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https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
replace .f with .0f as per coding standard
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parent
c88be1ac34
commit
4942e93daa
2 changed files with 28 additions and 28 deletions
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@ -233,22 +233,22 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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// quick check before falling into the code below:
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// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
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const float MIN_VOICE_SPHERE_DISTANCE = 12.f;
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const float MIN_VOICE_SPHERE_DISTANCE = 12.0f;
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if (distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) {
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// render voice intensity sphere for avatars that are farther away
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const float MAX_SPHERE_ANGLE = 10.f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_ANGLE = 1.f * RADIANS_PER_DEGREE;
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const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_ANGLE = 1.0f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_SIZE = 0.01f;
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const float SPHERE_LOUDNESS_SCALING = 0.0005f;
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const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };
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float height = getSkeletonHeight();
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glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.f;
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glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.0f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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float sphereRadius = getHead()->getAverageLoudness() * SPHERE_LOUDNESS_SCALING;
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if (renderMode == NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) &&
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(angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) {
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glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.f - angle / MAX_SPHERE_ANGLE);
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glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.0f - angle / MAX_SPHERE_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(height, height, height);
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@ -280,9 +280,9 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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glm::vec3 chatAxis = glm::axis(chatRotation);
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glRotatef(glm::degrees(glm::angle(chatRotation)), chatAxis.x, chatAxis.y, chatAxis.z);
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glColor3f(0.f, 0.8f, 0.f);
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glRotatef(180.f, 0.f, 1.f, 0.f);
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glRotatef(180.f, 0.f, 0.f, 1.f);
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glColor3f(0.0f, 0.8f, 0.0f);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
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glScalef(_scale * CHAT_MESSAGE_SCALE, _scale * CHAT_MESSAGE_SCALE, 1.0f);
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glDisable(GL_LIGHTING);
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@ -298,7 +298,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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_chatMessage[lastIndex] = '\0';
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textRenderer(CHAT)->draw(-width / 2.0f, 0, _chatMessage.c_str());
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_chatMessage[lastIndex] = lastChar;
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glColor3f(0.f, 1.f, 0.f);
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glColor3f(0.0f, 1.0f, 0.0f);
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textRenderer(CHAT)->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
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}
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glEnable(GL_LIGHTING);
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@ -550,7 +550,7 @@ bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float parti
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const PalmData* palm = handData->getPalm(i);
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if (palm && palm->hasPaddle()) {
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// create a disk collision proxy where the hand is
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glm::vec3 fingerAxis(0.f);
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glm::vec3 fingerAxis(0.0f);
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for (size_t f = 0; f < palm->getNumFingers(); ++f) {
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const FingerData& finger = (palm->getFingers())[f];
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if (finger.isActive()) {
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@ -692,8 +692,8 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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glm::vec3 perpCos = glm::normalize(glm::cross(axis, perpSin));
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perpSin = glm::cross(perpCos, axis);
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float anglea = 0.f;
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float angleb = 0.f;
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float anglea = 0.0f;
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float angleb = 0.0f;
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for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) {
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@ -743,8 +743,8 @@ void Avatar::updateCollisionFlags() {
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void Avatar::setScale(float scale) {
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_scale = scale;
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if (_targetScale * (1.f - RESCALING_TOLERANCE) < _scale &&
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_scale < _targetScale * (1.f + RESCALING_TOLERANCE)) {
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if (_targetScale * (1.0f - RESCALING_TOLERANCE) < _scale &&
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_scale < _targetScale * (1.0f + RESCALING_TOLERANCE)) {
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_scale = _targetScale;
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}
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}
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@ -63,8 +63,8 @@ bool collideShapesCoarse(const QVector<const Shape*>& shapesA, const QVector<con
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}
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}
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if (tempCollisions.size() > 0) {
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glm::vec3 totalPenetration(0.f);
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glm::vec3 averageContactPoint(0.f);
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glm::vec3 totalPenetration(0.0f);
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glm::vec3 averageContactPoint(0.0f);
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for (int j = 0; j < tempCollisions.size(); ++j) {
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CollisionInfo* c = tempCollisions.getCollision(j);
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totalPenetration = addPenetrations(totalPenetration, c->_penetration);
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@ -86,7 +86,7 @@ bool sphereSphere(const SphereShape* sphereA, const SphereShape* sphereB, Collis
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float distance = sqrtf(distanceSquared);
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if (distance < EPSILON) {
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// the spheres are on top of each other, so we pick an arbitrary penetration direction
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BA = glm::vec3(0.f, 1.f, 0.f);
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BA = glm::vec3(0.0f, 1.0f, 0.0f);
