Use std math functions

To avoid implicit conversions from float to double and back.
pull/3236/head
elsid 5 months ago
parent 041b3b233a
commit 34f5bc6fce
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GPG Key ID: 4DE04C198CBA7625

@ -7,6 +7,7 @@
#include <osg/Vec2f> #include <osg/Vec2f>
#include <osg/Vec3f> #include <osg/Vec3f>
#include <cmath>
#include <type_traits> #include <type_traits>
namespace Misc namespace Misc
@ -28,8 +29,8 @@ namespace Misc
inline osg::Vec3f toEulerAnglesXZ(osg::Vec3f forward) inline osg::Vec3f toEulerAnglesXZ(osg::Vec3f forward)
{ {
float x = -asin(forward.z()); float x = -std::asin(forward.z());
float z = atan2(forward.x(), forward.y()); float z = std::atan2(forward.x(), forward.y());
return osg::Vec3f(x, 0, z); return osg::Vec3f(x, 0, z);
} }
@ -49,10 +50,10 @@ namespace Misc
inline osg::Vec3f toEulerAnglesZYX(osg::Vec3f forward, osg::Vec3f up) inline osg::Vec3f toEulerAnglesZYX(osg::Vec3f forward, osg::Vec3f up)
{ {
float y = -asin(up.x()); float y = -std::asin(up.x());
float x = atan2(up.y(), up.z()); float x = std::atan2(up.y(), up.z());
osg::Vec3f forwardZ = (osg::Quat(x, osg::Vec3f(1, 0, 0)) * osg::Quat(y, osg::Vec3f(0, 1, 0))) * forward; osg::Vec3f forwardZ = (osg::Quat(x, osg::Vec3f(1, 0, 0)) * osg::Quat(y, osg::Vec3f(0, 1, 0))) * forward;
float z = atan2(forwardZ.x(), forwardZ.y()); float z = std::atan2(forwardZ.x(), forwardZ.y());
return osg::Vec3f(x, y, z); return osg::Vec3f(x, y, z);
} }

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