z /= length;
}
float a = (angle / 2.0f) * M_PI / 180.0f;
- float s = qSin(a);
- float c = qCos(a);
+ float s = sinf(a);
+ float c = cosf(a);
return QQuaternion(c, x * s, y * s, z * s).normalized();
}
float factor1 = 1.0f - t;
float factor2 = t;
if ((1.0f - dot) > 0.0000001) {
- float angle = float(qAcos(dot));
- float sinOfAngle = float(qSin(angle));
+ float angle = acosf(dot);
+ float sinOfAngle = sinf(angle);
if (sinOfAngle > 0.0000001) {
- factor1 = float(qSin((1.0f - t) * angle)) / sinOfAngle;
- factor2 = float(qSin(t * angle)) / sinOfAngle;
+ factor1 = sinf((1.0f - t) * angle) / sinOfAngle;
+ factor2 = sinf(t * angle) / sinOfAngle;
}
}