From 8f94cec746521c5a942529cd677f6f4515d0e284 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Fri, 3 Jan 2014 16:49:13 -0800 Subject: [PATCH] Fixing build: missed some instances of VOXEL_ELASTICITY. Also enforcing C++ style casts. --- .../particles/src/ParticleCollisionSystem.cpp | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/libraries/particles/src/ParticleCollisionSystem.cpp b/libraries/particles/src/ParticleCollisionSystem.cpp index c2d4093f9b..1e1f3955fe 100644 --- a/libraries/particles/src/ParticleCollisionSystem.cpp +++ b/libraries/particles/src/ParticleCollisionSystem.cpp @@ -79,7 +79,7 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) { // let the particles run their collision scripts if they have them particle->collisionWithVoxel(voxelDetails); - penetration /= (float)TREE_SCALE; + penetration /= static_cast(TREE_SCALE); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY); applyHardCollision(particle, penetration, ELASTICITY, DAMPING); @@ -101,7 +101,7 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) { particle->collisionWithParticle(penetratedParticle); penetratedParticle->collisionWithParticle(particle); - penetration /= (float)TREE_SCALE; + penetration /= static_cast(TREE_SCALE); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY); // apply a hard collision to both particles of half the penetration each @@ -156,7 +156,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) { if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) { // TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart. // apply a hard collision when ball collides with hand - penetration /= (float)TREE_SCALE; + penetration /= static_cast(TREE_SCALE); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY); // determine if the palm that collided was moving, if so, then we add that palm velocity as well... @@ -167,11 +167,11 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) { addedVelocity = palmVelocity; } - applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity); + applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity); } else if (avatar->findSpherePenetration(center, radius, penetration)) { // apply hard collision when particle collides with avatar - penetration /= (float)TREE_SCALE; - updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); + penetration /= static_cast(TREE_SCALE); + updateCollisionSound(particle, penetration, COLLISION_FREQUENCY); glm::vec3 addedVelocity = avatar->getVelocity(); applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity); } @@ -191,7 +191,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) { if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) { // apply a hard collision when ball collides with hand - penetration /= (float)TREE_SCALE; + penetration /= static_cast(TREE_SCALE); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY); // determine if the palm that collided was moving, if so, then we add that palm velocity as well... @@ -205,10 +205,10 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) { applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity); } else if (avatar->findSpherePenetration(center, radius, penetration)) { - penetration /= (float)TREE_SCALE; - updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); + penetration /= static_cast(TREE_SCALE); + updateCollisionSound(particle, penetration, COLLISION_FREQUENCY); glm::vec3 addedVelocity = avatar->getVelocity(); - applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity); + applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity); } } }