code cleanup: use bools, (float)sin/(float)cos -> sinf/cosf, more meaningful var...
[blender.git] / source / blender / blenkernel / intern / object.c
index c2e3d7496e9011d5f2c57412aa18c3cd80da1325..5e0ed369733e888322a6b5f51e4faa5898b2a696 100644 (file)
@@ -1837,8 +1837,8 @@ static void ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[4][4])
                        
                        /* the tilt */
                        normalize_v3(dir);
-                       q[0] = (float)cos(0.5 * vec[3]);
-                       si = (float)sin(0.5 * vec[3]);
+                       q[0] = cosf(0.5 * vec[3]);
+                       si = sinf(0.5 * vec[3]);
                        q[1] = -si * dir[0];
                        q[2] = -si * dir[1];
                        q[3] = -si * dir[2];