Revision: 18899 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=18899 Author: aligorith Date: 2009-02-10 10:18:04 +0100 (Tue, 10 Feb 2009)
Log Message: ----------- 2.5: Silencing MSVC warnings in a few files (many files still have many to clean out some other day). Modified Paths: -------------- branches/blender2.5/blender/source/blender/blenkernel/intern/object.c branches/blender2.5/blender/source/blender/blenlib/intern/arithb.c branches/blender2.5/blender/source/blender/editors/armature/editarmature.c branches/blender2.5/blender/source/blender/editors/space_outliner/outliner.c branches/blender2.5/blender/source/blender/editors/space_outliner/outliner_header.c branches/blender2.5/blender/source/blender/editors/space_time/space_time.c branches/blender2.5/blender/source/blender/editors/space_time/time_header.c branches/blender2.5/blender/source/blender/editors/space_view3d/drawarmature.c Modified: branches/blender2.5/blender/source/blender/blenkernel/intern/object.c =================================================================== --- branches/blender2.5/blender/source/blender/blenkernel/intern/object.c 2009-02-10 06:12:35 UTC (rev 18898) +++ branches/blender2.5/blender/source/blender/blenkernel/intern/object.c 2009-02-10 09:18:04 UTC (rev 18899) @@ -699,7 +699,7 @@ { Camera *cam = (Camera *)ob->data; if (ob->type != OB_CAMERA) - return 0.0; + return 0.0f; if (cam->dof_ob) { /* too simple, better to return the distance on the view axis only * return VecLenf(ob->obmat[3], cam->dof_ob->obmat[3]); */ @@ -709,7 +709,7 @@ Mat4Ortho(obmat); Mat4Invert(ob->imat, obmat); Mat4MulMat4(mat, cam->dof_ob->obmat, ob->imat); - return fabs(mat[3][2]); + return (float)fabs(mat[3][2]); } return cam->YF_dofdist; } @@ -720,26 +720,26 @@ la= alloc_libblock(&G.main->lamp, ID_LA, name); - la->r= la->g= la->b= la->k= 1.0; - la->haint= la->energy= 1.0; - la->dist= 20.0; - la->spotsize= 45.0; - la->spotblend= 0.15; - la->att2= 1.0; + la->r= la->g= la->b= la->k= 1.0f; + la->haint= la->energy= 1.0f; + la->dist= 20.0f; + la->spotsize= 45.0f; + la->spotblend= 0.15f; + la->att2= 1.0f; la->mode= LA_SHAD_BUF; la->bufsize= 512; - la->clipsta= 0.5; - la->clipend= 40.0; - la->shadspotsize= 45.0; + la->clipsta= 0.5f; + la->clipend= 40.0f; + la->shadspotsize= 45.0f; la->samp= 3; - la->bias= 1.0; - la->soft= 3.0; + la->bias= 1.0f; + la->soft= 3.0f; la->ray_samp= la->ray_sampy= la->ray_sampz= 1; - la->area_size=la->area_sizey=la->area_sizez= 1.0; + la->area_size=la->area_sizey=la->area_sizez= 1.0f; la->buffers= 1; la->buftype= LA_SHADBUF_HALFWAY; la->ray_samp_method = LA_SAMP_HALTON; - la->adapt_thresh = 0.001; + la->adapt_thresh = 0.001f; la->preview=NULL; la->falloff_type = LA_FALLOFF_INVLINEAR; la->curfalloff = curvemapping_add(1, 