diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index 1a857ff811..cc21ee1630 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -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];