Fixed missing float number types

This commit is contained in:
Pascal Serrarens 2023-11-13 16:28:08 +00:00
parent bebd097db3
commit 3c67a2e16a

View File

@ -78,9 +78,9 @@ float Quaternion::Dot(Quaternion a, Quaternion b) {
Vector3 Quaternion::ToAngles(const Quaternion& q1) {
float test = q1.x * q1.y + q1.z * q1.w;
if (test > 0.499) { // singularity at north pole
if (test > 0.499f) { // singularity at north pole
return Vector3(0, 2 * (float)atan2(q1.x, q1.w) * Rad2Deg, 90);
} else if (test < -0.499) { // singularity at south pole
} else if (test < -0.499f) { // singularity at south pole
return Vector3(0, -2 * (float)atan2(q1.x, q1.w) * Rad2Deg, -90);
} else {
float sqx = q1.x * q1.x;
@ -218,7 +218,7 @@ Quaternion Quaternion::AngleAxis(float angle, const Vector3& axis) {
Quaternion result = Quaternion();
float radians = angle * Deg2Rad;
radians *= 0.5;
radians *= 0.5f;
Vector3 axis2 = axis * (float)sin(radians);
result.x = axis2.x;
@ -257,8 +257,8 @@ Quaternion Quaternion::SlerpUnclamped(const Quaternion& a,
const Quaternion& b,
float t) {
// if either input is zero, return the other.
if (Quaternion::GetLengthSquared(a) == 0.0) {
if (Quaternion::GetLengthSquared(b) == 0.0) {
if (Quaternion::GetLengthSquared(a) == 0.0f) {
if (Quaternion::GetLengthSquared(b) == 0.0f) {
return Quaternion();
}
return b;