0.0f, 1.0f, 1.0f, 0.0f); @@ -748,12 +748,12 @@ la->spread = 1.0; la->sun_brightness = 1.0; la->sun_size = 1.0; - la->backscattered_light = 1.0; - la->atm_turbidity = 2.0; - la->atm_inscattering_factor = 1.0; - la->atm_extinction_factor = 1.0; - la->atm_distance_factor = 1.0; - la->sun_intensity = 1.0; + la->backscattered_light = 1.0f; + la->atm_turbidity = 2.0f; + la->atm_inscattering_factor = 1.0f; + la->atm_extinction_factor = 1.0f; + la->atm_distance_factor = 1.0f; + la->sun_intensity = 1.0f; la->skyblendtype= MA_RAMP_ADD; la->skyblendfac= 1.0f; la->sky_colorspace= BLI_CS_CIE; @@ -1864,7 +1864,6 @@ /* and even worse, it gives bad effects for NLA stride too (try ctime != par->ctime, with MBlur) */ pop= 0; if(no_parent_ipo==0 && stime != par->ctime) { - // only for ipo systems? pushdata(par, sizeof(Object)); pop= 1; @@ -1874,16 +1873,15 @@ } solve_parenting(scene, ob, par, ob->obmat, slowmat, 0); - + if(pop) { poplast(par); } if(ob->partype & PARSLOW) { // include framerate - - fac1= (1.0f/(1.0f+ fabs(give_timeoffset(ob)))); - if(fac1>=1.0) return; + fac1= ( 1.0f / (1.0f + (float)fabs(give_timeoffset(ob))) ); + if(fac1 >= 1.0f) return; fac2= 1.0f-fac1; fp1= ob->obmat[0]; @@ -1892,7 +1890,6 @@ fp1[0]= fac1*fp1[0] + fac2*fp2[0]; } } - } else { object_to_mat4(ob, ob->obmat); @@ -1902,7 +1899,6 @@ if(ob->track) { if( ctime != ob->track->ctime) where_is_object_time(scene, ob->track, ctime); solve_tracking (ob, ob->track->obmat); - } /* solve constraints */ @@ -2088,7 +2084,7 @@ bConstraintOb *cob; cob= constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT); - solve_constraints (&ob->constraints, cob, scene->r.cfra); + solve_constraints(&ob->constraints, cob, (float)scene->r.cfra); constraints_clear_evalob(cob); } @@ -2127,7 +2123,7 @@ BoundBox *unit_boundbox() { BoundBox *bb; - float min[3] = {-1,-1,-1}, max[3] = {-1,-1,-1}; + float min[3] = {-1.0f,-1.0f,-1.0f}, max[3] = {-1.0f,-1.0f,-1.0f}; bb= MEM_callocN(sizeof(BoundBox), "bb"); boundbox_set_from_min_max(bb, min, max); Modified: branches/blender2.5/blender/source/blender/blenlib/intern/arithb.c =================================================================== --- branches/blender2.5/blender/source/blender/blenlib/intern/arithb.c 2009-02-10 06:12:35 UTC (rev 18898) +++ branches/blender2.5/blender/source/blender/blenlib/intern/arithb.c 2009-02-10 09:18:04 UTC (rev 18899) @@ -1599,16 +1599,16 @@ cosom = quat1[0]*quat2[0] + quat1[1]*quat2[1] + quat1[2]*quat2[2] + quat1[3]*quat2[3] ; /* rotate around shortest angle */ - if ((1.0 + cosom) > 0.0001) { + if ((1.0f + cosom) > 0.0001f) { - if ((1.0 - cosom) > 0.0001) { - omega = acos(cosom); - sinom = sin(omega); - sc1 = sin((1.0 - t) * omega) / sinom; - sc2 = sin(t * omega) / sinom; + if ((1.0f - cosom) > 0.0001f) { + omega = (float)acos(cosom); + sinom = (float)sin(omega); + sc1 = (float)sin((1.0 - t) * omega) / sinom; + sc2 = (float)sin(t * omega) / sinom; } else { - sc1 = 1.0 - t; + sc1 = 1.0f - t; sc2 = t; } result[0] = sc1*quat1[0] + sc2*quat2[0]; @@ -1622,9 +1622,9 @@ result[2] = quat2[1]; result[3] = -quat2[0]; - sc1 = sin((1.0 - t)*M_PI_2); - sc2 = sin(t*M_PI_2); - + sc1 = (float)sin((1.0 - t)*M_PI_2); + sc2 = (float)sin(t*M_PI_2); + result[0] = sc1*quat1[0] + sc2*result[0]; result[1] = sc1*quat1[1] + sc2*result[1]; result[2] = sc1*quat1[2] + sc2*result[2]; @@ -1639,7 +1639,7 @@ cosom = quat1[0]*quat2[0] + quat1[1]*quat2[1] + quat1[2]*quat2[2] + quat1[3]*quat2[3] ; /* rotate around shortest angle */ - if (cosom < 0.0) { + if (cosom < 0.0f) { cosom = -cosom; quat[0]= -quat1[0]; quat[1]= -quat1[1]; @@ -1653,13 +1653,13 @@ quat[3]= quat1[3]; } - if ((1.0 - cosom) > 0.0001) { - omega = acos(cosom); - sinom = sin(omega); - sc1 = sin((1 - t) * omega) / sinom; - sc2 = sin(t * omega) / sinom; + if ((1.0f - cosom) > 0.0001f) { + omega = (float)acos(cosom); + sinom = (float)sin(omega); + sc1 = (float)sin((1 - t) * omega) / sinom; + sc2 = (float)sin(t * omega) / sinom; } else { - sc1= 1.0 - t; + sc1= 1.0f - t; sc2= t; } @@ -1775,7 +1775,7 @@ QuatCopy(q0, dq->quat); /* normalize */ - len= sqrt(QuatDot(q0, q0)); + len= (float)sqrt(QuatDot(q0, q0)); if(len != 0.0f) QuatMulf(q0, 1.0f/len); @@ -1784,9 +1784,9 @@ /* translation */ t= dq->trans; - mat[3][0]= 2.0*(-t[0]*q0[1] + t[1]*q0[0] - t[2]*q0[3] + t[3]*q0[2]); - mat[3][1]= 2.0*(-t[0]*q0[2] + t[1]*q0[3] + t[2]*q0[0] - t[3]*q0[1]); - mat[3][2]= 2.0*(-t[0]*q0[3] - t[1]*q0[2] + t[2]*q0[1] + t[3]*q0[0]); + mat[3][0]= 2.0f*(-t[0]*q0[1] + t[1]*q0[0] - t[2]*q0[3] + t[3]*q0[2]); + mat[3][1]= 2.0f*(-t[0]*q0[2] + t[1]*q0[3] + t[2]*q0[0] - t[3]*q0[1]); + mat[3][2]= 2.0f*(-t[0]*q0[3] - t[1]*q0[2] + t[2]*q0[1] + t[3]*q0[0]); /* note: this does not handle scaling */ } @@ -1815,10 +1815,10 @@ /* interpolate scale - but only if needed */ if (dq->scale_weight) { float wmat[4][4]; - + if(flipped) /* we don't want negative weights for scaling */ weight= -weight; - + Mat4CpyMat4(wmat, dq->scale); Mat4MulFloat((float*)wmat, weight); Mat4AddMat4(dqsum->scale, dqsum->scale, wmat); @@ -1835,7 +1835,7 @@ if(dq->scale_weight) { float addweight= totweight - dq->scale_weight; - + if(addweight) { dq->scale[0][0] += addweight; dq->scale[1][1] += addweight; @@ -2197,7 +2197,7 @@ void VecOrthoBasisf(float *v, float *v1, float *v2) { - float f = sqrt(v[0]*v[0] + v[1]*v[1]); + float f = (float)sqrt(v[0]*v[0] + v[1]*v[1]); if (f < 1e-35f) { // degenerate case @@ -2349,9 +2349,9 @@ void NormalShortToFloat(float *out, short *in) { - out[0] = in[0] / 32767.0; - out[1] = in[1] / 