maintenance: replace implicit casts with explicit

This commit is contained in:
Andrew Meadows 2014-05-06 10:02:41 -07:00
parent 2ea10428c8
commit d1a262bb56

View file

@ -146,7 +146,7 @@ void MyAvatar::simulate(float deltaTime) {
boundingShape.getStartPoint(startCap);
glm::vec3 bottomOfBoundingCapsule = startCap + (boundingShape.getRadius() / gravityLength) * _gravity;
float fallThreshold = 2.f * deltaTime * gravityLength;
float fallThreshold = 2.0f * deltaTime * gravityLength;
walkingOnFloor = (glm::distance(bottomOfBoundingCapsule, _lastFloorContactPoint) < fallThreshold);
}
@ -349,8 +349,8 @@ void MyAvatar::renderHeadMouse(int screenWidth, int screenHeight) const {
float headYaw = getHead()->getFinalYaw();
float aspectRatio = (float) screenWidth / (float) screenHeight;
int headMouseX = screenWidth / 2.f - headYaw * aspectRatio * pixelsPerDegree;
int headMouseY = screenHeight / 2.f - headPitch * pixelsPerDegree;
int headMouseX = (int)((float)screenWidth / 2.0f - headYaw * aspectRatio * pixelsPerDegree);
int headMouseY = (int)((float)screenHeight / 2.0f - headPitch * pixelsPerDegree);
glColor3f(1.0f, 1.0f, 1.0f);
glDisable(GL_LINE_SMOOTH);
@ -367,8 +367,8 @@ void MyAvatar::renderHeadMouse(int screenWidth, int screenHeight) const {
float avgEyePitch = faceshift->getEstimatedEyePitch();
float avgEyeYaw = faceshift->getEstimatedEyeYaw();
int eyeTargetX = (screenWidth / 2) - avgEyeYaw * aspectRatio * pixelsPerDegree;
int eyeTargetY = (screenHeight / 2) - avgEyePitch * pixelsPerDegree;
int eyeTargetX = (int)((float)(screenWidth) / 2.0f - avgEyeYaw * aspectRatio * pixelsPerDegree);
int eyeTargetY = (int)((float)(screenHeight) / 2.0f - avgEyePitch * pixelsPerDegree);
glColor3f(0.0f, 1.0f, 1.0f);
glDisable(GL_LINE_SMOOTH);
@ -514,7 +514,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
//
_lookAtTargetAvatar.clear();
_targetAvatarPosition = glm::vec3(0, 0, 0);
_targetAvatarPosition = glm::vec3(0.0f);
const float MIN_LOOKAT_ANGLE = PI / 4.0f; // Smallest angle between face and person where we will look at someone
float smallestAngleTo = MIN_LOOKAT_ANGLE;
foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
@ -765,7 +765,7 @@ void MyAvatar::applyMotor(float deltaTime) {
targetVelocity = rotation * _motorVelocity;
}
glm::vec3 targetDirection(0.f);
glm::vec3 targetDirection(0.0f);
if (glm::length2(targetVelocity) > EPSILON) {
targetDirection = glm::normalize(targetVelocity);
}