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maintenance: replace implicit casts with explicit
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2ea10428c8
commit
d1a262bb56
1 changed files with 7 additions and 7 deletions
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@ -146,7 +146,7 @@ void MyAvatar::simulate(float deltaTime) {
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boundingShape.getStartPoint(startCap);
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glm::vec3 bottomOfBoundingCapsule = startCap + (boundingShape.getRadius() / gravityLength) * _gravity;
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float fallThreshold = 2.f * deltaTime * gravityLength;
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float fallThreshold = 2.0f * deltaTime * gravityLength;
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walkingOnFloor = (glm::distance(bottomOfBoundingCapsule, _lastFloorContactPoint) < fallThreshold);
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}
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@ -349,8 +349,8 @@ void MyAvatar::renderHeadMouse(int screenWidth, int screenHeight) const {
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float headYaw = getHead()->getFinalYaw();
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float aspectRatio = (float) screenWidth / (float) screenHeight;
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int headMouseX = screenWidth / 2.f - headYaw * aspectRatio * pixelsPerDegree;
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int headMouseY = screenHeight / 2.f - headPitch * pixelsPerDegree;
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int headMouseX = (int)((float)screenWidth / 2.0f - headYaw * aspectRatio * pixelsPerDegree);
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int headMouseY = (int)((float)screenHeight / 2.0f - headPitch * pixelsPerDegree);
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glColor3f(1.0f, 1.0f, 1.0f);
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glDisable(GL_LINE_SMOOTH);
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@ -367,8 +367,8 @@ void MyAvatar::renderHeadMouse(int screenWidth, int screenHeight) const {
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float avgEyePitch = faceshift->getEstimatedEyePitch();
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float avgEyeYaw = faceshift->getEstimatedEyeYaw();
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int eyeTargetX = (screenWidth / 2) - avgEyeYaw * aspectRatio * pixelsPerDegree;
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int eyeTargetY = (screenHeight / 2) - avgEyePitch * pixelsPerDegree;
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int eyeTargetX = (int)((float)(screenWidth) / 2.0f - avgEyeYaw * aspectRatio * pixelsPerDegree);
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int eyeTargetY = (int)((float)(screenHeight) / 2.0f - avgEyePitch * pixelsPerDegree);
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glColor3f(0.0f, 1.0f, 1.0f);
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glDisable(GL_LINE_SMOOTH);
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@ -514,7 +514,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
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// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
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//
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_lookAtTargetAvatar.clear();
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_targetAvatarPosition = glm::vec3(0, 0, 0);
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_targetAvatarPosition = glm::vec3(0.0f);
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const float MIN_LOOKAT_ANGLE = PI / 4.0f; // Smallest angle between face and person where we will look at someone
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float smallestAngleTo = MIN_LOOKAT_ANGLE;
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foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
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@ -765,7 +765,7 @@ void MyAvatar::applyMotor(float deltaTime) {
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targetVelocity = rotation * _motorVelocity;
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}
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glm::vec3 targetDirection(0.f);
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glm::vec3 targetDirection(0.0f);
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if (glm::length2(targetVelocity) > EPSILON) {
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targetDirection = glm::normalize(targetVelocity);
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}
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