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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-03-01 01:32:07 +0100
committerGitHub <noreply@github.com>2022-03-01 01:32:07 +0100
commitde9446186dd00027921affc4183f19ab1c224322 (patch)
tree89916d57c088a6a34527713cf69934c4ff2d83af /core/math/geometry_3d.h
parent9458a8f74254f1fe7f227ab92fbc3b8c9cbaa64a (diff)
parent1485924a2b90d15949fe544097ce8d00d527e9e7 (diff)
Merge pull request #58488 from lawnjelly/float_literals_casts
Diffstat (limited to 'core/math/geometry_3d.h')
-rw-r--r--core/math/geometry_3d.h30
1 files changed, 15 insertions, 15 deletions
diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h
index 482c7ea604..59c56906f4 100644
--- a/core/math/geometry_3d.h
+++ b/core/math/geometry_3d.h
@@ -76,7 +76,7 @@ public:
real_t tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
// Compute the line parameters of the two closest points.
- if (D < CMP_EPSILON) { // The lines are almost parallel.
+ if (D < (real_t)CMP_EPSILON) { // The lines are almost parallel.
sN = 0.0f; // Force using point P0 on segment S1
sD = 1.0f; // to prevent possible division by 0.0 later.
tN = e;
@@ -142,7 +142,7 @@ public:
Vector3 s = p_from - p_v0;
real_t u = f * s.dot(h);
- if (u < 0.0f || u > 1.0f) {
+ if ((u < 0.0f) || (u > 1.0f)) {
return false;
}
@@ -150,7 +150,7 @@ public:
real_t v = f * p_dir.dot(q);
- if (v < 0.0f || u + v > 1.0f) {
+ if ((v < 0.0f) || (u + v > 1.0f)) {
return false;
}
@@ -183,7 +183,7 @@ public:
Vector3 s = p_from - p_v0;
real_t u = f * s.dot(h);
- if (u < 0.0f || u > 1.0f) {
+ if ((u < 0.0f) || (u > 1.0f)) {
return false;
}
@@ -191,7 +191,7 @@ public:
real_t v = f * rel.dot(q);
- if (v < 0.0f || u + v > 1.0f) {
+ if ((v < 0.0f) || (u + v > 1.0f)) {
return false;
}
@@ -199,7 +199,7 @@ public:
// the intersection point is on the line.
real_t t = f * e2.dot(q);
- if (t > CMP_EPSILON && t <= 1.0f) { // Ray intersection.
+ if (t > (real_t)CMP_EPSILON && t <= 1.0f) { // Ray intersection.
if (r_res) {
*r_res = p_from + rel * t;
}
@@ -213,7 +213,7 @@ public:
Vector3 sphere_pos = p_sphere_pos - p_from;
Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
- if (rel_l < CMP_EPSILON) {
+ if (rel_l < (real_t)CMP_EPSILON) {
return false; // Both points are the same.
}
Vector3 normal = rel / rel_l;
@@ -229,7 +229,7 @@ public:
real_t inters_d2 = p_sphere_radius * p_sphere_radius - ray_distance * ray_distance;
real_t inters_d = sphere_d;
- if (inters_d2 >= CMP_EPSILON) {
+ if (inters_d2 >= (real_t)CMP_EPSILON) {
inters_d -= Math::sqrt(inters_d2);
}
@@ -253,7 +253,7 @@ public:
static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr, int p_cylinder_axis = 2) {
Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
- if (rel_l < CMP_EPSILON) {
+ if (rel_l < (real_t)CMP_EPSILON) {
return false; // Both points are the same.
}
@@ -269,7 +269,7 @@ public:
Vector3 axis_dir;
- if (crs_l < CMP_EPSILON) {
+ if (crs_l < (real_t)CMP_EPSILON) {
Vector3 side_axis;
side_axis[(p_cylinder_axis + 1) % 3] = 1.0f; // Any side axis OK.
axis_dir = side_axis;
@@ -285,7 +285,7 @@ public:
// Convert to 2D.
real_t w2 = p_radius * p_radius - dist * dist;
- if (w2 < CMP_EPSILON) {
+ if (w2 < (real_t)CMP_EPSILON) {
return false; // Avoid numerical error.
}
Size2 size(Math::sqrt(w2), p_height * 0.5f);
@@ -366,7 +366,7 @@ public:
Vector3 rel = p_to - p_from;
real_t rel_l = rel.length();
- if (rel_l < CMP_EPSILON) {
+ if (rel_l < (real_t)CMP_EPSILON) {
return false;
}
@@ -379,7 +379,7 @@ public:
real_t den = p.normal.dot(dir);
- if (Math::abs(den) <= CMP_EPSILON) {
+ if (Math::abs(den) <= (real_t)CMP_EPSILON) {
continue; // Ignore parallel plane.
}
@@ -564,11 +564,11 @@ public:
for (int a = 0; a < polygon.size(); a++) {
real_t dist = p_plane.distance_to(polygon[a]);
- if (dist < -CMP_POINT_IN_PLANE_EPSILON) {
+ if (dist < (real_t)-CMP_POINT_IN_PLANE_EPSILON) {
location_cache[a] = LOC_INSIDE;
inside_count++;
} else {
- if (dist > CMP_POINT_IN_PLANE_EPSILON) {
+ if (dist > (real_t)CMP_POINT_IN_PLANE_EPSILON) {
location_cache[a] = LOC_OUTSIDE;
outside_count++;
} else {