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distance = totalRadius;
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} else {
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BA /= distance;
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@ -121,7 +121,7 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col
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}
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if (absAxialDistance > capsuleB->getHalfHeight()) {
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// sphere hits capsule on a cap --> recompute radialAxis to point from spherA to cap center
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float sign = (axialDistance > 0.f) ? 1.f : -1.f;
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float sign = (axialDistance > 0.0f) ? 1.0f : -1.0f;
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radialAxis = BA + (sign * capsuleB->getHalfHeight()) * capsuleAxis;
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radialDistance2 = glm::length2(radialAxis);
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if (radialDistance2 > totalRadius2) {
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@ -153,12 +153,12 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col
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return false;
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}
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// ... but still defined for the cap case
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if (axialDistance < 0.f) {
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if (axialDistance < 0.0f) {
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// we're hitting the start cap, so we negate the capsuleAxis
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capsuleAxis *= -1;
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}
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// penetration points from A into B
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float sign = (axialDistance > 0.f) ? -1.f : 1.f;
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float sign = (axialDistance > 0.0f) ? -1.0f : 1.0f;
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collision->_penetration = (sign * (totalRadius + capsuleB->getHalfHeight() - absAxialDistance)) * capsuleAxis;
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// contactPoint is on surface of sphereA
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collision->_contactPoint = sphereA->getPosition() + (sign * sphereA->getRadius()) * capsuleAxis;
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@ -191,7 +191,7 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col
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if (absAxialDistance > capsuleA->getHalfHeight()) {
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// sphere hits capsule on a cap
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// --> recompute radialAxis and closestApproach
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float sign = (axialDistance > 0.f) ? 1.f : -1.f;
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float sign = (axialDistance > 0.0f) ? 1.0f : -1.0f;
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closestApproach = capsuleA->getPosition() + (sign * capsuleA->getHalfHeight()) * capsuleAxis;
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radialAxis = closestApproach - sphereB->getPosition();
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radialDistance2 = glm::length2(radialAxis);
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@ -224,11 +224,11 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col
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return false;
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}
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// ... but still defined for the cap case
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if (axialDistance < 0.f) {
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if (axialDistance < 0.0f) {
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// we're hitting the start cap, so we negate the capsuleAxis
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capsuleAxis *= -1;
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}
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float sign = (axialDistance > 0.f) ? 1.f : -1.f;
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float sign = (axialDistance > 0.0f) ? 1.0f : -1.0f;
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collision->_penetration = (sign * (totalRadius + capsuleA->getHalfHeight() - absAxialDistance)) * capsuleAxis;
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// contactPoint is on surface of sphereA
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collision->_contactPoint = closestApproach + (sign * capsuleA->getRadius()) * capsuleAxis;
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@ -251,7 +251,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB,
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// d = [(B - A) . (a - (a.b)b)] / (1 - (a.b)^2)
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float aDotB = glm::dot(axisA, axisB);
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float denominator = 1.f - aDotB * aDotB;
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float denominator = 1.0f - aDotB * aDotB;
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float totalRadius = capsuleA->getRadius() + capsuleB->getRadius();
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if (denominator > EPSILON) {
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// distances to points of closest approach
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@ -261,12 +261,12 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB,
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// clamp the distances to the ends of the capsule line segments
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float absDistanceA = fabs(distanceA);
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if (absDistanceA > capsuleA->getHalfHeight() + capsuleA->getRadius()) {
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float signA = distanceA < 0.f ? -1.f : 1.f;
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float signA = distanceA < 0.0f ? -1.0f : 1.0f;
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distanceA = signA * capsuleA->getHalfHeight();
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}
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float absDistanceB = fabs(distanceB);
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if (absDistanceB > capsuleB->getHalfHeight() + capsuleB->getRadius()) {
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float signB = distanceB < 0.f ? -1.f : 1.f;
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float signB = distanceB < 0.0f ? -1.0f : 1.0f;
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distanceB = signB * capsuleB->getHalfHeight();
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}
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@ -293,7 +293,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB,
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{
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// the capsule centers are on top of each other!
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// give up on a valid penetration direction and just use the yAxis
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BA = glm::vec3(0.f, 1.f, 0.f);
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BA = glm::vec3(0.0f, 1.0f, 0.0f);
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distance = glm::max(capsuleB->getRadius(), capsuleA->getRadius());
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}
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} else {
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@ -325,7 +325,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB,
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float distance = sqrtf(distanceSquared);
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if (distance < EPSILON) {
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// the spheres are on top of each other, so we pick an arbitrary penetration direction
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BA = glm::vec3(0.f, 1.f, 0.f);
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BA = glm::vec3(0.0f, 1.0f, 0.0f);
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} else {
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BA /= distance;
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}
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