forked from bartvdbraak/blender
code cleanup: double promotion warnings
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1a5998bc4e
commit
e86e5074f6
@ -369,12 +369,12 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec)
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/* setup vars used on raycast */
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for (i = 0; i < 3; i++) {
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isec->idot_axis[i] = 1.0f / isec->dir[i];
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isec->idot_axis[i] = 1.0f / isec->dir[i];
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isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0 ? 1 : 0;
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isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
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isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
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isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
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isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
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isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
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}
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@ -130,10 +130,10 @@ unsigned int* KX_BlenderMaterial::GetMCol(void) const
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void KX_BlenderMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
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{
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if (mMaterial) {
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*rgba++ = (unsigned char) (mMaterial->matcolor[0]*255.0);
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*rgba++ = (unsigned char) (mMaterial->matcolor[1]*255.0);
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*rgba++ = (unsigned char) (mMaterial->matcolor[2]*255.0);
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*rgba++ = (unsigned char) (mMaterial->matcolor[3]*255.0);
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*rgba++ = (unsigned char)(mMaterial->matcolor[0] * 255.0f);
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*rgba++ = (unsigned char)(mMaterial->matcolor[1] * 255.0f);
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*rgba++ = (unsigned char)(mMaterial->matcolor[2] * 255.0f);
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*rgba++ = (unsigned char)(mMaterial->matcolor[3] * 255.0f);
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} else
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RAS_IPolyMaterial::GetMaterialRGBAColor(rgba);
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}
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@ -748,10 +748,10 @@ void KX_Dome::CreateMeshDome250(void)
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* Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
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* Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
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*/
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verts_height = tan((rad_ang/2) - (MT_PI/2))*M_SQRT2;
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verts_height = tanf((rad_ang / 2.0f) - (float)(MT_PI / 2.0)) * (float)M_SQRT2;
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uv_height = uv_ratio * ((verts_height/2) + 0.5);
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uv_base = uv_ratio * (1.0 - ((verts_height/2) + 0.5));
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uv_height = uv_ratio * ( (verts_height / 2.0f) + 0.5f);
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uv_base = uv_ratio * (1.0 - ((verts_height / 2.0f) + 0.5f));
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//creating faces for the env mapcube 180deg Dome
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// Front Face - 2 triangles
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@ -1325,7 +1325,7 @@ void KX_Dome::FlattenDome(MT_Vector3 verts[3])
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for (int i=0;i<3;i++) {
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r = atan2(sqrt(verts[i][0]*verts[i][0] + verts[i][2]*verts[i][2]), verts[i][1]);
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r /= m_radangle/2;
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r /= (double)this->m_radangle / 2.0;
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phi = atan2(verts[i][2], verts[i][0]);
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@ -1818,13 +1818,13 @@ void KX_Dome::DrawDomeFisheye(void)
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else if (m_mode == DOME_TRUNCATED_FRONT)
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{
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ortho_width = 1.0;
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ortho_height = 2 * ((float)can_height / can_width) - 1.0;
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ortho_height = 2.0f * ((float)can_height / can_width) - 1.0f;
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glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_width, -20.0, 10.0);
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}
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else { //m_mode == DOME_TRUNCATED_REAR
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ortho_width = 1.0;
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ortho_height = 2 * ((float)can_height / can_width) - 1.0;
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ortho_height = 2.0f * ((float)can_height / can_width) - 1.0f;
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glOrtho((-ortho_width), ortho_width, (-ortho_width), ortho_height, -20.0, 10.0);
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}
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@ -1905,8 +1905,8 @@ void KX_Dome::DrawPanorama(void)
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ortho_height = (float)can_height/can_width;
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}
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else {
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ortho_width = (float)can_width/can_height * 0.5;
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ortho_height = 0.5;
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ortho_width = (float)can_width / can_height * 0.5f;
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ortho_height = 0.5f;
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}
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glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
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@ -261,12 +261,12 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCom
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// Make sure the objects have some scale
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MT_Vector3 scale1 = NodeGetWorldScaling();
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MT_Vector3 scale2 = obj->NodeGetWorldScaling();
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if (fabs(scale2[0]) < FLT_EPSILON ||
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fabs(scale2[1]) < FLT_EPSILON ||
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fabs(scale2[2]) < FLT_EPSILON ||
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fabs(scale1[0]) < FLT_EPSILON ||
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fabs(scale1[1]) < FLT_EPSILON ||
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fabs(scale1[2]) < FLT_EPSILON) { return; }
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if (fabs(scale2[0]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale2[1]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale2[2]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale1[0]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale1[1]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale1[2]) < (MT_Scalar)FLT_EPSILON) { return; }
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// Remove us from our old parent and set our new parent
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RemoveParent(scene);
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@ -931,7 +931,7 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
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return;
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}
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if (fac<=0.0) {
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if (fac <= 0.0f) {
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return;
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}
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@ -944,10 +944,10 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
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ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
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if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector parallel to the pivot?
