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Diffstat (limited to 'source/gameengine/Ketsji/KX_ObstacleSimulation.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ObstacleSimulation.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp b/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
index 456f5f8af3b..239bfde4c98 100644
--- a/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
+++ b/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
@@ -302,7 +302,7 @@ void KX_ObstacleSimulation::DrawObstacles()
if (!m_enableVisualization)
return;
static const MT_Vector3 bluecolor(0,0,1);
- static const MT_Vector3 normal(0.0, 0.0, 1.0);
+ static const MT_Vector3 normal(0.0f, 0.0f, 1.0f);
static const int SECTORS_NUM = 32;
for (size_t i=0; i<m_obstacles.size(); i++)
{
@@ -362,7 +362,7 @@ static bool filterObstacle(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
//filter obstacles by position
MT_Point3 p = nearestPointToObstacle(activeObst->m_pos, otherObst);
- if ( fabs(activeObst->m_pos.z() - p.z()) > levelHeight)
+ if ( fabsf(activeObst->m_pos.z() - p.z()) > levelHeight)
return false;
return true;
@@ -459,14 +459,14 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
{
// Calculate sample velocity
const float ndir = ((float)iter/(float)m_maxSamples) - aoff;
- const float dir = odir+ndir*M_PI*2;
+ const float dir = odir+ndir*(float)M_PI*2.0f;
MT_Vector2 svel;
svel.x() = cosf(dir) * vmax;
svel.y() = sinf(dir) * vmax;
// Find min time of impact and exit amongst all obstacles.
float tmin = m_maxToi;
- float tmine = 0;
+ float tmine = 0.0f;
for (int i = 0; i < nobs; ++i)
{
KX_Obstacle* ob = m_obstacles[i];