[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [49050] trunk/blender/source/gameengine: quiet double promotion warnings for the game engine.

Campbell Barton ideasman42 at gmail.com
Thu Jul 19 01:03:28 CEST 2012


Revision: 49050
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=49050
Author:   campbellbarton
Date:     2012-07-18 23:03:27 +0000 (Wed, 18 Jul 2012)
Log Message:
-----------
quiet double promotion warnings for the game engine.

Modified Paths:
--------------
    trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
    trunk/blender/source/gameengine/Converter/BL_ArmatureChannel.cpp
    trunk/blender/source/gameengine/Converter/BL_ArmatureConstraint.cpp
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
    trunk/blender/source/gameengine/Converter/KX_ConvertSensors.cpp
    trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_GameActuator.h
    trunk/blender/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.h
    trunk/blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.h
    trunk/blender/source/gameengine/Ketsji/KX_SCA_EndObjectActuator.h
    trunk/blender/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.h
    trunk/blender/source/gameengine/Ketsji/KX_SceneActuator.h
    trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.h
    trunk/blender/source/gameengine/VideoTexture/VideoBase.h

Modified: trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp	2012-07-18 22:43:35 UTC (rev 49049)
+++ trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp	2012-07-18 23:03:27 UTC (rev 49050)
@@ -82,10 +82,6 @@
 /* #include "BKE_screen.h" */ /* cant include this because of 'new' function name */
 extern float BKE_screen_view3d_zoom_to_fac(float camzoom);
 
-
-//XXX #include "BIF_screen.h"
-//XXX #include "BIF_scrarea.h"
-
 #include "BKE_main.h"
 #include "BLI_blenlib.h"
 #include "BLO_readfile.h"
@@ -93,7 +89,6 @@
 #include "BKE_ipo.h"
 	/***/
 
-//XXX #include "BSE_headerbuttons.h"
 #include "BKE_context.h"
 #include "../../blender/windowmanager/WM_types.h"
 #include "../../blender/windowmanager/wm_window.h"

Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp	2012-07-18 22:43:35 UTC (rev 49049)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp	2012-07-18 23:03:27 UTC (rev 49050)
@@ -383,8 +383,7 @@
 			glAccum(GL_LOAD, 1.0);
 			rasterizer->SetMotionBlurState(2);
 		}
-		else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
-		{
+		else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
 			glAccum(GL_MULT, motionblurvalue);
 			glAccum(GL_ACCUM, 1-motionblurvalue);
 			glAccum(GL_RETURN, 1.0);

Modified: trunk/blender/source/gameengine/Converter/BL_ArmatureChannel.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ArmatureChannel.cpp	2012-07-18 22:43:35 UTC (rev 49049)
+++ trunk/blender/source/gameengine/Converter/BL_ArmatureChannel.cpp	2012-07-18 23:03:27 UTC (rev 49050)
@@ -258,7 +258,7 @@
 		joints[2] = -joint_mat[1][0];
 		norm = normalize_v3(joints);
 		if (norm < FLT_EPSILON) {
-			norm = (joint_mat[1][1] < 0.f) ? M_PI : 0.f;
+			norm = (joint_mat[1][1] < 0.0f) ? (float)M_PI : 0.0f;
 		} else {
 			norm = acos(joint_mat[1][1]);
 		}
@@ -275,7 +275,7 @@
 		joints[2] = (joint_mat[0][1]-joint_mat[1][0])*0.5f;
 		sa = len_v3(joints);
 		ca = (joint_mat[0][0]+joint_mat[1][1]+joint_mat[1][1]-1.0f)*0.5f;
-		if (sa > FLT_EPSILON) {
+		if (sa > (double)FLT_EPSILON) {
 			norm = atan2(sa,ca)/sa;
 		} else {
 			if (ca < 0.0) {

