From bfeace78f71b755970013ee1d5ed7336107ae47f Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Thu, 4 Feb 2016 18:51:48 -0800 Subject: [PATCH] AnimInverseKinematics: warning fixes --- .../animation/src/AnimInverseKinematics.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/libraries/animation/src/AnimInverseKinematics.cpp b/libraries/animation/src/AnimInverseKinematics.cpp index dc589a5f05..92d8240510 100644 --- a/libraries/animation/src/AnimInverseKinematics.cpp +++ b/libraries/animation/src/AnimInverseKinematics.cpp @@ -593,21 +593,21 @@ void AnimInverseKinematics::initConstraints() { std::vector swungDirections; float deltaTheta = PI / 4.0f; float theta = 0.0f; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.25f, sin(theta))); + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta))); theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.0f, sin(theta))); + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta))); theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), -0.25f, sin(theta))); // posterior + swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta))); // posterior theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.0f, sin(theta))); + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta))); theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.25f, sin(theta))); + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta))); theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.5f, sin(theta))); + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta))); theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.5f, sin(theta))); // anterior + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta))); // anterior theta += deltaTheta; - swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.5f, sin(theta))); + swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta))); // rotate directions into joint-frame glm::quat invAbsoluteRotation = glm::inverse(absolutePoses[i].rot);