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Diffstat (limited to 'core/math/geometry_3d.h')
-rw-r--r--core/math/geometry_3d.h56
1 files changed, 28 insertions, 28 deletions
diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h
index 0f6ab5c716..482c7ea604 100644
--- a/core/math/geometry_3d.h
+++ b/core/math/geometry_3d.h
@@ -77,15 +77,15 @@ public:
// Compute the line parameters of the two closest points.
if (D < CMP_EPSILON) { // The lines are almost parallel.
- sN = 0.0; // Force using point P0 on segment S1
- sD = 1.0; // to prevent possible division by 0.0 later.
+ sN = 0.0f; // Force using point P0 on segment S1
+ sD = 1.0f; // to prevent possible division by 0.0 later.
tN = e;
tD = c;
} else { // Get the closest points on the infinite lines
sN = (b * e - c * d);
tN = (a * e - b * d);
- if (sN < 0.0) { // sc < 0 => the s=0 edge is visible.
- sN = 0.0;
+ if (sN < 0.0f) { // sc < 0 => the s=0 edge is visible.
+ sN = 0.0f;
tN = e;
tD = c;
} else if (sN > sD) { // sc > 1 => the s=1 edge is visible.
@@ -95,11 +95,11 @@ public:
}
}
- if (tN < 0.0) { // tc < 0 => the t=0 edge is visible.
- tN = 0.0;
+ if (tN < 0.0f) { // tc < 0 => the t=0 edge is visible.
+ tN = 0.0f;
// Recompute sc for this edge.
- if (-d < 0.0) {
- sN = 0.0;
+ if (-d < 0.0f) {
+ sN = 0.0f;
} else if (-d > a) {
sN = sD;
} else {
@@ -109,7 +109,7 @@ public:
} else if (tN > tD) { // tc > 1 => the t=1 edge is visible.
tN = tD;
// Recompute sc for this edge.
- if ((-d + b) < 0.0) {
+ if ((-d + b) < 0.0f) {
sN = 0;
} else if ((-d + b) > a) {
sN = sD;
@@ -119,8 +119,8 @@ public:
}
}
// Finally do the division to get sc and tc.
- sc = (Math::is_zero_approx(sN) ? 0.0 : sN / sD);
- tc = (Math::is_zero_approx(tN) ? 0.0 : tN / tD);
+ sc = (Math::is_zero_approx(sN) ? 0.0f : sN / sD);
+ tc = (Math::is_zero_approx(tN) ? 0.0f : tN / tD);
// Get the difference of the two closest points.
Vector3 dP = w + (sc * u) - (tc * v); // = S1(sc) - S2(tc)
@@ -137,12 +137,12 @@ public:
return false;
}
- real_t f = 1.0 / a;
+ real_t f = 1.0f / a;
Vector3 s = p_from - p_v0;
real_t u = f * s.dot(h);
- if (u < 0.0 || u > 1.0) {
+ if (u < 0.0f || u > 1.0f) {
return false;
}
@@ -150,7 +150,7 @@ public:
real_t v = f * p_dir.dot(q);
- if (v < 0.0 || u + v > 1.0) {
+ if (v < 0.0f || u + v > 1.0f) {
return false;
}
@@ -158,7 +158,7 @@ public:
// the intersection point is on the line.
real_t t = f * e2.dot(q);
- if (t > 0.00001) { // ray intersection
+ if (t > 0.00001f) { // ray intersection
if (r_res) {
*r_res = p_from + p_dir * t;
}
@@ -178,12 +178,12 @@ public:
return false;
}
- real_t f = 1.0 / a;
+ real_t f = 1.0f / a;
Vector3 s = p_from - p_v0;
real_t u = f * s.dot(h);
- if (u < 0.0 || u > 1.0) {
+ if (u < 0.0f || u > 1.0f) {
return false;
}
@@ -191,7 +191,7 @@ public:
real_t v = f * rel.dot(q);
- if (v < 0.0 || u + v > 1.0) {
+ 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 <= 1.0) { // Ray intersection.
+ if (t > CMP_EPSILON && t <= 1.0f) { // Ray intersection.
if (r_res) {
*r_res = p_from + rel * t;
}
@@ -260,7 +260,7 @@ public:
ERR_FAIL_COND_V(p_cylinder_axis < 0, false);
ERR_FAIL_COND_V(p_cylinder_axis > 2, false);
Vector3 cylinder_axis;
- cylinder_axis[p_cylinder_axis] = 1.0;
+ cylinder_axis[p_cylinder_axis] = 1.0f;
// First check if they are parallel.
Vector3 normal = (rel / rel_l);
@@ -271,7 +271,7 @@ public:
if (crs_l < CMP_EPSILON) {
Vector3 side_axis;
- side_axis[(p_cylinder_axis + 1) % 3] = 1.0; // Any side axis OK.
+ side_axis[(p_cylinder_axis + 1) % 3] = 1.0f; // Any side axis OK.
axis_dir = side_axis;
} else {
axis_dir = crs / crs_l;
@@ -288,7 +288,7 @@ public:
if (w2 < CMP_EPSILON) {
return false; // Avoid numerical error.
}
- Size2 size(Math::sqrt(w2), p_height * 0.5);
+ Size2 size(Math::sqrt(w2), p_height * 0.5f);
Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();
@@ -417,15 +417,15 @@ public:
Vector3 p = p_point - p_segment[0];
Vector3 n = p_segment[1] - p_segment[0];
real_t l2 = n.length_squared();
- if (l2 < 1e-20) {
+ if (l2 < 1e-20f) {
return p_segment[0]; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
- if (d <= 0.0) {
+ if (d <= 0.0f) {
return p_segment[0]; // Before first point.
- } else if (d >= 1.0) {
+ } else if (d >= 1.0f) {
return p_segment[1]; // After first point.
} else {
return p_segment[0] + n * d; // Inside.
@@ -436,7 +436,7 @@ public:
Vector3 p = p_point - p_segment[0];
Vector3 n = p_segment[1] - p_segment[0];
real_t l2 = n.length_squared();
- if (l2 < 1e-20) {
+ if (l2 < 1e-20f) {
return p_segment[0]; // Both points are the same, just give any.
}
@@ -907,9 +907,9 @@ public:
_FORCE_INLINE_ static Vector3 octahedron_map_decode(const Vector2 &p_uv) {
// https://twitter.com/Stubbesaurus/status/937994790553227264
- Vector2 f = p_uv * 2.0 - Vector2(1.0, 1.0);
+ Vector2 f = p_uv * 2.0f - Vector2(1.0f, 1.0f);
Vector3 n = Vector3(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
- float t = CLAMP(-n.z, 0.0, 1.0);
+ float t = CLAMP(-n.z, 0.0f, 1.0f);
n.x += n.x >= 0 ? -t : t;
n.y += n.y >= 0 ? -t : t;
return n.normalized();