Modified: trunk/blender/source/gameengine/Converter/BL_ArmatureConstraint.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ArmatureConstraint.cpp	2012-07-18 22:43:35 UTC (rev 49049)
+++ trunk/blender/source/gameengine/Converter/BL_ArmatureConstraint.cpp	2012-07-18 23:03:27 UTC (rev 49050)
@@ -334,7 +334,7 @@
 		}
 		switch (attr_order) {
 		case BCA_IKWEIGHT:
-			return PyFloat_FromDouble((ikconstraint)?ikconstraint->weight:0.0);
+			return PyFloat_FromDouble((ikconstraint)?ikconstraint->weight : 0.0f);
 		case BCA_IKTYPE:
 			return PyLong_FromLong(ikconstraint->type);
 		case BCA_IKFLAG:
@@ -370,7 +370,7 @@
 	switch (attr_order) {
 	case BCA_ENFORCE:
 		dval = PyFloat_AsDouble(value);
-		if (dval < 0.0f || dval > 1.0f) { /* also accounts for non float */
+		if (dval < 0.0 || dval > 1.0) { /* also accounts for non float */
 			PyErr_SetString(PyExc_AttributeError, "constraint.enforce = float: BL_ArmatureConstraint, expected a float between 0 and 1");
 			return PY_SET_ATTR_FAIL;
 		}
@@ -379,7 +379,7 @@
 
 	case BCA_HEADTAIL:
 		dval = PyFloat_AsDouble(value);
-		if (dval < 0.0f || dval > 1.0f) { /* also accounts for non float */
+		if (dval < 0.0 || dval > 1.0) { /* also accounts for non float */
 			PyErr_SetString(PyExc_AttributeError, "constraint.headtail = float: BL_ArmatureConstraint, expected a float between 0 and 1");
 			return PY_SET_ATTR_FAIL;
 		}
@@ -417,7 +417,7 @@
 		switch (attr_order) {
 		case BCA_IKWEIGHT:
 			dval = PyFloat_AsDouble(value);
-			if (dval < 0.0f || dval > 1.0f) { /* also accounts for non float */
+			if (dval < 0.0 || dval > 1.0) { /* also accounts for non float */
 				PyErr_SetString(PyExc_AttributeError, "constraint.weight = float: BL_ArmatureConstraint, expected a float between 0 and 1");
 				return PY_SET_ATTR_FAIL;
 			}
@@ -426,7 +426,7 @@
 
 		case BCA_IKDIST:
 			dval = PyFloat_AsDouble(value);
-			if (dval < 0.0f) { /* also accounts for non float */
+			if (dval < 0.0) {  /* also accounts for non float */
 				PyErr_SetString(PyExc_AttributeError, "constraint.ik_dist = float: BL_ArmatureConstraint, expected a positive float");
 				return PY_SET_ATTR_FAIL;
 			}

Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2012-07-18 22:43:35 UTC (rev 49049)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2012-07-18 23:03:27 UTC (rev 49050)
@@ -30,7 +30,6 @@
  *  \ingroup bgeconv
  */
 
-
 #if defined(WIN32) && !defined(FREE_WINDOWS)
 #pragma warning (disable : 4786)
 #endif
@@ -186,10 +185,8 @@
 #ifdef __cplusplus
 extern "C" {
 #endif
-//XXX #include "BSE_headerbuttons.h"
 //XXX void update_for_newframe();
 //void BKE_scene_update_for_newframe(struct Scene *sce, unsigned int lay);
-//#include "BKE_ipo.h"
 //void do_all_data_ipos(void);
 #ifdef __cplusplus
 }
@@ -464,10 +461,10 @@
 					unsigned char cp[4];
 					unsigned int integer;
 				} col_converter;
-				col_converter.cp[3] = (unsigned char) (mat->r*255.0);
-				col_converter.cp[2] = (unsigned char) (mat->g*255.0);
-				col_converter.cp[1] = (unsigned char) (mat->b*255.0);
-				col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
+				col_converter.cp[3] = (unsigned char) (mat->r     * 255.0f);
+				col_converter.cp[2] = (unsigned char) (mat->g     * 255.0f);
+				col_converter.cp[1] = (unsigned char) (mat->b     * 255.0f);
+				col_converter.cp[0] = (unsigned char) (mat->alpha * 255.0f);
 				color = col_converter.integer;
 			}
 			c0 = KX_rgbaint2uint_new(color);
@@ -1143,10 +1140,10 @@
 							unsigned int integer;
 						} col_converter;
 						
