(rad); + sinVal = sinf(rad); t[1][1] = cosVal; t[1][2] = sinVal; @@ -118,8 +120,8 @@ glm_rotate_y(mat4 m, float rad, mat4 dest) { float sinVal; mat4 t = GLM_MAT_IDENTITY_4F; - cosVal = cos(rad); - sinVal = sin(rad); + cosVal = cosf(rad); + sinVal = sinf(rad); t[0][0] = cosVal; t[0][2] = -sinVal; @@ -136,8 +138,8 @@ glm_rotate_z(mat4 m, float rad, mat4 dest) { float sinVal; mat4 t = GLM_MAT_IDENTITY_4F; - cosVal = cos(rad); - sinVal = sin(rad); + cosVal = cosf(rad); + sinVal = sinf(rad); t[0][0] = cosVal; t[0][1] = sinVal; diff --git a/include/cglm-vec.h b/include/cglm-vec.h index 4f6baf9..5aa8859 100644 --- a/include/cglm-vec.h +++ b/include/cglm-vec.h @@ -10,6 +10,7 @@ #include "cglm.h" #include "cglm-intrin.h" +#include CGLM_INLINE void @@ -56,7 +57,7 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) { CGLM_INLINE float glm_vec_norm(vec3 vec) { - return sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]); + return sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]); } CGLM_INLINE