Use float literals and real_t consistently around square values

This commit is contained in:
Aaron Franke
2025-08-20 03:24:55 -07:00
parent f964fa714f
commit 58ef14369d
13 changed files with 33 additions and 33 deletions
+1 -1
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@@ -96,7 +96,7 @@ Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float
Vector2 prev = Vector2(p2[lasti].x, p2[lasti].y);
for (uint64_t i = 0; i < p2.size(); i++) {
Vector2 cur = Vector2(p2[i].x, p2[i].y);
if (cur.distance_to(prev) > 0.5) {
if (cur.distance_to(prev) > 0.5f) {
outPoints.push_back(cur);
prev = cur;
}
+2 -2
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@@ -414,11 +414,11 @@ void GenericTilePolygonEditor::_grab_polygon_point(Vector2 p_pos, const Transfor
const real_t grab_threshold = EDITOR_GET("editors/polygon_editor/point_grab_radius");
r_polygon_index = -1;
r_point_index = -1;
float closest_distance = grab_threshold + 1.0;
real_t closest_distance = grab_threshold + 1.0f;
for (unsigned int i = 0; i < polygons.size(); i++) {
const Vector<Vector2> &polygon = polygons[i];
for (int j = 0; j < polygon.size(); j++) {
float distance = p_pos.distance_to(p_polygon_xform.xform(polygon[j]));
real_t distance = p_pos.distance_to(p_polygon_xform.xform(polygon[j]));
if (distance < grab_threshold && distance < closest_distance) {
r_polygon_index = i;
r_point_index = j;
+1 -1
View File
@@ -1849,7 +1849,7 @@ bool CanvasItemEditor::_gui_input_resize(const Ref<InputEvent> &p_event) {
};
DragType resize_drag = DRAG_NONE;
real_t radius = (select_handle->get_size().width / 2) * 1.5;
real_t radius = select_handle->get_size().width * (1.5f / 2.0f);
for (int i = 0; i < 4; i++) {
int prev = (i + 3) % 4;
@@ -204,9 +204,9 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
shape_A_ptr->get_supports(p_xform_A.basis.xform_inv(mnormal).normalized(), max_supports, supports_A, support_count_A, support_type_A);
// Cast a segment from each support point of A in the motion direction.
int segment_support_idx = -1;
float segment_hit_length = FLT_MAX;
Vector3 segment_hit_local;
real_t segment_hit_length = FLT_MAX;
int segment_support_idx = -1;
for (int i = 0; i < support_count_A; i++) {
supports_A[i] = p_xform_A.xform(supports_A[i]);
@@ -224,7 +224,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
Vector3 rpos, rnorm;
int fi = -1;
if (p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, fi, true)) {
float hit_length = local_from.distance_to(rpos);
real_t hit_length = local_from.distance_to(rpos);
if (hit_length < segment_hit_length) {
segment_support_idx = i;
segment_hit_length = hit_length;
+6 -6
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@@ -147,27 +147,27 @@ void MobileVRInterface::set_position_from_sensors() {
if (sensor_first) {
sensor_first = false;
} else {
acc = scrub(acc, last_accerometer_data, 2, 0.2);
magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
acc = scrub(acc, last_accerometer_data, 2, 0.2f);
magneto = scrub(magneto, last_magnetometer_data, 3, 0.3f);
};
last_accerometer_data = acc;
last_magnetometer_data = magneto;
if (grav.length() < 0.1) {
if (grav.length() < 0.1f) {
// not ideal but use our accelerometer, this will contain shaky user behavior
// maybe look into some math but I'm guessing that if this isn't available, it's because we lack the gyro sensor to actually work out
// what a stable gravity vector is
grav = acc;
if (grav.length() > 0.1) {
if (grav.length() > 0.1f) {
has_grav = true;
};
} else {
has_grav = true;
};
bool has_magneto = magneto.length() > 0.1;
if (gyro.length() > 0.1) {
bool has_magneto = magneto.length() > 0.1f;
if (gyro.length() > 0.1f) {
/* this can return to 0.0 if the user doesn't move the phone, so once on, it's on */
has_gyro = true;
};
+4 -4
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@@ -1069,14 +1069,14 @@ void CPUParticles2D::_particles_process(double p_delta) {
Vector2 pos = p.transform[2];
//apply linear acceleration