-						col_converter.cp[3] = (unsigned char) (ma->r*255.0);
-						col_converter.cp[2] = (unsigned char) (ma->g*255.0);
-						col_converter.cp[1] = (unsigned char) (ma->b*255.0);
-						col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
+						col_converter.cp[3] = (unsigned char) (ma->r     * 255.0f);
+						col_converter.cp[2] = (unsigned char) (ma->g     * 255.0f);
+						col_converter.cp[1] = (unsigned char) (ma->b     * 255.0f);
+						col_converter.cp[0] = (unsigned char) (ma->alpha * 255.0f);
 						
 						color = col_converter.integer;
 					}
@@ -1330,8 +1327,8 @@
 	MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
 	MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
 	
-	shapeProps->m_lin_drag = 1.0 - blenderobject->damping;
-	shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping;
+	shapeProps->m_lin_drag = 1.0f - blenderobject->damping;
+	shapeProps->m_ang_drag = 1.0f - blenderobject->rdamping;
 	
 	shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0]; 
 	shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1];
@@ -1456,17 +1453,17 @@
 		copy_v3_v3(me->size, size);
 		me->rot[0]= me->rot[1]= me->rot[2]= 0.0f;
 
-		if (me->size[0]==0.0) me->size[0]= 1.0f;
-		else if (me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
-		else if (me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
+		if (me->size[0] == 0.0f) me->size[0] = 1.0f;
+		else if (me->size[0] > 0.0f && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
+		else if (me->size[0] < 0.0f && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
 
-		if (me->size[1]==0.0) me->size[1]= 1.0f;
-		else if (me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
-		else if (me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
+		if (me->size[1] == 0.0f) me->size[1]= 1.0f;
+		else if (me->size[1] > 0.0f && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
+		else if (me->size[1] < 0.0f && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
 
-		if (me->size[2]==0.0) me->size[2]= 1.0f;
-		else if (me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
-		else if (me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
+		if (me->size[2] == 0.0f) me->size[2]= 1.0f;
+		else if (me->size[2] > 0.0f && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
+		else if (me->size[2] < 0.0f && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
 	}
 	
 }
@@ -1522,13 +1519,13 @@
 	}
 	else 
 	{
-		size[0]= 0.5f*fabs(bb->vec[0][0] - bb->vec[4][0]);
-		size[1]= 0.5f*fabs(bb->vec[0][1] - bb->vec[2][1]);
-		size[2]= 0.5f*fabs(bb->vec[0][2] - bb->vec[1][2]);
+		size[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
+		size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
+		size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
 					
-		center[0]= 0.5f*(bb->vec[0][0] + bb->vec[4][0]);
-		center[1]= 0.5f*(bb->vec[0][1] + bb->vec[2][1]);
-		center[2]= 0.5f*(bb->vec[0][2] + bb->vec[1][2]);
+		center[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
+		center[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
+		center[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
 	}
 }
 	

Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp	2012-07-18 22:43:35 UTC (rev 49049)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp	2012-07-18 23:03:27 UTC (rev 49050)
@@ -109,7 +109,7 @@
  * KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
  */
 
-#define KX_BLENDERTRUNC(x)  (( x < 0.0001 && x > -0.0001 )  ? 0.0 : x)
+#define KX_BLENDERTRUNC(x)  (( x < 0.0001f && x > -0.0001f ) ? 0.0f : x)
 
 void BL_ConvertActuators(const char* maggiename,
 						 struct Object* blenderobject,
@@ -162,7 +162,7 @@
 					KX_BLENDERTRUNC(obact->angularvelocity[1]),
 					KX_BLENDERTRUNC(obact->angularvelocity[2]));
 				short damping = obact->damping;
-				
+
 				/* Blender uses a bit vector internally for the local-flags. In */

@@ Diff output truncated at 10240 characters. @@



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