use std::abs() from <cmath> instead of abs() from <cstdlib>
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@335 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -22,7 +22,6 @@
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// Libraries
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#include <cmath>
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#include <cstdlib>
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#include "exceptions.h"
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#include "mathematics_functions.h"
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@ -134,7 +133,8 @@ inline Vector3D Vector3D::crossProduct(const Vector3D& vector) const {
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// Return true if two vectors are parallel
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inline bool Vector3D::isParallelWith(const Vector3D& vector) const {
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return (approxEqual(abs(this->scalarProduct(vector)), length() * vector.length()));
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double scalarProd = this->scalarProduct(vector);
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return approxEqual(std::abs(scalarProd), length() * vector.length());
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}
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// Return true if the vector is unit and false otherwise
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