Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx

This commit is contained in:
cpusci 2013-08-04 16:58:59 -05:00
parent 4c35fd37af
commit 7a8f46b19f
36 changed files with 75 additions and 75 deletions

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@ -1546,7 +1546,7 @@ void Camera::_validateEyePoint(F32 pos, MatrixF *mat)
float dot = mDot(dir, collision.normal);
if (dot > 0.01f)
{
float colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
F32 colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
if (colDist > pos)
colDist = pos;
if (colDist < 0.0f)

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@ -66,11 +66,11 @@ ConsoleDocClass( ParticleData,
"@see ParticleEmitterNode\n"
);
static const float sgDefaultWindCoefficient = 0.0f;
static const float sgDefaultConstantAcceleration = 0.f;
static const float sgDefaultSpinSpeed = 1.f;
static const float sgDefaultSpinRandomMin = 0.f;
static const float sgDefaultSpinRandomMax = 0.f;
static const F32 sgDefaultWindCoefficient = 0.0f;
static const F32 sgDefaultConstantAcceleration = 0.f;
static const F32 sgDefaultSpinSpeed = 1.f;
static const F32 sgDefaultSpinRandomMin = 0.f;
static const F32 sgDefaultSpinRandomMax = 0.f;
//-----------------------------------------------------------------------------

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@ -100,9 +100,9 @@ ConsoleDocClass( ParticleEmitterData,
"@see ParticleEmitterNode\n"
);
static const float sgDefaultEjectionOffset = 0.f;
static const float sgDefaultPhiReferenceVel = 0.f;
static const float sgDefaultPhiVariance = 360.f;
static const F32 sgDefaultEjectionOffset = 0.f;
static const F32 sgDefaultPhiReferenceVel = 0.f;
static const F32 sgDefaultPhiVariance = 360.f;
//-----------------------------------------------------------------------------
// ParticleEmitterData

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@ -215,9 +215,9 @@ public:
void updateSound();
virtual bool calculateImpact( float simTime,
virtual bool calculateImpact( F32 simTime,
Point3F &pointOfImpact,
float &impactTime );
F32 &impactTime );
void setInitialPosition( const Point3F& pos );
void setInitialVelocity( const Point3F& vel );

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@ -3061,7 +3061,7 @@ TICKAGAIN:
if (image.spinThread[i])
{
float timeScale;
F32 timeScale;
switch (stateData.spin)
{

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@ -24,7 +24,7 @@
#include "core/util/tSignal.h"
void SignalBase::DelegateLink::insert(DelegateLink* node, float order)
void SignalBase::DelegateLink::insert(DelegateLink* node, F32 order)
{
// Note: can only legitimately be called on list head
DelegateLink * walk = next;

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@ -163,7 +163,7 @@ void WaterPlane::unpackUpdate(NetConnection* con, BitStream* stream)
if( stream->readFlag() ) // UpdateMask
{
float posZ;
F32 posZ;
stream->read( &posZ );
Point3F newPos = getPosition();
newPos.z = posZ;

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@ -650,7 +650,7 @@ void ForestBrushTool::_collectElements()
}
}
bool ForestBrushTool::getGroundAt( const Point3F &worldPt, float *zValueOut, VectorF *normalOut )
bool ForestBrushTool::getGroundAt( const Point3F &worldPt, F32 *zValueOut, VectorF *normalOut )
{
const U32 mask = TerrainObjectType | StaticShapeObjectType;

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@ -82,7 +82,7 @@ public:
void setPressure( F32 val );
void setHardness( F32 val );
void collectElements() { _collectElements(); }
bool getGroundAt( const Point3F &worldPt, float *zValueOut, VectorF *normalOut );
bool getGroundAt( const Point3F &worldPt, F32 *zValueOut, VectorF *normalOut );
protected:

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@ -1260,7 +1260,7 @@ DefineEngineFunction( getPixelShaderVersion, F32, (),,
return GFX->getPixelShaderVersion();
}
DefineEngineFunction( setPixelShaderVersion, void, ( float version ),,
DefineEngineFunction( setPixelShaderVersion, void, ( F32 version ),,
"@brief Sets the pixel shader version for the active device.\n"
"This can be used to force a lower pixel shader version than is supported by "
"the device for testing or performance optimization.\n"

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@ -378,7 +378,7 @@ F32 score(const VertData &vertexData)
AssertFatal(vertexData.cachePosition < MaxSizeVertexCache, "Out of range cache position for vertex");
// Points for being high in the cache.
const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
const F32 Scaler = 1.0f / (MaxSizeVertexCache - 3);
Score = 1.0f - (vertexData.cachePosition - 3) * Scaler;
Score = mPow(Score, FindVertexScore::CacheDecayPower);
}
@ -387,7 +387,7 @@ F32 score(const VertData &vertexData)
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
F32 ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
Score += FindVertexScore::ValenceBoostScale * ValenceBoost;
return Score;

