From 3c67a2e16ad4e4f7c6833daa2a4f721d03e56a47 Mon Sep 17 00:00:00 2001 From: Pascal Serrarens Date: Mon, 13 Nov 2023 16:28:08 +0000 Subject: [PATCH] Fixed missing float number types --- src/Quaternion.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/Quaternion.cpp b/src/Quaternion.cpp index c1c4b06..df5aa62 100644 --- a/src/Quaternion.cpp +++ b/src/Quaternion.cpp @@ -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;