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fix warning on linux

This commit is contained in:
luiscuenca 2019-02-15 12:35:17 -07:00
parent c966f71cb1
commit b670f72e84

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@ -46,7 +46,7 @@ FlowCollisionResult FlowCollisionSphere::checkSegmentCollision(const glm::vec3&
FlowCollisionResult result;
auto segment = point2 - point1;
auto segmentLength = glm::length(segment);
auto maxDistance = glm::sqrt(glm::pow(collisionResult1._radius, 2) + glm::pow(segmentLength, 2));
auto maxDistance = glm::sqrt(powf(collisionResult1._radius, 2.0f) + powf(segmentLength, 2.0f));
if (collisionResult1._distance < maxDistance && collisionResult2._distance < maxDistance) {
float segmentPercentage = collisionResult1._distance / (collisionResult1._distance + collisionResult2._distance);
glm::vec3 collisionPoint = point1 + segment * segmentPercentage;
@ -123,21 +123,17 @@ std::vector<FlowCollisionResult> FlowCollisionSystem::checkFlowThreadCollisions(
auto prevCollision = collisionData[i - 1];
nextCollision = _allCollisions[j].computeSphereCollision(flowThread->_positions[i], flowThread->_radius);
collisionData.push_back(nextCollision);
bool isTouching = false;
if (prevCollision._offset > 0.0f) {
if (i == 1) {
FlowThreadResults[i - 1].push_back(prevCollision);
isTouching = true;
}
} else if (nextCollision._offset > 0.0f) {
FlowThreadResults[i].push_back(nextCollision);
isTouching = true;
} else {
FlowCollisionResult segmentCollision = _allCollisions[j].checkSegmentCollision(flowThread->_positions[i - 1], flowThread->_positions[i], prevCollision, nextCollision);
if (segmentCollision._offset > 0) {
FlowThreadResults[i - 1].push_back(segmentCollision);
FlowThreadResults[i].push_back(segmentCollision);
isTouching = true;
}
}
}
@ -209,7 +205,7 @@ void FlowNode::update(float deltaTime, const glm::vec3& accelerationOffset) {
// Add offset
_acceleration += accelerationOffset;
float accelerationFactor = glm::pow(_settings._delta, 2) * timeRatio;
float accelerationFactor = powf(_settings._delta, 2.0f) * timeRatio;
glm::vec3 deltaAcceleration = _acceleration * accelerationFactor;
// Calculate new position
_currentPosition = _currentPosition + (_currentVelocity * _settings._damping) + deltaAcceleration;
@ -280,7 +276,7 @@ void FlowJoint::update(float deltaTime) {
glm::vec3 accelerationOffset = glm::vec3(0.0f);
if (_node._settings._stiffness > 0.0f) {
glm::vec3 recoveryVector = _recoveryPosition - _node._currentPosition;
float recoveryFactor = glm::pow(_node._settings._stiffness, 3);
float recoveryFactor = powf(_node._settings._stiffness, 3.0f);
accelerationOffset = recoveryVector * recoveryFactor;
}
_node.update(deltaTime, accelerationOffset);