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authorJoshua Leung <aligorith@gmail.com>2009-01-29 13:19:43 +0300
committerJoshua Leung <aligorith@gmail.com>2009-01-29 13:19:43 +0300
commit3701fe8f361f166c0b05fdbd979949b9d439cf5f (patch)
treef39ce8bd7a5491752e4ae0cf6359e03bd00ce6ce /source/blender/blenkernel/intern/armature.c
parent004fa8c52b2611fe5987db1651f01337a0f0870b (diff)
Silencing MSVC warnings in code that I maintain
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index d256e8dc8e7..841759ef153 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -363,7 +363,7 @@ void bone_flip_name (char *name, int strip_number)
*/
void bone_autoside_name (char *name, int strip_number, short axis, float head, float tail)
{
- int len;
+ unsigned int len;
char basename[32]={""};
char extension[5]={""};
@@ -606,7 +606,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
Mat3Inv(imat3, mat3);
Mat3MulMat3(mat3, result, imat3); // the matrix transforming vec_roll to desired roll
- roll1= atan2(mat3[2][0], mat3[2][2]);
+ roll1= (float)atan2(mat3[2][0], mat3[2][2]);
}
}
else {
@@ -639,7 +639,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
Mat3Inv(imat3, mat3);
Mat3MulMat3(mat3, imat3, result); // the matrix transforming vec_roll to desired roll
- roll2= atan2(mat3[2][0], mat3[2][2]);
+ roll2= (float)atan2(mat3[2][0], mat3[2][2]);
/* and only now negate handle */
VecMulf(h2, -hlength2);
@@ -784,7 +784,7 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
if(l!=0.0f) {
rad= a/l;
- rad= rad*rad2 + (1.0-rad)*rad1;
+ rad= rad*rad2 + (1.0f-rad)*rad1;
}
else rad= rad1;
}
@@ -798,8 +798,8 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
if(rdist==0.0f || dist >= l)
return 0.0f;
else {
- a= sqrt(dist)-rad;
- return 1.0-( a*a )/( rdist*rdist );
+ a= (float)sqrt(dist)-rad;
+ return 1.0f-( a*a )/( rdist*rdist );
}
}
}
@@ -1301,7 +1301,7 @@ void mat3_to_vec_roll(float mat[][3], float *vec, float *roll)
Mat3Inv(vecmatinv, vecmat);
Mat3MulMat3(rollmat, vecmatinv, mat);
- *roll= atan2(rollmat[2][0], rollmat[2][2]);
+ *roll= (float)atan2(rollmat[2][0], rollmat[2][2]);
}
}
@@ -1333,7 +1333,7 @@ void vec_roll_to_mat3(float *vec, float roll, float mat[][3])
float updown;
/* point same direction, or opposite? */
- updown = ( Inpf (target,nor) > 0 ) ? 1.0 : -1.0;
+ updown = ( Inpf (target,nor) > 0 ) ? 1.0f : -1.0f;
/* I think this should work ... */
bMatrix[0][0]=updown; bMatrix[0][1]=0.0; bMatrix[0][2]=0.0;
@@ -1789,10 +1789,10 @@ static void execute_posetree(Object *ob, PoseTree *tree)
IK_SetStiffness(seg, IK_Y, pchan->stiffness[1]);
IK_SetStiffness(seg, IK_Z, pchan->stiffness[2]);
- if(tree->stretch && (pchan->ikstretch > 0.0)) {
+ if(tree->stretch && (pchan->ikstretch > 0.0f)) {
float ikstretch = pchan->ikstretch*pchan->ikstretch;
- IK_SetStiffness(seg, IK_TRANS_Y, MIN2(1.0-ikstretch, 0.99));
- IK_SetLimit(seg, IK_TRANS_Y, 0.001, 1e10);
+ IK_SetStiffness(seg, IK_TRANS_Y, MIN2(1.0f-ikstretch, 0.99f));
+ IK_SetLimit(seg, IK_TRANS_Y, 0.001f, 1e10);
}
}
@@ -1858,10 +1858,10 @@ static void execute_posetree(Object *ob, PoseTree *tree)
}
/* do we need blending? */
- if (!resultblend && target->con->enforce!=1.0) {
+ if (!resultblend && target->con->enforce!=1.0f) {
float q1[4], q2[4], q[4];
float fac= target->con->enforce;
- float mfac= 1.0-fac;
+ float mfac= 1.0f-fac;
pchan= tree->pchan[target->tip];
@@ -1884,13 +1884,13 @@ static void execute_posetree(Object *ob, PoseTree *tree)
iktarget= iktree[target->tip];
- if(data->weight != 0.0) {
+ if(data->weight != 0.0f) {
if(poleconstrain)
IK_SolverSetPoleVectorConstraint(solver, iktarget, goalpos,
- polepos, data->poleangle*M_PI/180, (poleangledata == data));
+ polepos, data->poleangle*(float)M_PI/180.0f, (poleangledata == data));
IK_SolverAddGoal(solver, iktarget, goalpos, data->weight);
}
- if((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0))
+ if((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0f))
if((data->flag & CONSTRAINT_IK_AUTO)==0)
IK_SolverAddGoalOrientation(solver, iktarget, goalrot,
data->orientweight);
@@ -1900,7 +1900,7 @@ static void execute_posetree(Object *ob, PoseTree *tree)
IK_Solve(solver, 0.0f, tree->iterations);
if(poleangledata)
- poleangledata->poleangle= IK_SolverGetPoleAngle(solver)*180/M_PI;
+ poleangledata->poleangle= IK_SolverGetPoleAngle(solver)*180.0f/(float)M_PI;
IK_FreeSolver(solver);
@@ -1917,20 +1917,20 @@ static void execute_posetree(Object *ob, PoseTree *tree)
float parentstretch, stretch;
pchan= tree->pchan[a];
- parentstretch= (tree->parent[a] >= 0)? ikstretch[tree->parent[a]]: 1.0;
+ parentstretch= (tree->parent[a] >= 0)? ikstretch[tree->parent[a]]: 1.0f;
- if(tree->stretch && (pchan->ikstretch > 0.0)) {
+ if(tree->stretch && (pchan->ikstretch > 0.0f)) {
float trans[3], length;
IK_GetTranslationChange(iktree[a], trans);
length= pchan->bone->length*VecLength(pchan->pose_mat[1]);
- ikstretch[a]= (length == 0.0)? 1.0: (trans[1]+length)/length;
+ ikstretch[a]= (length == 0.0f)? 1.0f: (trans[1]+length)/length;
}
else
- ikstretch[a] = 1.0;
+ ikstretch[a] = 1.0f;
- stretch= (parentstretch == 0.0)? 1.0: ikstretch[a]/parentstretch;
+ stretch= (parentstretch == 0.0f)? 1.0f: ikstretch[a]/parentstretch;
VecMulf(tree->basis_change[a][0], stretch);
VecMulf(tree->basis_change[a][1], stretch);
@@ -2035,7 +2035,7 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha
{
bActionModifier *amod;
bActionStrip *strip, *strip2;
- float scene_cfra= scene->r.cfra;
+ float scene_cfra= (float)scene->r.cfra;
int do_modif;
for (strip=armob->nlastrips.first; strip; strip=strip->next) {