AP_Math: float to double promotion via cos instead of cosf
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@ -157,7 +157,7 @@ void Quaternion::from_axis_angle(const Vector3f &axis, float theta) {
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}
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float st2 = sinf(theta/2.0f);
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q1 = cos(theta/2.0f);
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q1 = cosf(theta/2.0f);
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q2 = axis.x * st2;
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q3 = axis.y * st2;
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q4 = axis.z * st2;
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