diff --git a/libraries/shared/src/CapsuleShape.cpp b/libraries/shared/src/CapsuleShape.cpp index be3a165082..5055b3636e 100644 --- a/libraries/shared/src/CapsuleShape.cpp +++ b/libraries/shared/src/CapsuleShape.cpp @@ -17,9 +17,9 @@ // default axis of CapsuleShape is Y-axis -const glm::vec3 localAxis(0.f, 1.f, 0.f); +const glm::vec3 localAxis(0.0f, 1.0f, 0.0f); -CapsuleShape::CapsuleShape() : Shape(Shape::CAPSULE_SHAPE) {} +CapsuleShape::CapsuleShape() : Shape(Shape::CAPSULE_SHAPE), _radius(0.0f), _halfHeight(0.0f) {} CapsuleShape::CapsuleShape(float radius, float halfHeight) : Shape(Shape::CAPSULE_SHAPE), _radius(radius), _halfHeight(halfHeight) { @@ -32,13 +32,13 @@ CapsuleShape::CapsuleShape(float radius, float halfHeight, const glm::vec3& posi } CapsuleShape::CapsuleShape(float radius, const glm::vec3& startPoint, const glm::vec3& endPoint) : - Shape(Shape::CAPSULE_SHAPE), _radius(radius), _halfHeight(0.f) { + Shape(Shape::CAPSULE_SHAPE), _radius(radius), _halfHeight(0.0f) { glm::vec3 axis = endPoint - startPoint; float height = glm::length(axis); if (height > EPSILON) { _halfHeight = 0.5f * height; axis /= height; - glm::vec3 yAxis(0.f, 1.f, 0.f); + glm::vec3 yAxis(0.0f, 1.0f, 0.0f); float angle = glm::angle(axis, yAxis); if (angle > EPSILON) { axis = glm::normalize(glm::cross(yAxis, axis)); @@ -50,17 +50,17 @@ CapsuleShape::CapsuleShape(float radius, const glm::vec3& startPoint, const glm: /// \param[out] startPoint is the center of start cap void CapsuleShape::getStartPoint(glm::vec3& startPoint) const { - startPoint = getPosition() - _rotation * glm::vec3(0.f, _halfHeight, 0.f); + startPoint = getPosition() - _rotation * glm::vec3(0.0f, _halfHeight, 0.0f); } /// \param[out] endPoint is the center of the end cap void CapsuleShape::getEndPoint(glm::vec3& endPoint) const { - endPoint = getPosition() + _rotation * glm::vec3(0.f, _halfHeight, 0.f); + endPoint = getPosition() + _rotation * glm::vec3(0.0f, _halfHeight, 0.0f); } void CapsuleShape::computeNormalizedAxis(glm::vec3& axis) const { // default axis of a capsule is along the yAxis - axis = _rotation * glm::vec3(0.f, 1.f, 0.f); + axis = _rotation * glm::vec3(0.0f, 1.0f, 0.0f); } void CapsuleShape::setRadius(float radius) {