Fixed many casting issues.
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@ -10,7 +10,7 @@
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float vectorDistance2D(float x0, float y0, float x1, float y1) {
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x0 = x1 - x0;
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y0 = y1 - y0;
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return sqrt(x0*x0 + y0*y0);
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return (float)sqrt(x0*x0 + y0*y0);
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}
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@ -20,5 +20,5 @@ float vectorDistance3D(
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x0 = x1 - x0;
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y0 = y1 - y0;
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z0 = z1 - z0;
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return sqrt(x0*x0 + y0*y0 + z0*z0);
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return (float)sqrt(x0*x0 + y0*y0 + z0*z0);
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}
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