Float literals - fix main primitives to use .f
Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations.
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38c851a3fa
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5298e16e80
21 changed files with 222 additions and 222 deletions
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@ -50,7 +50,7 @@ void Transform2D::affine_invert() {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(det == 0);
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#endif
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real_t idet = 1.0 / det;
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real_t idet = 1.0f / det;
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SWAP(elements[0][0], elements[1][1]);
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elements[0] *= Vector2(idet, -idet);
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@ -71,12 +71,12 @@ void Transform2D::rotate(const real_t p_phi) {
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real_t Transform2D::get_skew() const {
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real_t det = basis_determinant();
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return Math::acos(elements[0].normalized().dot(SIGN(det) * elements[1].normalized())) - Math_PI * 0.5;
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return Math::acos(elements[0].normalized().dot(SIGN(det) * elements[1].normalized())) - Math_PI * 0.5f;
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}
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void Transform2D::set_skew(const real_t p_angle) {
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real_t det = basis_determinant();
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elements[1] = SIGN(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
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elements[1] = SIGN(det) * elements[0].rotated((Math_PI * 0.5f + p_angle)).normalized() * elements[1].length();
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}
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real_t Transform2D::get_rotation() const {
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@ -268,11 +268,11 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const
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real_t dot = v1.dot(v2);
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dot = CLAMP(dot, -1.0, 1.0);
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dot = CLAMP(dot, -1.0f, 1.0f);
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Vector2 v;
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if (dot > 0.9995) {
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if (dot > 0.9995f) {
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v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
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} else {
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real_t angle = p_c * Math::acos(dot);
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