32767.0; - out[2] = in[2] / 32767.0; + out[0] = in[0] / 32767.0f; + out[1] = in[1] / 32767.0f; + out[2] = in[2] / 32767.0f; } void NormalFloatToShort(short *out, float *in) @@ -2488,15 +2488,15 @@ */ float div, labda, mu; - div= (v2[0]-v1[0])*(v4[1]-v3[1])-(v2[1]-v1[1])*(v4[0]-v3[0]); - if(div==0.0) return -1; + div= (float)((v2[0]-v1[0])*(v4[1]-v3[1])-(v2[1]-v1[1])*(v4[0]-v3[0])); + if(div==0.0f) return -1; labda= ((float)(v1[1]-v3[1])*(v4[0]-v3[0])-(v1[0]-v3[0])*(v4[1]-v3[1]))/div; mu= ((float)(v1[1]-v3[1])*(v2[0]-v1[0])-(v1[0]-v3[0])*(v2[1]-v1[1]))/div; - if(labda>=0.0 && labda<=1.0 && mu>=0.0 && mu<=1.0) { - if(labda==0.0 || labda==1.0 || mu==0.0 || mu==1.0) return 1; + if(labda>=0.0f && labda<=1.0f && mu>=0.0f && mu<=1.0f) { + if(labda==0.0f || labda==1.0f || mu==0.0f || mu==1.0f) return 1; return 2; } return 0; @@ -2655,9 +2655,9 @@ /* find best projection of face XY, XZ or YZ: barycentric weights of the 2d projected coords are the same and faster to compute */ - xn= fabs(n[0]); - yn= fabs(n[1]); - zn= fabs(n[2]); + xn= (float)fabs(n[0]); + yn= (float)fabs(n[1]); + zn= (float)fabs(n[2]); if(zn>=xn && zn>=yn) {i= 0; j= 1;} else if(yn>=xn && yn>=zn) {i= 0; j= 2;} else {i= 1; j= 2;} @@ -2889,12 +2889,12 @@ { float tempMat[3][3]; - Mat3CpyMat4 (tempMat, tmat); + Mat3CpyMat4(tempMat, tmat); Mat3Ortho(tempMat); Mat3ToEul(tempMat, eul); } -void QuatToEul( float *quat, float *eul) +void QuatToEul(float *quat, float *eul) { float mat[3][3]; @@ -2903,7 +2903,7 @@ } -void EulToQuat( float *eul, float *quat) +void EulToQuat(float *eul, float *quat) { float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss; @@ -2918,7 +2918,7 @@ quat[3] = cj*cs - sj*sc; } -void VecRotToMat3( float *vec, float phi, float mat[][3]) +void VecRotToMat3(float *vec, float phi, float mat[][3]) { /* rotation of phi radials around vec */ float vx, vx2, vy, vy2, vz, vz2, co, si; @@ -2944,7 +2944,7 @@ } -void VecRotToMat4( float *vec, float phi, float mat[][4]) +void VecRotToMat4(float *vec, float phi, float mat[][4]) { float tmat[3][3]; @@ -2953,7 +2953,7 @@ Mat4CpyMat3(mat, tmat); } -void VecRotToQuat( float *vec, float phi, float *quat) +void VecRotToQuat(float *vec, float phi, float *quat) { /* rotation of phi radials around vec */ float si; @@ -2962,7 +2962,7 @@ quat[2]= vec[1]; quat[3]= vec[2]; - if( Normalize(quat+1) == 0.0) { + if( Normalize(quat+1) == 0.0f) { QuatOne(quat); } else { @@ -2986,7 +2986,7 @@ Normalize(vec1); Normalize(vec2); - return NormalizedVecAngle2(vec1, vec2) * 180.0/M_PI; + return NormalizedVecAngle2(vec1, vec2) * (float)(180.0/M_PI); } float VecAngle3_2D(float *v1, float *v2, float *v3) @@ -3002,7 +3002,7 @@ Normalize2(vec1); Normalize2(vec2); @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs