glPushMatrix();
glMatrixMode(GL_MODELVIEW);
- myortho2(-0.375, ((float)(curarea->winx))-0.375, -0.375, ((float)(curarea->winy))-0.375);
+ myortho2(-0.375f, ((float)(curarea->winx))-0.375f, -0.375f, ((float)(curarea->winy))-0.375f);
glLoadIdentity();
}
else if(a== 1) {
mygetmatrix(G.vd->viewmat1);
}
else if(a== PERSP_WIN) { // only set
- myortho2(-0.375, (float)(curarea->winx)-0.375, -0.375, (float)(curarea->winy)-0.375);
+ myortho2(-0.375f, (float)(curarea->winx)-0.375f, -0.375f, (float)(curarea->winy)-0.375f);
glLoadIdentity();
}
else if(a== PERSP_VIEW) {
fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>0.0 && fy< (float)curarea->winy) {
- adr[0]= floor(fx);
- adr[1]= floor(fy);
+ adr[0]= (short)floor(fx);
+ adr[1]= (short)floor(fy);
}
}
}
{
float fx, fy, vec4[4];
- adr[0]= 2140000000.0f;
+ adr[0]= (int)2140000000.0f;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>-2140000000.0f && fy<2140000000.0f) {
- adr[0]= floor(fx);
- adr[1]= floor(fy);
+ adr[0]= (int)floor(fx);
+ adr[1]= (int)floor(fy);
}
}
}
fx = (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
fy = (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
- adr[0] = floor(fx);
- adr[1] = floor(fy);
+ adr[0] = (int)floor(fx);
+ adr[1] = (int)floor(fy);
}
else
{
fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>-32700.0 && fy<32700.0) {
- adr[0]= floor(fx);
- adr[1]= floor(fy);
+ adr[0]= (short)floor(fx);
+ adr[1]= (short)floor(fy);
}
}
}
Mat4MulVec4fl(G.vd->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) {
- adr[0] = (curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
- adr[1] = (curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
+ adr[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
+ adr[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
}
}
Mat4MulVec4fl(G.vd->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
- adr[0] = (curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
- adr[1] = (curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
+ adr[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
+ adr[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
}
else
{
fy= (area->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>0.0 && fy< (float)area->winy) {
- adr[0]= floor(fx);
- adr[1]= floor(fy);
+ adr[0]= (short)floor(fx);
+ adr[1]= (short)floor(fy);
}
}
}
fy= (area->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>-32700.0 && fy<32700.0) {
- adr[0]= floor(fx);
- adr[1]= floor(fy);
+ adr[0]= (short)floor(fx);
+ adr[1]= (short)floor(fy);
}
}
}
Mat4MulVec4fl(mat, vec4);
if( vec4[3]>FLT_EPSILON ) {
- adr[0] = (area->winx/2.0)+(area->winx/2.0)*vec4[0]/vec4[3];
- adr[1] = (area->winy/2.0)+(area->winy/2.0)*vec4[1]/vec4[3];
+ adr[0] = (float)(area->winx/2.0f)+(area->winx/2.0f)*vec4[0]/vec4[3];
+ adr[1] = (float)(area->winy/2.0f)+(area->winy/2.0f)*vec4[1]/vec4[3];
} else {
- adr[0] = adr[1] = 0.0;
+ adr[0] = adr[1] = 0.0f;
}
}
return;
}
- /* clear lastview flag (used to return to previous view when
- * pressing Pad0 again after entering Camera view)
- */
- if (G.vd->lastview_set) G.vd->lastview_set= 0;
-
// dist correction from other movement devices
if((dz_flag)||G.vd->dist==0) {
dz_flag = 0;
int i;
float viewmat[3][3];
- static const float thres = 0.93; //cos(20 deg);
+ static const float thres = 0.93f; //cos(20 deg);
static float snapquats[39][6] = {
/*{q0, q1, q3, q4, view, oposite_direction}*/
afm[0]= (max[0]-min[0]);
afm[1]= (max[1]-min[1]);
afm[2]= (max[2]-min[2]);
- size= 0.7*MAX3(afm[0], afm[1], afm[2]);
+ size= 0.7f*MAX3(afm[0], afm[1], afm[2]);
- if(size <= G.vd->near*1.5) size= G.vd->near*1.5;
+ if(size <= G.vd->near*1.5f) size= G.vd->near*1.5f;
- new_ofs[0]= -(min[0]+max[0])/2.0;
- new_ofs[1]= -(min[1]+max[1])/2.0;
- new_ofs[2]= -(min[2]+max[2])/2.0;
+ new_ofs[0]= -(min[0]+max[0])/2.0f;
+ new_ofs[1]= -(min[1]+max[1])/2.0f;
+ new_ofs[2]= -(min[2]+max[2])/2.0f;
new_dist = size;
/* correction for window aspect ratio */
if(curarea->winy>2 && curarea->winx>2) {
size= (float)curarea->winx/(float)curarea->winy;
- if(size<1.0) size= 1.0/size;
+ if(size<1.0f) size= 1.0f/size;
new_dist*= size;
}
float orig_lens= G.vd->lens;
G.vd->persp=V3D_PERSP;
- G.vd->dist= 0.0;
+ G.vd->dist= 0.0f;
view_settings_from_ob(G.vd->camera, G.vd->ofs, NULL, NULL, &G.vd->lens);
smooth_view(G.vd, new_ofs, NULL, &new_dist, &orig_lens);
} else {
int ok= 1, onedone=0;
if(center) {
- min[0]= min[1]= min[2]= 0.0;
- max[0]= max[1]= max[2]= 0.0;
+ min[0]= min[1]= min[2]= 0.0f;
+ max[0]= max[1]= max[2]= 0.0f;
}
else {
INIT_MINMAX(min, max);
afm[0]= (max[0]-min[0]);
afm[1]= (max[1]-min[1]);
afm[2]= (max[2]-min[2]);
- size= 0.7*MAX3(afm[0], afm[1], afm[2]);
+ size= 0.7f*MAX3(afm[0], afm[1], afm[2]);
if(size==0.0) ok= 0;
if(ok) {
float new_ofs[3];
new_dist = size;
- new_ofs[0]= -(min[0]+max[0])/2.0;
- new_ofs[1]= -(min[1]+max[1])/2.0;
- new_ofs[2]= -(min[2]+max[2])/2.0;
+ new_ofs[0]= -(min[0]+max[0])/2.0f;
+ new_ofs[1]= -(min[1]+max[1])/2.0f;
+ new_ofs[2]= -(min[2]+max[2])/2.0f;
// correction for window aspect ratio
if(curarea->winy>2 && curarea->winx>2) {
size= (float)curarea->winx/(float)curarea->winy;
- if(size<1.0) size= 1.0/size;
+ if(size<1.0) size= 1.0f/size;
new_dist*= size;
}
VECCOPY(norm, vec);
Normalize(norm);
- angle= acos(Inpf(alignaxis, norm));
+ angle= (float)acos(Inpf(alignaxis, norm));
Crossf(axis, alignaxis, norm);
VecRotToQuat(axis, -angle, new_quat);
step = (float)((time_current-time_start) / time_allowed);
/* ease in/out */
- if (step < 0.5) step = pow(step*2, 2)/2;
- else step = 1-(pow(2*(1-step) ,2)/2);
+ if (step < 0.5) step = (float)pow(step*2, 2)/2;
+ else step = (float)1-(pow(2*(1-step),2)/2);
step_inv = 1-step;