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@ -539,7 +539,7 @@ DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiTSCtrl, calculateViewDistance, float, ( float radius ),,
DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
"Given the camera's current FOV, get the distance from the camera's viewpoint at which the given radius will fit in the render area.\n"
"@param radius Radius in world-space units which should fit in the view.\n"
"@return The distance from the viewpoint at which the given radius would be fully visible." )

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@ -178,8 +178,8 @@ void GuiBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
GFXTextureObject* texture = mTextureObject;
RectI srcRegion;
RectI dstRegion;
float xdone = ((float)getExtent().x/(float)texture->mBitmapSize.x)+1;
float ydone = ((float)getExtent().y/(float)texture->mBitmapSize.y)+1;
F32 xdone = ((F32)getExtent().x/(F32)texture->mBitmapSize.x)+1;
F32 ydone = ((F32)getExtent().y/(F32)texture->mBitmapSize.y)+1;
S32 xshift = mStartPoint.x%texture->mBitmapSize.x;
S32 yshift = mStartPoint.y%texture->mBitmapSize.y;

View file

@ -274,7 +274,7 @@ void GuiGraphCtrl::addDatum(S32 plotID, F32 v)
//-----------------------------------------------------------------------------
float GuiGraphCtrl::getDatum( S32 plotID, S32 sample)
F32 GuiGraphCtrl::getDatum( S32 plotID, S32 sample)
{
AssertFatal(plotID > -1 && plotID < MaxPlots, "Invalid plot specified!");
AssertFatal(sample > -1 && sample < MaxDataPoints, "Invalid sample specified!");

View file

@ -123,8 +123,8 @@ public:
GFXTextureObject* texture = mTextureObject;
RectI srcRegion;
RectI dstRegion;
float xdone = ((float)getExtent().x/(float)texture->mBitmapSize.x)+1;
float ydone = ((float)getExtent().y/(float)texture->mBitmapSize.y)+1;
F32 xdone = ((F32)getExtent().x/(F32)texture->mBitmapSize.x)+1;
F32 ydone = ((F32)getExtent().y/(F32)texture->mBitmapSize.y)+1;
S32 xshift = mStartPoint.x%texture->mBitmapSize.x;
S32 yshift = mStartPoint.y%texture->mBitmapSize.y;

View file

@ -53,8 +53,8 @@ SimObjectPtr<RenderPassManager> ProjectedShadow::smRenderPass = NULL;
SimObjectPtr<PostEffect> ProjectedShadow::smShadowFilter = NULL;
F32 ProjectedShadow::smDepthAdjust = 10.0f;
float ProjectedShadow::smFadeStartPixelSize = 200.0f;
float ProjectedShadow::smFadeEndPixelSize = 35.0f;
F32 ProjectedShadow::smFadeStartPixelSize = 200.0f;
F32 ProjectedShadow::smFadeEndPixelSize = 35.0f;
GFX_ImplementTextureProfile( BLProjectedShadowProfile,

View file

@ -109,8 +109,8 @@ protected:
public:
/// @see DecalData
static float smFadeStartPixelSize;
static float smFadeEndPixelSize;
static F32 smFadeStartPixelSize;
static F32 smFadeEndPixelSize;
ProjectedShadow( SceneObject *object );
virtual ~ProjectedShadow();

View file

@ -284,7 +284,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
{
PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
const float shaderVersion = GFX->getPixelShaderVersion();
const F32 shaderVersion = GFX->getPixelShaderVersion();
AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
bool lastStage = stageNum == (mMaxStages-1);

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@ -38,9 +38,9 @@
/// because we get a much better speed gain if we can assume the data is aligned.
void vec_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result)
{
vector float A[4][1];
vector float B[4][1];
vector float C[4][1];
vector F32 A[4][1];
vector F32 B[4][1];
vector F32 C[4][1];
/// If the incoming pointers are not 16-byte aligned, we have to load & store the slow way.
if((int)matA & 0xF || (int)matB & 0xF || (int)result & 0xF)

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@ -442,7 +442,7 @@ inline bool mIsNaN_F( const F32 x )
inline bool mIsInf_F( const F32 x )
{
return ( x == std::numeric_limits< float >::infinity() );
return ( x == std::numeric_limits< F32 >::infinity() );
}
inline F32 mSign( const F32 n )