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ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
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if (fac == 1.0) {
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if (fac == 1.0f) {
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x = vect;
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} else {
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x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
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x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1.0f - fac));
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len = x.length();
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if (MT_fuzzyZero(len)) x = vect;
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else x /= len;
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@ -959,10 +959,10 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
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ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
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if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
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ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
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if (fac == 1.0) {
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if (fac == 1.0f) {
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y = vect;
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} else {
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y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
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y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1.0f - fac));
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len = y.length();
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if (MT_fuzzyZero(len)) y = vect;
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else y /= len;
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@ -974,10 +974,10 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
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ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
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if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
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ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
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if (fac == 1.0) {
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if (fac == 1.0f) {
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z = vect;
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} else {
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z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
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z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1.0f - fac));
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len = z.length();
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if (MT_fuzzyZero(len)) z = vect;
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else z /= len;
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@ -1162,9 +1162,9 @@ void KX_GameObject::NodeSetWorldScale(const MT_Vector3& scale)
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{
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// Make sure the objects have some scale
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MT_Vector3 p_scale = parent->GetWorldScaling();
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if (fabs(p_scale[0]) < FLT_EPSILON ||
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fabs(p_scale[1]) < FLT_EPSILON ||
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fabs(p_scale[2]) < FLT_EPSILON)
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if (fabs(p_scale[0]) < (MT_Scalar)FLT_EPSILON ||
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fabs(p_scale[1]) < (MT_Scalar)FLT_EPSILON ||
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fabs(p_scale[2]) < (MT_Scalar)FLT_EPSILON)
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{
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return;
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}
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@ -1190,9 +1190,9 @@ void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
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{
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// Make sure the objects have some scale
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MT_Vector3 scale = parent->GetWorldScaling();
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if (fabs(scale[0]) < FLT_EPSILON ||
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fabs(scale[1]) < FLT_EPSILON ||
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fabs(scale[2]) < FLT_EPSILON)
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if (fabs(scale[0]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale[1]) < (MT_Scalar)FLT_EPSILON ||
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fabs(scale[2]) < (MT_Scalar)FLT_EPSILON)
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{
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return;
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}
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@ -1940,7 +1940,7 @@ PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF
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{
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KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
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KX_IPhysicsController *spc = self->GetPhysicsController();
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return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
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return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0);
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}
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int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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@ -1948,7 +1948,7 @@ int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrd
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KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
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KX_IPhysicsController *spc = self->GetPhysicsController();
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MT_Scalar val = PyFloat_AsDouble(value);
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if (val < 0.0f) { /* also accounts for non float */
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if (val < 0.0) { /* also accounts for non float */
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PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
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return PY_SET_ATTR_FAIL;
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}
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@ -1971,7 +1971,7 @@ int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF
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KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
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KX_IPhysicsController *spc = self->GetPhysicsController();
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MT_Scalar val = PyFloat_AsDouble(value);
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if (val < 0.0f) { /* also accounts for non float */
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if (val < 0.0) { /* also accounts for non float */
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PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
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return PY_SET_ATTR_FAIL;
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}
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@ -1994,7 +1994,7 @@ int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF
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KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
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KX_IPhysicsController *spc = self->GetPhysicsController();
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MT_Scalar val = PyFloat_AsDouble(value);
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if (val < 0.0f) { /* also accounts for non float */
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if (val < 0.0) { /* also accounts for non float */
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PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
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return PY_SET_ATTR_FAIL;
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}
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@ -2360,8 +2360,8 @@ int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF
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KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
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if (self->GetSGNode()) {
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MT_Scalar val = PyFloat_AsDouble(value);
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SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
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if (val < 0.0f) { /* also accounts for non float */
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SG_Node *sg_parent= self->GetSGNode()->GetSGParent();
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if (val < 0.0) { /* also accounts for non float */
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PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
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return PY_SET_ATTR_FAIL;
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}
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@ -2644,7 +2644,7 @@ PyObject* KX_GameObject::PyGetReactionForce()
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return PyObjectFrom(dummy_point);
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*/
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return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
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return Py_BuildValue("fff", 0.0, 0.0, 0.0);
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}
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@ -2761,18 +2761,18 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
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{
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PyObject* pyvect;
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int axis = 2; //z axis is the default
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float fac = 1.0;
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float fac = 1.0f;
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if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
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{
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MT_Vector3 vect;
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if (PyVecTo(pyvect, vect))
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{
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if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
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if (fac> 1.0) fac= 1.0;
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AlignAxisToVect(vect,axis,fac);
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NodeUpdateGS(0.f);
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if (PyVecTo(pyvect, vect)) {
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if (fac > 0.0f) {
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if (fac> 1.0f) fac = 1.0f;
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AlignAxisToVect(vect, axis, fac);
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NodeUpdateGS(0.f);
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}
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Py_RETURN_NONE;
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}
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}
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