diff --git a/src/raymath.h b/src/raymath.h index d1662507b..c2dbc61e4 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1135,8 +1135,8 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); else { - float halfTheta = (float) acos(cosHalfTheta); - float sinHalfTheta = (float) sqrt(1.0f - cosHalfTheta*cosHalfTheta); + float halfTheta = acosf(cosHalfTheta); + float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); if (fabs(sinHalfTheta) < 0.001f) { @@ -1191,7 +1191,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) if (trace > 0.0f) { - float s = (float)sqrt(trace + 1)*2.0f; + float s = sqrtf(trace + 1)*2.0f; float invS = 1.0f/s; result.w = s*0.25f; @@ -1215,7 +1215,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) } else if (m11 > m22) { - float s = (float)sqrt(1.0f + m11 - m00 - m22)*2.0f; + float s = sqrtf(1.0f + m11 - m00 - m22)*2.0f; float invS = 1.0f/s; result.w = (mat.m8 - mat.m2)*invS; @@ -1225,7 +1225,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) } else { - float s = (float)sqrt(1.0f + m22 - m00 - m11)*2.0f; + float s = sqrtf(1.0f + m22 - m00 - m11)*2.0f; float invS = 1.0f/s; result.w = (mat.m1 - mat.m4)*invS; @@ -1317,8 +1317,8 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; float resAngle = 0.0f; - resAngle = 2.0f*(float)acos(q.w); - float den = (float)sqrt(1.0f - q.w*q.w); + resAngle = 2.0f*acosf(q.w); + float den = sqrtf(1.0f - q.w*q.w); if (den > 0.0001f) {