force += p.velocity.length() > 0.0 ? p.velocity.normalized() * tex_linear_accel * Math::lerp(parameters_min[PARAM_LINEAR_ACCEL], parameters_max[PARAM_LINEAR_ACCEL], rand_from_seed(_seed)) : Vector2();
force += p.velocity.length() > 0.0f ? p.velocity.normalized() * tex_linear_accel * Math::lerp(parameters_min[PARAM_LINEAR_ACCEL], parameters_max[PARAM_LINEAR_ACCEL], rand_from_seed(_seed)) : Vector2();
//apply radial acceleration
Vector2 org = emission_xform[2];
Vector2 diff = pos - org;
force += diff.length() > 0.0 ? diff.normalized() * (tex_radial_accel)*Math::lerp(parameters_min[PARAM_RADIAL_ACCEL], parameters_max[PARAM_RADIAL_ACCEL], rand_from_seed(_seed)) : Vector2();
force += diff.length() > 0.0f ? diff.normalized() * (tex_radial_accel)*Math::lerp(parameters_min[PARAM_RADIAL_ACCEL], parameters_max[PARAM_RADIAL_ACCEL], rand_from_seed(_seed)) : Vector2();
//apply tangential acceleration;
Vector2 yx = Vector2(diff.y, diff.x);
force += yx.length() > 0.0 ? (yx * Vector2(-1.0, 1.0)).normalized() * (tex_tangential_accel * Math::lerp(parameters_min[PARAM_TANGENTIAL_ACCEL], parameters_max[PARAM_TANGENTIAL_ACCEL], rand_from_seed(_seed))) : Vector2();
force += yx.length() > 0.0f ? (yx * Vector2(-1.0f, 1.0f)).normalized() * (tex_tangential_accel * Math::lerp(parameters_min[PARAM_TANGENTIAL_ACCEL], parameters_max[PARAM_TANGENTIAL_ACCEL], rand_from_seed(_seed))) : Vector2();
//apply attractor forces
p.velocity += force * local_delta;
//orbit velocity
@@ -1165,7 +1165,7 @@ void CPUParticles2D::_particles_process(double p_delta) {
p.color *= p.base_color * p.start_color_rand;
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
if (p.velocity.length() > 0.0f) {
p.transform.columns[1] = p.velocity;
}
+2 -2
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@@ -156,7 +156,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01f) {
apply_ceiling_velocity = true;
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
@@ -166,7 +166,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
}
}
if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01f) {
Transform2D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
gt.columns[2] -= result.travel;
+7 -7
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@@ -900,7 +900,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
// rotate spread to direction
Vector3 binormal = Vector3(0.0, 1.0, 0.0).cross(direction_nrm);
if (binormal.length_squared() < 0.00000001) {
if (binormal.length_squared() < 0.00000001f) {
// direction is parallel to Y. Choose Z as the binormal.
binormal = Vector3(0.0, 0.0, 1.0);
}
@@ -1084,19 +1084,19 @@ void CPUParticles3D::_particles_process(double p_delta) {
position.z = 0.0;
}
//apply linear acceleration
force += p.velocity.length() > 0.0 ? p.velocity.normalized() * tex_linear_accel * Math::lerp(parameters_min[PARAM_LINEAR_ACCEL], parameters_max[PARAM_LINEAR_ACCEL], rand_from_seed(alt_seed)) : Vector3();
force += p.velocity.length() > 0.0f ? p.velocity.normalized() * tex_linear_accel * Math::lerp(parameters_min[PARAM_LINEAR_ACCEL], parameters_max[PARAM_LINEAR_ACCEL], rand_from_seed(alt_seed)) : Vector3();
//apply radial acceleration
Vector3 org = emission_xform.origin;
Vector3 diff = position - org;
force += diff.length() > 0.0 ? diff.normalized() * (tex_radial_accel)*Math::lerp(parameters_min[PARAM_RADIAL_ACCEL], parameters_max[PARAM_RADIAL_ACCEL], rand_from_seed(alt_seed)) : Vector3();
force += diff.length() > 0.0f ? diff.normalized() * (tex_radial_accel)*Math::lerp(parameters_min[PARAM_RADIAL_ACCEL], parameters_max[PARAM_RADIAL_ACCEL], rand_from_seed(alt_seed)) : Vector3();
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
Vector2 yx = Vector2(diff.y, diff.x);
Vector2 yx2 = (yx * Vector2(-1.0, 1.0)).normalized();
force += yx.length() > 0.0 ? Vector3(yx2.x, yx2.y, 0.0) * (tex_tangential_accel * Math::lerp(parameters_min[PARAM_TANGENTIAL_ACCEL], parameters_max[PARAM_TANGENTIAL_ACCEL], rand_from_seed(alt_seed))) : Vector3();
force += yx.length() > 0.0f ? Vector3(yx2.x, yx2.y, 0.0f) * (tex_tangential_accel * Math::lerp(parameters_min[PARAM_TANGENTIAL_ACCEL], parameters_max[PARAM_TANGENTIAL_ACCEL], rand_from_seed(alt_seed))) : Vector3();
