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Optimized code
Since floating point division is the most expensive operation, it was optimized.
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@ -60,12 +60,12 @@ QuatF& QuatF::set( const EulerF & e )
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z = cysz*cx - sycz*sx;
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*/
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// Assuming the angles are in radians.
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F32 c1 = mCos(e.y/2.0f);
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F32 s1 = mSin(e.y/2.0f);
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F32 c2 = mCos(e.z/2.0f);
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F32 s2 = mSin(e.z/2.0f);
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F32 c3 = mCos(e.x/2.0f);
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F32 s3 = mSin(e.x/2.0f);
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F32 c1 = mCos(e.y * 0.5f);
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F32 s1 = mSin(e.y * 0.5f);
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F32 c2 = mCos(e.z * 0.5f);
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F32 s2 = mSin(e.z * 0.5f);
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F32 c3 = mCos(e.x * 0.5f);
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F32 s3 = mSin(e.x * 0.5f);
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F32 c1c2 = c1*c2;
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F32 s1s2 = s1*s2;
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w =c1c2*c3 - s1s2*s3;
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