Fixing compiler warnings around implicit type casting loosing precision
This commit is contained in:
@@ -336,7 +336,7 @@ inline void AABB::expand_to(const Vector3 &p_vector) {
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}
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void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
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Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
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Vector3 half_extents(size.x * (real_t)0.5, size.y * (real_t)0.5, size.z * (real_t)0.5);
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Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
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real_t length = p_plane.normal.abs().dot(half_extents);
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@@ -374,9 +374,9 @@ inline real_t AABB::get_shortest_axis_size() const {
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}
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bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
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real_t divx = 1.0 / p_dir.x;
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real_t divy = 1.0 / p_dir.y;
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real_t divz = 1.0 / p_dir.z;
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real_t divx = (real_t)1.0 / p_dir.x;
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real_t divy = (real_t)1.0 / p_dir.y;
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real_t divz = (real_t)1.0 / p_dir.z;
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Vector3 upbound = position + size;
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real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
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@@ -426,9 +426,9 @@ void AABB::grow_by(real_t p_amount) {
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position.x -= p_amount;
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position.y -= p_amount;
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position.z -= p_amount;
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size.x += 2.0 * p_amount;
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size.y += 2.0 * p_amount;
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size.z += 2.0 * p_amount;
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size.x += (real_t)2.0 * p_amount;
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size.y += (real_t)2.0 * p_amount;
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size.z += (real_t)2.0 * p_amount;
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}
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void AABB::quantize(real_t p_unit) {
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@@ -157,7 +157,7 @@ public:
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inline Color blend(const Color &p_over) const {
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Color res;
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float sa = 1.0 - p_over.a;
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float sa = (real_t)1.0 - p_over.a;
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res.a = a * sa + p_over.a;
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if (res.a == 0) {
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return Color(0, 0, 0, 0);
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@@ -171,16 +171,16 @@ public:
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inline Color to_linear() const {
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return Color(
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r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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r < (real_t)0.04045 ? r * (real_t)(1.0 / 12.92) : Math::pow((r + (real_t)0.055) * (real_t)(1.0 / (1.0 + 0.055)), (real_t)2.4),
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g < (real_t)0.04045 ? g * (real_t)(1.0 / 12.92) : Math::pow((g + (real_t)0.055) * (real_t)(1.0 / (1.0 + 0.055)), (real_t)2.4),
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b < (real_t)0.04045 ? b * (real_t)(1.0 / 12.92) : Math::pow((b + (real_t)0.055) * (real_t)(1.0 / (1.0 + 0.055)), (real_t)2.4),
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a);
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}
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inline Color to_srgb() const {
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return Color(
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r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
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g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
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b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
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r < (real_t)0.0031308 ? (real_t)12.92 * r : (real_t)(1.0 + 0.055) * Math::pow(r, (real_t)(1.0 / 2.4)) - (real_t)0.055,
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g < (real_t)0.0031308 ? (real_t)12.92 * g : (real_t)(1.0 + 0.055) * Math::pow(g, (real_t)(1.0 / 2.4)) - (real_t)0.055,
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b < (real_t)0.0031308 ? (real_t)12.92 * b : (real_t)(1.0 + 0.055) * Math::pow(b, (real_t)(1.0 / 2.4)) - (real_t)0.055, a);
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}
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static Color hex(uint32_t p_hex);
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@@ -202,14 +202,14 @@ public:
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operator String() const;
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// For the binder.
