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Use float literals where applicable (#1140)
Use float literals to perform more calculation in float instead of performing implicit conversion to double and back to float. Co-authored-by: Kacper Piwiński <kacper.piwinski@arex.pl>
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@ -154,21 +154,21 @@ public:
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{
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float angle = getAngleFromPositions(fromPos, toPos) * RAD_TO_DEC;
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if(angle >= 360 - 22.5 || angle < 0 + 22.5)
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if(angle >= 360 - 22.5f || angle < 0 + 22.5f)
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return Otc::East;
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else if(angle >= 45 - 22.5 && angle < 45 + 22.5)
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else if(angle >= 45 - 22.5f && angle < 45 + 22.5f)
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return Otc::NorthEast;
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else if(angle >= 90 - 22.5 && angle < 90 + 22.5)
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else if(angle >= 90 - 22.5f && angle < 90 + 22.5f)
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return Otc::North;
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else if(angle >= 135 - 22.5 && angle < 135 + 22.5)
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else if(angle >= 135 - 22.5f && angle < 135 + 22.5f)
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return Otc::NorthWest;
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else if(angle >= 180 - 22.5 && angle < 180 + 22.5)
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else if(angle >= 180 - 22.5f && angle < 180 + 22.5f)
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return Otc::West;
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else if(angle >= 225 - 22.5 && angle < 225 + 22.5)
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else if(angle >= 225 - 22.5f && angle < 225 + 22.5f)
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return Otc::SouthWest;
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else if(angle >= 270 - 22.5 && angle < 270 + 22.5)
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else if(angle >= 270 - 22.5f && angle < 270 + 22.5f)
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return Otc::South;
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else if(angle >= 315 - 22.5 && angle < 315 + 22.5)
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else if(angle >= 315 - 22.5f && angle < 315 + 22.5f)
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return Otc::SouthEast;
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else
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return Otc::InvalidDirection;
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@ -25,8 +25,8 @@
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#include "stdext/compiler.h"
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#define DEG_TO_RAD (acos(-1)/180.0)
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#define RAD_TO_DEC (180.0/acos(-1))
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#define DEG_TO_RAD (std::acos(-1.f)/180.f)
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#define RAD_TO_DEC (180.f/std::acos(-1.f))
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#ifndef BUILD_COMMIT
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#define BUILD_COMMIT "devel"
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@ -52,7 +52,7 @@
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namespace Fw
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{
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static const float pi = 3.14159265;
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static const float pi = 3.14159265f;
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static const float MIN_ALPHA = 0.003f;
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enum Key : unsigned char {
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KeyUnknown = 0,
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@ -77,7 +77,7 @@ void GravityAffector::load(const OTMLNodePtr& node)
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ParticleAffector::load(node);
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m_angle = 270 * DEG_TO_RAD;
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m_gravity = 9.8;
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m_gravity = 9.8f;
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for(const OTMLNodePtr& childNode : node->children()) {
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if(childNode->tag() == "angle")
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@ -132,5 +132,5 @@ void AttractionAffector::updateParticle(const ParticlePtr& particle, float elaps
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direction = PointF(-1, -1);
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PointF pVelocity = particle->getVelocity() + (d / d.length() * m_acceleration * elapsedTime) * direction;
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particle->setVelocity(pVelocity - pVelocity * m_reduction/100.0 * elapsedTime);
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particle->setVelocity(pVelocity - pVelocity * m_reduction/100.f * elapsedTime);
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}
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