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Replaced C casts by C++ casts

Christophe Riccio 11 years ago
parent
commit
694416701a
1 changed files with 13 additions and 13 deletions
  1. 13 13
      glm/gtx/quaternion.inl

+ 13 - 13
glm/gtx/quaternion.inl

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