Fix type conversion warnings
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@@ -136,7 +136,7 @@ float &Quaternion::operator [](unsigned i) {
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}
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Vector3 Quaternion::eulerXYZ() const {
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double a2 = 2 * (c[0] * c[2] - c[1] * c[3]);
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float a2 = 2 * (c[0] * c[2] - c[1] * c[3]);
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if(a2 <= -0.99999) {
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return Vector3::Create(
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2.0f * atan2(c[1], c[0]),
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@@ -151,9 +151,9 @@ Vector3 Quaternion::eulerXYZ() const {
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);
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} else {
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return Vector3::Create(
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atan2(2 * (c[0] * c[1] + c[2] * c[3]), (1 - 2 * (c[1] * c[1] + c[2] * c[2]))),
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atan2f(2 * (c[0] * c[1] + c[2] * c[3]), (1 - 2 * (c[1] * c[1] + c[2] * c[2]))),
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asinf(a2),
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atan2(2 * (c[0] * c[3] + c[1] * c[2]), (1 - 2 * (c[2] * c[2] + c[3] * c[3])))
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atan2f(2 * (c[0] * c[3] + c[1] * c[2]), (1 - 2 * (c[2] * c[2] + c[3] * c[3])))
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);
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}
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@@ -35,7 +35,7 @@ namespace kraken {
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float SmoothStep(float a, float b, float t)
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{
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float d = (3.0 * t * t - 2.0 * t * t * t);
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float d = (3.0f * t * t - 2.0f * t * t * t);
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return a * (1.0f - d) + b * d;
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}
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@@ -150,7 +150,7 @@ Vector3 Triangle3::operator[](unsigned int i) const
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bool Triangle3::rayCast(const Vector3 &start, const Vector3 &dir, Vector3 &hit_point) const
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{
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// algorithm based on Dan Sunday's implementation at http://geomalgorithms.com/a06-_intersect-2.html
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const float SMALL_NUM = 0.00000001; // anything that avoids division overflow
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const float SMALL_NUM = 0.00000001f; // anything that avoids division overflow
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Vector3 u, v, n; // triangle vectors
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Vector3 w0, w; // ray vectors
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float r, a, b; // params to calc ray-plane intersect
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