Commit ab1e70b9 authored by Jan Möbius's avatar Jan Möbius
Browse files

Bad type conversions due to abs

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@20172 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 5074c4a8
...@@ -1161,8 +1161,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event) ...@@ -1161,8 +1161,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event)
// Snap back to origin position if mouse cursor // Snap back to origin position if mouse cursor
// is near enough // is near enough
if (abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE if (std::abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE
&& abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE && std::abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE
&& (_event->modifiers() & Qt::AltModifier) ) { && (_event->modifiers() & Qt::AltModifier) ) {
newPoint2D = oldPoint2D_; newPoint2D = oldPoint2D_;
Vec3d backtrans = draggingOrigin3D_ - center(); Vec3d backtrans = draggingOrigin3D_ - center();
...@@ -1213,8 +1213,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event) ...@@ -1213,8 +1213,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event)
// Snap back to origin position if mouse cursor // Snap back to origin position if mouse cursor
// is near enough // is near enough
if (abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE if (std::abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE
&& abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE && std::abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE
&& (_event->modifiers() & Qt::AltModifier) ) { && (_event->modifiers() & Qt::AltModifier) ) {
newPoint2D = oldPoint2D_; newPoint2D = oldPoint2D_;
Vec3d backtrans = draggingOrigin3D_ - center(); Vec3d backtrans = draggingOrigin3D_ - center();
...@@ -1285,8 +1285,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event) ...@@ -1285,8 +1285,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event)
// Snap back to origin position if mouse cursor // Snap back to origin position if mouse cursor
// is near enough // is near enough
if (abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE if (std::abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE
&& abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE && std::abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE
&& (_event->modifiers() & Qt::AltModifier) ) { && (_event->modifiers() & Qt::AltModifier) ) {
newPoint2D = oldPoint2D_; newPoint2D = oldPoint2D_;
Vec3d backtrans = draggingOrigin3D_ - center(); Vec3d backtrans = draggingOrigin3D_ - center();
...@@ -1358,8 +1358,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event) ...@@ -1358,8 +1358,8 @@ TranslationManipulatorNode::mouseEvent(GLState& _state, QMouseEvent* _event)
// Snap back to origin position if mouse cursor // Snap back to origin position if mouse cursor
// is near enough // is near enough
if (abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE if (std::abs(d_origin[0] - newPoint2D[0]) < SNAP_PIXEL_TOLERANCE
&& abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE && std::abs(_state.context_height() - d_origin[1] - newPoint2D[1]) < SNAP_PIXEL_TOLERANCE
&& (_event->modifiers() & Qt::AltModifier) ) { && (_event->modifiers() & Qt::AltModifier) ) {
newPoint2D = oldPoint2D_; newPoint2D = oldPoint2D_;
Vec3d backtrans = draggingOrigin3D_ - center(); Vec3d backtrans = draggingOrigin3D_ - center();
...@@ -1695,19 +1695,19 @@ TranslationManipulatorNode::mapToCylinder( GLState& _state, ...@@ -1695,19 +1695,19 @@ TranslationManipulatorNode::mapToCylinder( GLState& _state,
Vec3d normalX = (directionX % cylinderAxis).normalize(); Vec3d normalX = (directionX % cylinderAxis).normalize();
Vec3d vdX = ((origin2 - originX) % directionX); Vec3d vdX = ((origin2 - originX) % directionX);
double axis_hitX = (normalX | vdX); double axis_hitX = (normalX | vdX);
double orthodistanceX = fabsf( ( origin2 - originX ) | normalX); double orthodistanceX = std::abs( ( origin2 - originX ) | normalX);
// compute pseude-intersection (y axis) // compute pseude-intersection (y axis)
Vec3d normalY = (directionY % cylinderAxis).normalize(); Vec3d normalY = (directionY % cylinderAxis).normalize();
Vec3d vdY = ((origin2 - originY) % directionY); Vec3d vdY = ((origin2 - originY) % directionY);
double axis_hitY = (normalY | vdY); double axis_hitY = (normalY | vdY);
double orthodistanceY = fabsf( ( origin2 - originY ) | normalY); double orthodistanceY = std::abs( ( origin2 - originY ) | normalY);
// compute pseude-intersection (z axis) // compute pseude-intersection (z axis)
Vec3d normalZ = (directionZ % cylinderAxis).normalize(); Vec3d normalZ = (directionZ % cylinderAxis).normalize();
Vec3d vdZ = ((origin2 - originZ) % directionZ); Vec3d vdZ = ((origin2 - originZ) % directionZ);
double axis_hitZ = (normalZ | vdZ); double axis_hitZ = (normalZ | vdZ);
double orthodistanceZ = fabsf( ( origin2 - originZ ) | normalZ); double orthodistanceZ = std::abs( ( origin2 - originZ ) | normalZ);
if ( _updateStates == None ) if ( _updateStates == None )
return false; return false;
...@@ -1810,19 +1810,19 @@ TranslationManipulatorNode::mapToCylinderTop( GLState& _state, ...@@ -1810,19 +1810,19 @@ TranslationManipulatorNode::mapToCylinderTop( GLState& _state,
Vec3d normalX = (directionX % cylinderAxis).normalize(); Vec3d normalX = (directionX % cylinderAxis).normalize();
Vec3d vdX = ((origin2 - originX) % directionX ); Vec3d vdX = ((origin2 - originX) % directionX );
double axis_hitX = (normalX | vdX); double axis_hitX = (normalX | vdX);
double orthodistanceX = fabsf( ( origin2 - originX ) | normalX); double orthodistanceX = std::abs( ( origin2 - originX ) | normalX);
// compute pseude-intersection (y axis) // compute pseude-intersection (y axis)
Vec3d normalY = (directionY % cylinderAxis).normalize(); Vec3d normalY = (directionY % cylinderAxis).normalize();
Vec3d vdY = ((origin2 - originY) % directionY); Vec3d vdY = ((origin2 - originY) % directionY);
double axis_hitY = (normalY | vdY); double axis_hitY = (normalY | vdY);
double orthodistanceY = fabsf( ( origin2 - originY ) | normalY); double orthodistanceY = std::abs( ( origin2 - originY ) | normalY);
// compute pseude-intersection (z axis) // compute pseude-intersection (z axis)
Vec3d normalZ = (directionZ % cylinderAxis).normalize(); Vec3d normalZ = (directionZ % cylinderAxis).normalize();
Vec3d vdZ = ((origin2 - originZ) % directionZ); Vec3d vdZ = ((origin2 - originZ) % directionZ);
double axis_hitZ = (normalZ | vdZ); double axis_hitZ = (normalZ | vdZ);
double orthodistanceZ = fabsf( ( origin2 - originZ ) | normalZ); double orthodistanceZ = std::abs( ( origin2 - originZ ) | normalZ);
if ( _updateStates == None ) if ( _updateStates == None )
return false; return false;
......
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