} else {
Vector3 crossDiff = diff.normalized().cross(gravity.normalized());
force += crossDiff.length() > 0.0 ? crossDiff.normalized() * (tex_tangential_accel * Math::lerp(parameters_min[PARAM_TANGENTIAL_ACCEL], parameters_max[PARAM_TANGENTIAL_ACCEL], rand_from_seed(alt_seed))) : Vector3();
force += crossDiff.length() > 0.0f ? crossDiff.normalized() * (tex_tangential_accel * Math::lerp(parameters_min[PARAM_TANGENTIAL_ACCEL], parameters_max[PARAM_TANGENTIAL_ACCEL], rand_from_seed(alt_seed))) : Vector3();
}
//apply attractor forces
p.velocity += force * local_delta;
@@ -1196,7 +1196,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
if (p.velocity.length() > 0.0f) {
p.transform.basis.set_column(1, p.velocity.normalized());
} else {
p.transform.basis.set_column(1, p.transform.basis.get_column(1));
@@ -1213,7 +1213,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
} else {
//orient particle Y towards velocity
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
if (p.velocity.length() > 0.0f) {
p.transform.basis.set_column(1, p.velocity.normalized());
} else {
p.transform.basis.set_column(1, p.transform.basis.get_column(1).normalized());
+1 -1
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@@ -330,7 +330,7 @@ void GPUParticlesCollisionSDF3D::_find_closest_distance(const Vector3 &p_pos, co
bool pass = true;
if (!p_bvh[p_bvh_cell].bounds.has_point(p_pos)) {
//outside, find closest point
Vector3 he = p_bvh[p_bvh_cell].bounds.size * 0.5;
Vector3 he = p_bvh[p_bvh_cell].bounds.size * 0.5f;
Vector3 center = p_bvh[p_bvh_cell].bounds.position + he;
Vector3 rel = (p_pos - center).abs();
+3 -3
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@@ -183,7 +183,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01f) {
apply_ceiling_velocity = true;
Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
@@ -193,7 +193,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
}
}
if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01f) {
Transform3D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
gt.origin -= result.travel;
@@ -232,7 +232,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Cancel the motion.
Transform3D gt = get_global_transform();
real_t travel_total = result.travel.length();
real_t cancel_dist_max = MIN(0.1, margin * 20);
real_t cancel_dist_max = MIN(0.1f, margin * 20.0f);
if (travel_total <= margin + CMP_EPSILON) {
gt.origin -= result.travel;
result.travel = Vector3(); // Cancel for constant speed computation.
+1 -1
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@@ -614,7 +614,7 @@ void Voxelizer::_fixup_plot(int p_idx, int p_level) {
bake_cells.write[p_idx].normal[2] /= alpha;
Vector3 n(bake_cells[p_idx].normal[0], bake_cells[p_idx].normal[1], bake_cells[p_idx].normal[2]);
if (n.length() < 0.01) {
if (n.length() < 0.01f) {
//too much fight over normal, zero it
bake_cells.write[p_idx].normal[0] = 0;
bake_cells.write[p_idx].normal[1] = 0;
+1 -1
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@@ -745,7 +745,7 @@ void ColorPickerShapeWheel::_wheel_input(const Ref<InputEvent> &p_event) {
if (is_click && !spinning) {
real_t dist = center.distance_to(event_position);
if (dist >= center.x * WHEEL_RADIUS * 2.0 && dist <= center.x) {
if (dist >= center.x * (WHEEL_RADIUS * 2.0f) && dist <= center.x) {
spinning = true;
if (!wheel_focused) {
cursor_editing = true;
+1 -1
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@@ -2056,7 +2056,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
Viewport *section_root = get_section_root_viewport();
if (!gui.drag_attempted && gui.mouse_focus && section_root && !section_root->gui.global_dragging && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
gui.drag_accum += mm->get_relative();
float len = gui.drag_accum.length();
real_t len = gui.drag_accum.length();
if (len > gui.drag_threshold) {
{ // Attempt grab, try parent controls too.
CanvasItem *ci = gui.mouse_focus;