make casts float match coding standard

This commit is contained in:
Brad Hefta-Gaub 2014-01-09 10:07:51 -08:00
parent 61d3f63f9c
commit 03794f7218

View file

@ -67,8 +67,8 @@ void ParticleCollisionSystem::checkParticle(Particle* particle) {
}
void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.4f;
const float DAMPING = 0.0f;
const float COLLISION_FREQUENCY = 0.5f;
@ -79,7 +79,7 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
// let the particles run their collision scripts if they have them
particle->collisionWithVoxel(voxelDetails);
penetration /= static_cast<float>(TREE_SCALE);
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
@ -88,8 +88,8 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
}
void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 1.4f;
const float DAMPING = 0.0f;
const float COLLISION_FREQUENCY = 0.5f;
@ -101,7 +101,7 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
particle->collisionWithParticle(penetratedParticle);
penetratedParticle->collisionWithParticle(particle);
penetration /= static_cast<float>(TREE_SCALE);
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// apply a hard collision to both particles of half the penetration each
@ -133,8 +133,8 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
}
//printf("updateCollisionWithAvatars()...\n");
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.4f;
const float DAMPING = 0.0f;
const float COLLISION_FREQUENCY = 0.5f;
@ -156,13 +156,13 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
// apply a hard collision when ball collides with hand
penetration /= static_cast<float>(TREE_SCALE);
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
if (collidingPalm) {
glm::vec3 palmVelocity = collidingPalm->getVelocity() / static_cast<float>(TREE_SCALE);
glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)(TREE_SCALE);
//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
addedVelocity = palmVelocity;
}
@ -170,7 +170,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
// apply hard collision when particle collides with avatar
penetration /= static_cast<float>(TREE_SCALE);
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
@ -191,13 +191,13 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// apply a hard collision when ball collides with hand
penetration /= static_cast<float>(TREE_SCALE);
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
if (collidingPalm) {
glm::vec3 palmVelocity = collidingPalm->getVelocity() / static_cast<float>(TREE_SCALE);
glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)(TREE_SCALE);
//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
addedVelocity = palmVelocity;
}
@ -205,7 +205,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
penetration /= static_cast<float>(TREE_SCALE);
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
@ -231,7 +231,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
float velocityDotPenetration = glm::dot(velocity, penetration);
if (velocityDotPenetration > EPSILON) {
position -= penetration;
static float HALTING_VELOCITY = 0.2f / static_cast<float>(TREE_SCALE);
static float HALTING_VELOCITY = 0.2f / (float)(TREE_SCALE);
// cancel out the velocity component in the direction of penetration
float penetrationLength = glm::length(penetration);
@ -263,12 +263,12 @@ void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm
const float COLLISION_LOUDNESS = 1.f;
const float DURATION_SCALING = 0.004f;
const float NOISE_SCALING = 0.1f;
glm::vec3 velocity = particle->getVelocity() * static_cast<float>(TREE_SCALE);
glm::vec3 velocity = particle->getVelocity() * (float)(TREE_SCALE);
/*
// how do we want to handle this??
//
glm::vec3 gravity = particle->getGravity() * static_cast<float>(TREE_SCALE);
glm::vec3 gravity = particle->getGravity() * (float)(TREE_SCALE);
if (glm::length(gravity) > EPSILON) {
// If gravity is on, remove the effect of gravity on velocity for this