View file

@ -262,12 +262,12 @@ QuatF & QuatF::interpolate( const QuatF & q1, const QuatF & q2, F32 t )
//-----------------------------------
// calculate interpolating coeffs:
double scale1, scale2;
F64 scale1, scale2;
if ( (1.0 - cosOmega) > 0.00001 )
{
// standard case
double omega = mAcos(cosOmega);
double sinOmega = mSin(omega);
F64 omega = mAcos(cosOmega);
F64 sinOmega = mSin(omega);
scale1 = mSin((1.0 - t) * omega) / sinOmega;
scale2 = sign2 * mSin(t * omega) / sinOmega;
}

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@ -500,7 +500,7 @@ void InputEventManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEve
newEvent.postToSignal(Input::smInputEvent);
}
void InputEventManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue)
void InputEventManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue)
{
InputEventInfo newEvent;

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@ -496,7 +496,7 @@ public:
void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, S32 iValue);
/// Build an input event based on a single fValue
void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue);
void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue);
/// Build an input event based on a Point3F
void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, Point3F& pValue);

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@ -212,7 +212,7 @@ namespace Platform
void debugBreak();
// Random
float getRandom();
F32 getRandom();
// Window state
void setWindowLocked(bool locked);

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@ -218,13 +218,13 @@ inline S8 getMin(S8 a, S8 b)
}
/// Returns the lesser of the two parameters: a & b.
inline float getMin(float a, float b)
inline F32 getMin(F32 a, F32 b)
{
return a>b ? b : a;
}
/// Returns the lesser of the two parameters: a & b.
inline double getMin(double a, double b)
inline F64 getMin(F64 a, F64 b)
{
return a>b ? b : a;
}
@ -266,13 +266,13 @@ inline S8 getMax(S8 a, S8 b)
}
/// Returns the greater of the two parameters: a & b.
inline float getMax(float a, float b)
inline F32 getMax(F32 a, F32 b)
{
return a>b ? a : b;
}
/// Returns the greater of the two parameters: a & b.
inline double getMax(double a, double b)
inline F64 getMax(F64 a, F64 b)
{
return a>b ? a : b;
}

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@ -896,8 +896,8 @@ bool DInputDevice::buildEvent( DWORD offset, S32 newData, S32 oldData )
// Scale to the range -1.0 to 1.0:
if ( objInfo.mMin != DIPROPRANGE_NOMIN && objInfo.mMax != DIPROPRANGE_NOMAX )
{
float range = float( objInfo.mMax - objInfo.mMin );
newEvent.fValue = float( ( 2 * newData ) - objInfo.mMax - objInfo.mMin ) / range;
F32 range = F32( objInfo.mMax - objInfo.mMin );
newEvent.fValue = F32( ( 2 * newData ) - objInfo.mMax - objInfo.mMin ) / range;
}
else
newEvent.fValue = (F32)newData;
@ -1041,7 +1041,7 @@ bool DInputDevice::buildEvent( DWORD offset, S32 newData, S32 oldData )
return true;
}
void DInputDevice::rumble(float x, float y)
void DInputDevice::rumble(F32 x, F32 y)
{
LONG rglDirection[2] = { 0, 0 };
DICONSTANTFORCE cf = { 0 };

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@ -117,7 +117,7 @@ class DInputDevice : public InputDevice
const char* getProductName();
// Constant Effect Force Feedback
void rumble( float x, float y );
void rumble( F32 x, F32 y );
// Console interface functions:
const char* getJoystickAxesString();

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@ -511,7 +511,7 @@ void DInputManager::deactivateXInput()
}
//------------------------------------------------------------------------------
bool DInputManager::rumble( const char *pDeviceName, float x, float y )
bool DInputManager::rumble( const char *pDeviceName, F32 x, F32 y )
{
// Determine the device
U32 deviceType;
@ -566,7 +566,7 @@ bool DInputManager::rumble( const char *pDeviceName, float x, float y )
}
}
void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue )
void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue )
{
InputEventInfo newEvent;
@ -597,7 +597,7 @@ inline void DInputManager::fireXInputConnectEvent( S32 controllerID, bool condit
}
}
inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, float fValue )
inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue )
{
if ( mXInputStateReset || condition )
{

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@ -85,9 +85,9 @@ class DInputManager : public InputManager
void unacquire( U8 deviceType, U8 deviceID );
// XInput worker functions
void buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue );
void buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue );
void fireXInputConnectEvent( S32 controllerID, bool condition, bool connected );
void fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, float fValue );
void fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue );
void fireXInputButtonEvent( S32 controllerID, bool forceFire, S32 button, InputObjectInstances objInst );
void processXInput();
@ -126,7 +126,7 @@ class DInputManager : public InputManager
// Console interface:
const char* getJoystickAxesString( U32 deviceID );
bool rumble( const char *pDeviceName, float x, float y );
bool rumble( const char *pDeviceName, F32 x, F32 y );
};
#endif // _H_WINDIRECTINPUT_

