From 282c00459953f7fcc12f14d9c0f2bb799e1e55e9 Mon Sep 17 00:00:00 2001 From: "chappuis.daniel" Date: Wed, 16 Jun 2010 21:04:36 +0000 Subject: [PATCH] use std::abs() from instead of abs() from git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@335 92aac97c-a6ce-11dd-a772-7fcde58d38e6 --- sources/reactphysics3d/mathematics/Vector3D.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/sources/reactphysics3d/mathematics/Vector3D.h b/sources/reactphysics3d/mathematics/Vector3D.h index 029624c3..fb9ea4ef 100644 --- a/sources/reactphysics3d/mathematics/Vector3D.h +++ b/sources/reactphysics3d/mathematics/Vector3D.h @@ -22,7 +22,6 @@ // Libraries #include -#include #include "exceptions.h" #include "mathematics_functions.h" @@ -134,7 +133,8 @@ inline Vector3D Vector3D::crossProduct(const Vector3D& vector) const { // Return true if two vectors are parallel inline bool Vector3D::isParallelWith(const Vector3D& vector) const { - return (approxEqual(abs(this->scalarProduct(vector)), length() * vector.length())); + double scalarProd = this->scalarProduct(vector); + return approxEqual(std::abs(scalarProd), length() * vector.length()); } // Return true if the vector is unit and false otherwise