void Vector4::FastNormalize() { // No error checking, plus fast inverse square root float recLen = FastInvSqRt( LengthSquared() ); x *= recLen; y *= recLen; z *= recLen; w *= recLen; }
Quat Quat::GetFastNormalized() const { // No error checking, plus fast inverse square root float recLen = FastInvSqRt( LengthSquared() ); return Quat( w * recLen, x * recLen, y * recLen, z * recLen ); }
Plane Plane::GetFastNormalized() const { float RecL = FastInvSqRt(m_Normal.LengthSquared()); return Plane(m_Normal * RecL, m_Distance * RecL); }
void Plane::FastNormalize() { float RecL = FastInvSqRt(m_Normal.LengthSquared()); m_Normal *= RecL; m_Distance *= RecL; }