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@ -682,7 +682,7 @@ MatrixF PlaneReflector::getCameraReflection( MatrixF &camTrans )
return newTrans;
}
inline float sgn(float a)
inline F32 sgn(F32 a)
{
if (a > 0.0F) return (1.0F);
if (a < 0.0F) return (-1.0F);

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@ -278,9 +278,9 @@ void AnimData::parseTargetString(const char* target, S32 fullCount, const char*
/// Solve the cubic spline B(s) = param for s
F32 AnimData::invertParamCubic(F32 param, F32 x0, F32 x1, F32 x2, F32 x3) const
{
const double INVERTPARAMCUBIC_TOL = 1.0e-09;
const double INVERTPARAMCUBIC_SMALLERTOL = 1.0e-20;
const double INVERTPARAMCUBIC_MAXIT = 100;
const F64 INVERTPARAMCUBIC_TOL = 1.0e-09;
const F64 INVERTPARAMCUBIC_SMALLERTOL = 1.0e-20;
const F64 INVERTPARAMCUBIC_MAXIT = 100;
// check input value for outside range
if ((param - x0) < INVERTPARAMCUBIC_SMALLERTOL)
@ -295,12 +295,12 @@ F32 AnimData::invertParamCubic(F32 param, F32 x0, F32 x1, F32 x2, F32 x3) const
F32 v = 1.0f;
while (iterations < INVERTPARAMCUBIC_MAXIT) {
double a = (x0 + x1)*0.5f;
double b = (x1 + x2)*0.5f;
double c = (x2 + x3)*0.5f;
double d = (a + b)*0.5f;
double e = (b + c)*0.5f;
double f = (d + e)*0.5f;
F64 a = (x0 + x1)*0.5f;
F64 b = (x1 + x2)*0.5f;
F64 c = (x2 + x3)*0.5f;
F64 d = (a + b)*0.5f;
F64 e = (b + c)*0.5f;
F64 f = (d + e)*0.5f;
if (mFabs(f - param) < INVERTPARAMCUBIC_TOL)
break;

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@ -671,7 +671,7 @@ template<> inline const domListOfUInts *ColladaPrimitive<domPolylist>::getTriang
template<typename T> inline T convert(const char* value) { return value; }
template<> inline bool convert(const char* value) { return dAtob(value); }
template<> inline S32 convert(const char* value) { return dAtoi(value); }
template<> inline double convert(const char* value) { return dAtof(value); }
template<> inline F64 convert(const char* value) { return dAtof(value); }
template<> inline F32 convert(const char* value) { return convert<double>(value); }
//-----------------------------------------------------------------------------

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@ -32,9 +32,9 @@
const F32 TSShapeLoader::DefaultTime = -1.0f;
const double TSShapeLoader::MinFrameRate = 15.0f;
const double TSShapeLoader::MaxFrameRate = 60.0f;
const double TSShapeLoader::AppGroundFrameRate = 10.0f;
const F64 TSShapeLoader::MinFrameRate = 15.0f;
const F64 TSShapeLoader::MaxFrameRate = 60.0f;
const F64 TSShapeLoader::AppGroundFrameRate = 10.0f;
Torque::Path TSShapeLoader::shapePath;
//------------------------------------------------------------------------------

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@ -82,9 +82,9 @@ protected:
public:
static const F32 DefaultTime;
static const double MinFrameRate;
static const double MaxFrameRate;
static const double AppGroundFrameRate;
static const F64 MinFrameRate;
static const F64 MaxFrameRate;
static const F64 AppGroundFrameRate;
protected:
// Variables used during loading that must be held until the shape is deleted

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@ -62,12 +62,12 @@ GFXDeclareVertexFormat( ImposterState )
/// .xyz = imposter center
/// .w = billboard corner... damn SM 2.0
Point3F center;
float corner;
F32 corner;
/// .x = scaled half size
/// .y = alpha fade out
float halfSize;
float alpha;
F32 halfSize;
F32 alpha;
/// The rotation encoded as the up
/// and right vectors... cross FTW.

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@ -46,7 +46,7 @@ void FPSTracker::reset()
void FPSTracker::update()
{
const float alpha = 0.07f;
const F32 alpha = 0.07f;
F32 realSeconds = (F32)Platform::getRealMilliseconds()/1000.0f;
F32 virtualSeconds = (F32)Platform::getVirtualMilliseconds()/1000.0f;