Replaced C casts by C++ casts
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9b6eecc739
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@ -41,7 +41,7 @@ namespace glm
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detail::tquat<T, P> const & s2,
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detail::tquat<T, P> const & s2,
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T const & h)
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T const & h)
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{
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{
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return mix(mix(q1, q2, h), mix(s1, s2, h), T(2) * (T(1) - h) * h);
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return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);
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}
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}
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template <typename T, precision P>
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template <typename T, precision P>
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@ -53,7 +53,7 @@ namespace glm
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)
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)
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{
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{
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detail::tquat<T, P> invQuat = inverse(curr);
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detail::tquat<T, P> invQuat = inverse(curr);
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return exp((log(next + invQuat) + log(prev + invQuat)) / T(-4)) * curr;
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return exp((log(next + invQuat) + log(prev + invQuat)) / static_cast<T>(-4)) * curr;
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}
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}
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template <typename T, precision P>
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template <typename T, precision P>
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@ -152,7 +152,7 @@ namespace glm
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detail::tquat<T, P> const & q
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detail::tquat<T, P> const & q
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)
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)
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{
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{
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T w = static_cast<T>(1.0) - q.x * q.x - q.y * q.y - q.z * q.z;
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T w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;
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if(w < T(0))
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if(w < T(0))
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return T(0);
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return T(0);
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else
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else
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@ -176,12 +176,12 @@ namespace glm
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T const & a
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T const & a
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)
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)
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{
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{
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if(a <= T(0)) return x;
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if(a <= static_cast<T>(0)) return x;
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if(a >= T(1)) return y;
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if(a >= static_cast<T>(1)) return y;
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T fCos = dot(x, y);
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T fCos = dot(x, y);
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detail::tquat<T, P> y2(y); //BUG!!! tquat<T> y2;
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detail::tquat<T, P> y2(y); //BUG!!! tquat<T> y2;
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if(fCos < T(0))
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if(fCos < static_cast<T>(0))
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{
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{
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y2 = -y;
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y2 = -y;
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fCos = -fCos;
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fCos = -fCos;
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@ -189,7 +189,7 @@ namespace glm
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//if(fCos > 1.0f) // problem
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//if(fCos > 1.0f) // problem
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T k0, k1;
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T k0, k1;
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if(fCos > T(0.9999))
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if(fCos > (static_cast<T>(1) - epsilon<T>()))
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{
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{
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k0 = static_cast<T>(1) - a;
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k0 = static_cast<T>(1) - a;
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k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
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k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
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@ -199,8 +199,8 @@ namespace glm
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T fSin = sqrt(T(1) - fCos * fCos);
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T fSin = sqrt(T(1) - fCos * fCos);
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T fAngle = atan(fSin, fCos);
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T fAngle = atan(fSin, fCos);
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T fOneOverSin = static_cast<T>(1) / fSin;
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T fOneOverSin = static_cast<T>(1) / fSin;
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k0 = sin((T(1) - a) * fAngle) * fOneOverSin;
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k0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;
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k1 = sin((T(0) + a) * fAngle) * fOneOverSin;
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k1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;
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}
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}
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return detail::tquat<T, P>(
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return detail::tquat<T, P>(
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@ -218,7 +218,7 @@ namespace glm
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T const & a
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T const & a
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)
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)
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{
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{
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return glm::normalize(x * (T(1) - a) + (y * a));
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return glm::normalize(x * (static_cast<T>(1) - a) + (y * a));
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}
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}
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template <typename T, precision P>
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template <typename T, precision P>
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@ -231,7 +231,7 @@ namespace glm
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T cosTheta = dot(orig, dest);
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T cosTheta = dot(orig, dest);
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detail::tvec3<T, P> rotationAxis;
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detail::tvec3<T, P> rotationAxis;
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if(cosTheta < T(-1) + epsilon<T>())
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if(cosTheta < static_cast<T>(-1) + epsilon<T>())
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{
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{
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// special case when vectors in opposite directions :
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// special case when vectors in opposite directions :
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// there is no "ideal" rotation axis
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// there is no "ideal" rotation axis
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@ -249,11 +249,11 @@ namespace glm
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// Implementation from Stan Melax's Game Programming Gems 1 article
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// Implementation from Stan Melax's Game Programming Gems 1 article
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rotationAxis = cross(orig, dest);
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rotationAxis = cross(orig, dest);
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T s = sqrt((T(1) + cosTheta) * T(2));
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T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
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T invs = static_cast<T>(1) / s;
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T invs = static_cast<T>(1) / s;
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return detail::tquat<T, P>(
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return detail::tquat<T, P>(
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s * T(0.5f),
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s * static_cast<T>(0.5f),
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rotationAxis.x * invs,
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rotationAxis.x * invs,
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rotationAxis.y * invs,
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rotationAxis.y * invs,
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rotationAxis.z * invs);
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rotationAxis.z * invs);
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