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-rw-r--r--src/3rdparty/assimp/include/assimp/matrix4x4.inl38
1 files changed, 19 insertions, 19 deletions
diff --git a/src/3rdparty/assimp/include/assimp/matrix4x4.inl b/src/3rdparty/assimp/include/assimp/matrix4x4.inl
index 4fb86b11b..8fdabcf86 100644
--- a/src/3rdparty/assimp/include/assimp/matrix4x4.inl
+++ b/src/3rdparty/assimp/include/assimp/matrix4x4.inl
@@ -379,12 +379,12 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TRe
{
aiMatrix4x4t<TReal>& _this = *this;
- TReal cr = cos( x );
- TReal sr = sin( x );
- TReal cp = cos( y );
- TReal sp = sin( y );
- TReal cy = cos( z );
- TReal sy = sin( z );
+ TReal cr = std::cos( x );
+ TReal sr = std::sin( x );
+ TReal cp = std::cos( y );
+ TReal sp = std::sin( y );
+ TReal cy = std::cos( z );
+ TReal sy = std::sin( z );
_this.a1 = cp*cy ;
_this.a2 = cp*sy;
@@ -435,12 +435,12 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t
{
/*
| 1 0 0 0 |
- M = | 0 cos(A) -sin(A) 0 |
- | 0 sin(A) cos(A) 0 |
+ M = | 0 std::cos(A) -std::sin(A) 0 |
+ | 0 std::sin(A) std::cos(A) 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
- out.b2 = out.c3 = cos(a);
- out.b3 = -(out.c2 = sin(a));
+ out.b2 = out.c3 = std::cos(a);
+ out.b3 = -(out.c2 = std::sin(a));
return out;
}
@@ -449,14 +449,14 @@ template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
- | cos(A) 0 sin(A) 0 |
+ | std::cos(A) 0 std::sin(A) 0 |
M = | 0 1 0 0 |
- | -sin(A) 0 cos(A) 0 |
+ | -std::sin(A) 0 std::cos(A) 0 |
| 0 0 0 1 |
*/
out = aiMatrix4x4t<TReal>();
- out.a1 = out.c3 = cos(a);
- out.c1 = -(out.a3 = sin(a));
+ out.a1 = out.c3 = std::cos(a);
+ out.c1 = -(out.a3 = std::sin(a));
return out;
}
@@ -465,13 +465,13 @@ template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
- | cos(A) -sin(A) 0 0 |
- M = | sin(A) cos(A) 0 0 |
+ | std::cos(A) -std::sin(A) 0 0 |
+ M = | std::sin(A) std::cos(A) 0 0 |
| 0 0 1 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
- out.a1 = out.b2 = cos(a);
- out.a2 = -(out.b1 = sin(a));
+ out.a1 = out.b2 = std::cos(a);
+ out.a2 = -(out.b1 = std::sin(a));
return out;
}
@@ -480,7 +480,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
{
- TReal c = cos( a), s = sin( a), t = 1 - c;
+ TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia