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-rw-r--r--core/math/vector3.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 345329f7f3..c1da159e00 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -108,22 +108,22 @@ struct _NO_DISCARD_ Vector3 {
Vector3 n = *this;
n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
Vector2 o;
- if (n.z >= 0.0) {
+ if (n.z >= 0.0f) {
o.x = n.x;
o.y = n.y;
} else {
- o.x = (1.0 - Math::abs(n.y)) * (n.x >= 0.0 ? 1.0 : -1.0);
- o.y = (1.0 - Math::abs(n.x)) * (n.y >= 0.0 ? 1.0 : -1.0);
+ o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f);
+ o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f);
}
- o.x = o.x * 0.5 + 0.5;
- o.y = o.y * 0.5 + 0.5;
+ o.x = o.x * 0.5f + 0.5f;
+ o.y = o.y * 0.5f + 0.5f;
return o;
}
static _FORCE_INLINE_ Vector3 octahedron_decode(const Vector2 &p_oct) {
- Vector2 f(p_oct.x * 2.0 - 1.0, p_oct.y * 2.0 - 1.0);
+ Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
Vector3 n(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();
@@ -243,7 +243,7 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
real_t start_length_sq = length_squared();
real_t end_length_sq = p_to.length_squared();
- if (unlikely(start_length_sq == 0.0 || end_length_sq == 0.0)) {
+ if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return lerp(p_to, p_weight);
}
@@ -477,7 +477,7 @@ bool Vector3::is_normalized() const {
}
Vector3 Vector3::inverse() const {
- return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
+ return Vector3(1.0f / x, 1.0f / y, 1.0f / z);
}
void Vector3::zero() {
@@ -500,7 +500,7 @@ Vector3 Vector3::reflect(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
#endif
- return 2.0 * p_normal * this->dot(p_normal) - *this;
+ return 2.0f * p_normal * this->dot(p_normal) - *this;
}
#endif // VECTOR3_H