[Positioner] sqrtf() instead of sqrt() with float
Use sqrtf() instead of sqrt() when returning a float.
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@ -167,13 +167,13 @@ inline float Measurement::get_variance_mw() const
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inline float Measurement::get_std_deviation_mw() const
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{
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return sqrt(variance_mw) ;
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return sqrtf(variance_mw) ;
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}
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inline float Measurement::get_std_deviation_dbm() const
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{
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return sqrt(variance_dbm) ;
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return sqrtf(variance_dbm) ;
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}
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@ -98,9 +98,8 @@ double Point3D::angle_2d(const Point3D &b, const Point3D &c) const
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if (sq_ab == 0 || sq_ac == 0 || sq_bc == 0)
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return 0 ;
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double
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ab = sqrt(sq_ab),
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ac = sqrt(sq_ac) ;
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double ab = sqrt(sq_ab) ;
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double ac = sqrt(sq_ac) ;
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double cos_bac = (sq_ab + sq_ac - sq_bc) / (2 * ab * ac) ;
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double bac = acos(cos_bac) ;
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@ -194,7 +194,7 @@ inline void Point3D::set_coordinates(const Point3D &source)
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*/
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inline float Point3D::distance_2d(const Point3D &source) const
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{
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return sqrt(square_distance_2d(source)) ;
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return sqrtf(square_distance_2d(source)) ;
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}
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@ -204,7 +204,7 @@ inline float Point3D::distance_2d(const Point3D &source) const
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*/
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inline float Point3D::distance(const Point3D &source) const
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{
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return sqrt(square_distance(source)) ;
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return sqrtf(square_distance(source)) ;
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}
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