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inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / 255.0); }
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inline int32_t get_r8() const { return int32_t(Math::clamp(r * 255.0, 0.0, 255.0)); }
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inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / 255.0); }
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inline int32_t get_g8() const { return int32_t(Math::clamp(g * 255.0, 0.0, 255.0)); }
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inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / 255.0); }
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inline int32_t get_b8() const { return int32_t(Math::clamp(b * 255.0, 0.0, 255.0)); }
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inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / 255.0); }
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inline int32_t get_a8() const { return int32_t(Math::clamp(a * 255.0, 0.0, 255.0)); }
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inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / (real_t)255.0); }
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inline int32_t get_r8() const { return int32_t(Math::clamp(r * (real_t)255.0, (real_t)0.0, (real_t)255.0)); }
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inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / (real_t)255.0); }
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inline int32_t get_g8() const { return int32_t(Math::clamp(g * (real_t)255.0, (real_t)0.0, (real_t)255.0)); }
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inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / (real_t)255.0); }
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inline int32_t get_b8() const { return int32_t(Math::clamp(b * (real_t)255.0, (real_t)0.0, (real_t)255.0)); }
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inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / (real_t)255.0); }
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inline int32_t get_a8() const { return int32_t(Math::clamp(a * (real_t)255.0, (real_t)0.0, (real_t)255.0)); }
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inline void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); }
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inline void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); }
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@@ -152,19 +152,19 @@ public:
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Vector3 c = v0.cross(v1);
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real_t d = v0.dot(v1);
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if (d < -1.0 + CMP_EPSILON) {
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x = 0;
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y = 1;
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z = 0;
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w = 0;
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if (d < (real_t)-1.0 + CMP_EPSILON) {
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x = (real_t)0.0;
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y = (real_t)1.0;
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z = (real_t)0.0;
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w = (real_t)0.0;
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} else {
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real_t s = Math::sqrt((1.0 + d) * 2.0);
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real_t rs = 1.0 / s;
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real_t s = Math::sqrt(((real_t)1.0 + d) * (real_t)2.0);
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real_t rs = (real_t)1.0 / s;
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x = c.x * rs;
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y = c.y * rs;
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z = c.z * rs;
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w = s * 0.5;
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w = s * (real_t)0.5;
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}
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}
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};
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@@ -199,7 +199,7 @@ void Quaternion::operator*=(const real_t &s) {
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}
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void Quaternion::operator/=(const real_t &s) {
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*this *= 1.0 / s;
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*this *= (real_t)1.0 / s;
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}
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Quaternion Quaternion::operator+(const Quaternion &q2) const {
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@@ -222,7 +222,7 @@ Quaternion Quaternion::operator*(const real_t &s) const {
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}
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Quaternion Quaternion::operator/(const real_t &s) const {
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return *this * (1.0 / s);
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return *this * ((real_t)1.0 / s);
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}
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bool Quaternion::operator==(const Quaternion &p_quat) const {
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@@ -37,7 +37,7 @@
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namespace godot {
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struct Transform2D;
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class Transform2D;
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class Rect2 {
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public:
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@@ -290,7 +290,7 @@ public:
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//check ray box
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r /= l;
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Vector2 ir(1.0 / r.x, 1.0 / r.y);
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Vector2 ir((real_t)1.0 / r.x, (real_t)1.0 / r.y);
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// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
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// r.org is origin of ray
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@@ -164,19 +164,19 @@ inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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}
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inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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return p_vec * (real_t)p_scalar;
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}
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inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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return p_vec * (real_t)p_scalar;
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}
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inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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return p_vec * (real_t)p_scalar;
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}
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inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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return p_vec * (real_t)p_scalar;
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}
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inline Vector2 Vector2::operator+(const Vector2 &p_v) const {
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@@ -95,7 +95,7 @@ public:
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operator String() const;
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operator Vector2() const { return Vector2(x, y); }
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operator Vector2() const { return Vector2((real_t)x, (real_t)y); }
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inline Vector2i() {}
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inline Vector2i(const Vector2 &p_vec2) {
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@@ -113,15 +113,19 @@ inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
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}
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inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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return p_vector * (int32_t)p_scalar;
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}
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inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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float x = (float)p_vector.x * p_scalar;
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float y = (float)p_vector.y * p_scalar;
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return Vector2i((int32_t)round(x), (int32_t)round(y));
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}
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inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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double x = (double)p_vector.x * p_scalar;
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double y = (double)p_vector.y * p_scalar;
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return Vector2i((int32_t)round(x), (int32_t)round(y));
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}
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typedef Vector2i Size2i;
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@@ -385,8 +385,8 @@ real_t Vector3::length_squared() const {
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void Vector3::normalize() {
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real_t lengthsq = length_squared();
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if (lengthsq == 0) {
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x = y = z = 0;
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if (lengthsq == (real_t)0.0) {
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x = y = z = (real_t)0.0;
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} else {
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real_t length = Math::sqrt(lengthsq);
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x /= length;
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@@ -403,15 +403,15 @@ Vector3 Vector3::normalized() const {
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bool Vector3::is_normalized() const {
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// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
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return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
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return Math::is_equal_approx(length_squared(), (real_t)1.0, (real_t)UNIT_EPSILON);
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}
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Vector3 Vector3::inverse() const {
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return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
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return Vector3((real_t)1.0 / x, (real_t)1.0 / y, (real_t)1.0 / z);
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}
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void Vector3::zero() {
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x = y = z = 0;
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x = y = z = (real_t)0.0;
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}
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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