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Rename FastFloat to Float

luboslenco hai 1 ano
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a5f7df45c1

+ 1 - 1
base/Sources/arm/logic/LogicParser.hx

@@ -226,7 +226,7 @@ class LogicParser {
 		return Type.createInstance(cname, args);
 	}
 
-	public static function f32(ar: Array<kha.FastFloat>): kha.arrays.Float32Array {
+	public static function f32(ar: Array<Float>): kha.arrays.Float32Array {
 		var res = new kha.arrays.Float32Array(ar.length);
 		for (i in 0...ar.length) res[i] = ar[i];
 		return res;

+ 7 - 7
base/Sources/arm/plugin/PhysicsBody.hx

@@ -357,7 +357,7 @@ class PhysicsBody extends iron.Trait {
 		body.setCcdMotionThreshold(motionThreshold);
 	}
 
-	function fillConvexHull(scale: Vec4, margin: kha.FastFloat): Bt.ConvexHullShape {
+	function fillConvexHull(scale: Vec4, margin: Float): Bt.ConvexHullShape {
 		// Check whether shape already exists
 		var data = cast(object, MeshObject).data;
 		var shape = convexHullCache.get(data);
@@ -372,9 +372,9 @@ class PhysicsBody extends iron.Trait {
 
 		var positions = data.geom.positions.values;
 
-		var sx: kha.FastFloat = scale.x * (1.0 - margin) * (1 / 32767);
-		var sy: kha.FastFloat = scale.y * (1.0 - margin) * (1 / 32767);
-		var sz: kha.FastFloat = scale.z * (1.0 - margin) * (1 / 32767);
+		var sx: Float = scale.x * (1.0 - margin) * (1 / 32767);
+		var sy: Float = scale.y * (1.0 - margin) * (1 / 32767);
+		var sz: Float = scale.z * (1.0 - margin) * (1 / 32767);
 
 		if (data.raw.scale_pos != null) {
 			sx *= data.raw.scale_pos;
@@ -407,9 +407,9 @@ class PhysicsBody extends iron.Trait {
 		var positions = data.geom.positions.values;
 		var indices = data.geom.indices;
 
-		var sx: kha.FastFloat = scale.x * (1 / 32767);
-		var sy: kha.FastFloat = scale.y * (1 / 32767);
-		var sz: kha.FastFloat = scale.z * (1 / 32767);
+		var sx: Float = scale.x * (1 / 32767);
+		var sy: Float = scale.y * (1 / 32767);
+		var sz: Float = scale.z * (1 / 32767);
 
 		if (data.raw.scale_pos != null) {
 			sx *= data.raw.scale_pos;

+ 1 - 1
base/Sources/arm/render/Uniforms.hx

@@ -34,7 +34,7 @@ class Uniforms {
 		return null;
 	}
 
-	public static function linkFloat(object: Object, mat: MaterialData, link: String): Null<kha.FastFloat> {
+	public static function linkFloat(object: Object, mat: MaterialData, link: String): Null<Float> {
 		switch (link) {
 			case "_brushRadius": {
 				#if (is_paint || is_sculpt)

+ 1 - 1
base/Sources/arm/shader/NodesMaterial.hx

@@ -3051,7 +3051,7 @@ class NodesMaterial {
 		return node;
 	}
 
-	static function f32(ar: Array<kha.FastFloat>): kha.arrays.Float32Array {
+	static function f32(ar: Array<Float>): kha.arrays.Float32Array {
 		var res = new kha.arrays.Float32Array(ar.length);
 		for (i in 0...ar.length) res[i] = ar[i];
 		return res;

+ 1 - 1
base/Sources/arm/ui/UINodes.hx

@@ -232,7 +232,7 @@ class UINodes {
 		}
 	}
 
-	static function f32(ar: Array<kha.FastFloat>): kha.arrays.Float32Array {
+	static function f32(ar: Array<Float>): kha.arrays.Float32Array {
 		var res = new kha.arrays.Float32Array(ar.length);
 		for (i in 0...ar.length) res[i] = ar[i];
 		return res;

+ 1 - 1
base/Sources/arm/util/ParticleUtil.hx

@@ -11,7 +11,7 @@ import iron.Scene;
 
 class ParticleUtil {
 
-	static function f32(ar: Array<kha.FastFloat>): Float32Array {
+	static function f32(ar: Array<Float>): Float32Array {
 		var res = new Float32Array(ar.length);
 		for (i in 0...ar.length) res[i] = ar[i];
 		return res;