fix float literals to agree with coding standard

This commit is contained in:
Andrew Meadows 2014-05-29 09:20:01 -07:00
parent 86d6fd45de
commit 29e093e2e0

View file

@ -41,9 +41,9 @@ Model::Model(QObject* parent) :
_snappedToCenter(false),
_rootIndex(-1),
_shapesAreDirty(true),
_boundingRadius(0.f),
_boundingRadius(0.0f),
_boundingShape(),
_boundingShapeLocalOffset(0.f),
_boundingShapeLocalOffset(0.0f),
_lodDistance(0.0f),
_pupilDilation(0.0f),
_url("http://invalid.com") {
@ -549,8 +549,8 @@ Extents Model::getMeshExtents() const {
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
// is captured in the offset matrix
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0));
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
Extents scaledExtents = { minimum * _scale, maximum * _scale };
return scaledExtents;
}
@ -564,8 +564,8 @@ Extents Model::getUnscaledMeshExtents() const {
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
// is captured in the offset matrix
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0));
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
Extents scaledExtents = { minimum, maximum };
return scaledExtents;
@ -702,7 +702,7 @@ void Model::rebuildShapes() {
// however we must have a shape for each joint,
// so we make a bogus sphere with zero radius.
// TODO: implement collision groups for more control over what collides with what
SphereShape* sphere = new SphereShape(0.f, glm::vec3(0.0f));
SphereShape* sphere = new SphereShape(0.0f, glm::vec3(0.0f));
_jointShapes.push_back(sphere);
}
}
@ -844,8 +844,8 @@ void Model::resetShapePositions() {
void Model::updateShapePositions() {
if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
glm::vec3 rootPosition(0.f);
_boundingRadius = 0.f;
glm::vec3 rootPosition(0.0f);
_boundingRadius = 0.0f;
float uniformScale = extractUniformScale(_scale);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
@ -1344,7 +1344,7 @@ void Model::renderJointCollisionShapes(float alpha) {
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
// draw a green cylinder between the two points
glm::vec3 origin(0.f);
glm::vec3 origin(0.0f);
glColor4f(0.6f, 0.8f, 0.6f, alpha);
Avatar::renderJointConnectingCone( origin, axis, capsule->getRadius(), capsule->getRadius());
}
@ -1376,7 +1376,7 @@ void Model::renderBoundingCollisionShapes(float alpha) {
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
// draw a green cylinder between the two points
glm::vec3 origin(0.f);
glm::vec3 origin(0.0f);
glColor4f(0.6f, 0.8f, 0.6f, alpha);
Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius());
@ -1404,7 +1404,7 @@ void Model::applyCollision(CollisionInfo& collision) {
return;
}
glm::vec3 jointPosition(0.f);
glm::vec3 jointPosition(0.0f);
int jointIndex = collision._intData;
if (getJointPosition(jointIndex, jointPosition)) {
const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];