From 4942e93daacf3298feac28f89105888dcb3ceb99 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 10 Apr 2014 07:53:11 -0700 Subject: [PATCH] replace .f with .0f as per coding standard --- interface/src/avatar/Avatar.cpp | 28 +++++++++++++------------- libraries/shared/src/ShapeCollider.cpp | 28 +++++++++++++------------- 2 files changed, 28 insertions(+), 28 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 47ced025aa..698d58c25a 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -233,22 +233,22 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) { // quick check before falling into the code below: // (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m) - const float MIN_VOICE_SPHERE_DISTANCE = 12.f; + const float MIN_VOICE_SPHERE_DISTANCE = 12.0f; if (distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) { // render voice intensity sphere for avatars that are farther away - const float MAX_SPHERE_ANGLE = 10.f * RADIANS_PER_DEGREE; - const float MIN_SPHERE_ANGLE = 1.f * RADIANS_PER_DEGREE; + const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE; + const float MIN_SPHERE_ANGLE = 1.0f * RADIANS_PER_DEGREE; const float MIN_SPHERE_SIZE = 0.01f; const float SPHERE_LOUDNESS_SCALING = 0.0005f; const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f }; float height = getSkeletonHeight(); - glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.f; + glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.0f; float angle = abs(angleBetween(toTarget + delta, toTarget - delta)); float sphereRadius = getHead()->getAverageLoudness() * SPHERE_LOUDNESS_SCALING; if (renderMode == NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) && (angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) { - glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.f - angle / MAX_SPHERE_ANGLE); + glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.0f - angle / MAX_SPHERE_ANGLE); glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); glScalef(height, height, height); @@ -280,9 +280,9 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) { glm::vec3 chatAxis = glm::axis(chatRotation); glRotatef(glm::degrees(glm::angle(chatRotation)), chatAxis.x, chatAxis.y, chatAxis.z); - glColor3f(0.f, 0.8f, 0.f); - glRotatef(180.f, 0.f, 1.f, 0.f); - glRotatef(180.f, 0.f, 0.f, 1.f); + glColor3f(0.0f, 0.8f, 0.0f); + glRotatef(180.0f, 0.0f, 1.0f, 0.0f); + glRotatef(180.0f, 0.0f, 0.0f, 1.0f); glScalef(_scale * CHAT_MESSAGE_SCALE, _scale * CHAT_MESSAGE_SCALE, 1.0f); glDisable(GL_LIGHTING); @@ -298,7 +298,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) { _chatMessage[lastIndex] = '\0'; textRenderer(CHAT)->draw(-width / 2.0f, 0, _chatMessage.c_str()); _chatMessage[lastIndex] = lastChar; - glColor3f(0.f, 1.f, 0.f); + glColor3f(0.0f, 1.0f, 0.0f); textRenderer(CHAT)->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex); } glEnable(GL_LIGHTING); @@ -550,7 +550,7 @@ bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float parti const PalmData* palm = handData->getPalm(i); if (palm && palm->hasPaddle()) { // create a disk collision proxy where the hand is - glm::vec3 fingerAxis(0.f); + glm::vec3 fingerAxis(0.0f); for (size_t f = 0; f < palm->getNumFingers(); ++f) { const FingerData& finger = (palm->getFingers())[f]; if (finger.isActive()) { @@ -692,8 +692,8 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, glm::vec3 perpCos = glm::normalize(glm::cross(axis, perpSin)); perpSin = glm::cross(perpCos, axis); - float anglea = 0.f; - float angleb = 0.f; + float anglea = 0.0f; + float angleb = 0.0f; for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) { @@ -743,8 +743,8 @@ void Avatar::updateCollisionFlags() { void Avatar::setScale(float scale) { _scale = scale; - if (_targetScale * (1.f - RESCALING_TOLERANCE) < _scale && - _scale < _targetScale * (1.f + RESCALING_TOLERANCE)) { + if (_targetScale * (1.0f - RESCALING_TOLERANCE) < _scale && + _scale < _targetScale * (1.0f + RESCALING_TOLERANCE)) { _scale = _targetScale; } } diff --git a/libraries/shared/src/ShapeCollider.cpp b/libraries/shared/src/ShapeCollider.cpp index 217009ecf3..32789aa388 100644 --- a/libraries/shared/src/ShapeCollider.cpp +++ b/libraries/shared/src/ShapeCollider.cpp @@ -63,8 +63,8 @@ bool collideShapesCoarse(const QVector& shapesA, const QVector 0) { - glm::vec3 totalPenetration(0.f); - glm::vec3 averageContactPoint(0.f); + glm::vec3 totalPenetration(0.0f); + glm::vec3 averageContactPoint(0.0f); for (int j = 0; j < tempCollisions.size(); ++j) { CollisionInfo* c = tempCollisions.getCollision(j); totalPenetration = addPenetrations(totalPenetration, c->_penetration); @@ -86,7 +86,7 @@ bool sphereSphere(const SphereShape* sphereA, const SphereShape* sphereB, Collis float distance = sqrtf(distanceSquared); if (distance < EPSILON) { // the spheres are on top of each other, so we pick an arbitrary penetration direction - BA = glm::vec3(0.f, 1.f, 0.f); + BA = glm::vec3(0.0f, 1.0f, 0.0f); distance = totalRadius; } else { BA /= distance; @@ -121,7 +121,7 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col } if (absAxialDistance > capsuleB->getHalfHeight()) { // sphere hits capsule on a cap --> recompute radialAxis to point from spherA to cap center - float sign = (axialDistance > 0.f) ? 1.f : -1.f; + float sign = (axialDistance > 0.0f) ? 1.0f : -1.0f; radialAxis = BA + (sign * capsuleB->getHalfHeight()) * capsuleAxis; radialDistance2 = glm::length2(radialAxis); if (radialDistance2 > totalRadius2) { @@ -153,12 +153,12 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col return false; } // ... but still defined for the cap case - if (axialDistance < 0.f) { + if (axialDistance < 0.0f) { // we're hitting the start cap, so we negate the capsuleAxis capsuleAxis *= -1; } // penetration points from A into B - float sign = (axialDistance > 0.f) ? -1.f : 1.f; + float sign = (axialDistance > 0.0f) ? -1.0f : 1.0f; collision->_penetration = (sign * (totalRadius + capsuleB->getHalfHeight() - absAxialDistance)) * capsuleAxis; // contactPoint is on surface of sphereA collision->_contactPoint = sphereA->getPosition() + (sign * sphereA->getRadius()) * capsuleAxis; @@ -191,7 +191,7 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col if (absAxialDistance > capsuleA->getHalfHeight()) { // sphere hits capsule on a cap // --> recompute radialAxis and closestApproach - float sign = (axialDistance > 0.f) ? 1.f : -1.f; + float sign = (axialDistance > 0.0f) ? 1.0f : -1.0f; closestApproach = capsuleA->getPosition() + (sign * capsuleA->getHalfHeight()) * capsuleAxis; radialAxis = closestApproach - sphereB->getPosition(); radialDistance2 = glm::length2(radialAxis); @@ -224,11 +224,11 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col return false; } // ... but still defined for the cap case - if (axialDistance < 0.f) { + if (axialDistance < 0.0f) { // we're hitting the start cap, so we negate the capsuleAxis capsuleAxis *= -1; } - float sign = (axialDistance > 0.f) ? 1.f : -1.f; + float sign = (axialDistance > 0.0f) ? 1.0f : -1.0f; collision->_penetration = (sign * (totalRadius + capsuleA->getHalfHeight() - absAxialDistance)) * capsuleAxis; // contactPoint is on surface of sphereA collision->_contactPoint = closestApproach + (sign * capsuleA->getRadius()) * capsuleAxis; @@ -251,7 +251,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, // d = [(B - A) . (a - (a.b)b)] / (1 - (a.b)^2) float aDotB = glm::dot(axisA, axisB); - float denominator = 1.f - aDotB * aDotB; + float denominator = 1.0f - aDotB * aDotB; float totalRadius = capsuleA->getRadius() + capsuleB->getRadius(); if (denominator > EPSILON) { // distances to points of closest approach @@ -261,12 +261,12 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, // clamp the distances to the ends of the capsule line segments float absDistanceA = fabs(distanceA); if (absDistanceA > capsuleA->getHalfHeight() + capsuleA->getRadius()) { - float signA = distanceA < 0.f ? -1.f : 1.f; + float signA = distanceA < 0.0f ? -1.0f : 1.0f; distanceA = signA * capsuleA->getHalfHeight(); } float absDistanceB = fabs(distanceB); if (absDistanceB > capsuleB->getHalfHeight() + capsuleB->getRadius()) { - float signB = distanceB < 0.f ? -1.f : 1.f; + float signB = distanceB < 0.0f ? -1.0f : 1.0f; distanceB = signB * capsuleB->getHalfHeight(); } @@ -293,7 +293,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, { // the capsule centers are on top of each other! // give up on a valid penetration direction and just use the yAxis - BA = glm::vec3(0.f, 1.f, 0.f); + BA = glm::vec3(0.0f, 1.0f, 0.0f); distance = glm::max(capsuleB->getRadius(), capsuleA->getRadius()); } } else { @@ -325,7 +325,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, float distance = sqrtf(distanceSquared); if (distance < EPSILON) { // the spheres are on top of each other, so we pick an arbitrary penetration direction - BA = glm::vec3(0.f, 1.f, 0.f); + BA = glm::vec3(0.0f, 1.0f, 0.0f); } else { BA /= distance; }