code cleanup: use bools, (float)sin/(float)cos -> sinf/cosf, more meaningful var...
[blender.git] / source / blender / blenlib / intern / math_rotation.c
index 26576b2dcb292e2da182bb6816fd1683908cc83b..cf9280d418f223abe86b817d15d29b7672f56ae1 100644 (file)
@@ -539,9 +539,9 @@ void QuatInterpolW(float *result, float quat1[4], float quat2[4], float t)
 
                if ((1.0f - cosom) > 0.0001f) {
                        omega = (float)acos(cosom);
-                       sinom = (float)sin(omega);
-                       sc1 = (float)sin((1.0 - t) * omega) / sinom;
-                       sc2 = (float)sin(t * omega) / sinom;
+                       sinom = sinf(omega);
+                       sc1 = sinf((1.0 - t) * omega) / sinom;
+                       sc2 = sinf(t * omega) / sinom;
                }
                else {
                        sc1 = 1.0f - t;
@@ -558,8 +558,8 @@ void QuatInterpolW(float *result, float quat1[4], float quat2[4], float t)
                result[2] = quat2[1];
                result[3] = -quat2[0];
 
-               sc1 = (float)sin((1.0 - t) * M_PI_2);
-               sc2 = (float)sin(t * M_PI_2);
+               sc1 = sinf((1.0 - t) * M_PI_2);
+               sc2 = sinf(t * M_PI_2);
 
                result[0] = sc1 * quat1[0] + sc2 * result[0];
                result[1] = sc1 * quat1[1] + sc2 * result[1];