/*
Calculate new velocity
*/
- if (dtime > 0.5) {
+ if (dtime > 0.5f) {
if (!time_notification_done) {
time_notification_done = true;
infostream << "collisionMoveSimple: maximum step interval exceeded,"
" lost movement details!"<<std::endl;
}
- dtime = 0.5;
+ dtime = 0.5f;
} else {
time_notification_done = false;
}
v3f newpos_f = *pos_f + *speed_f * dtime;
v3f minpos_f(
MYMIN(pos_f->X, newpos_f.X),
- MYMIN(pos_f->Y, newpos_f.Y) + 0.01 * BS, // bias rounding, player often at +/-n.5
+ MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
MYMIN(pos_f->Z, newpos_f.Z)
);
v3f maxpos_f(
if (c_env != 0) {
f32 distance = speed_f->getLength();
std::vector<DistanceSortedActiveObject> clientobjects;
- c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
+ c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
for (auto &clientobject : clientobjects) {
if (!self || (self != clientobject.obj)) {
objects.push_back((ActiveObject*) clientobject.obj);
if (s_env != NULL) {
f32 distance = speed_f->getLength();
std::vector<u16> s_objects;
- s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
+ s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
for (u16 obj_id : s_objects) {
ServerActiveObject *current = s_env->getActiveObject(obj_id);
if (!self || (self != current)) {
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
- f32 d = pos_max_d * 1.1;
+ f32 d = pos_max_d * 1.1f;
// A fairly large value in here makes moving smoother
//f32 d = 0.15*BS;
int loopcount = 0;
- while(dtime > BS * 1e-10) {
+ while(dtime > BS * 1e-10f) {
//TimeTaker tt3("collisionMoveSimple dtime loop");
ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
d));
// Get bounce multiplier
- float bounce = -(float)nearest_info.bouncy / 100.0;
+ float bounce = -(float)nearest_info.bouncy / 100.0f;
// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
}
info.new_speed = *speed_f;
- if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
+ if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
is_collision = false;
if (is_collision) {
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
}
- if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
+ if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
result.touching_ground = true;
if (box_info.is_object)
inline aabb3f getNodeBox(v3s16 p, float d)
{
return aabb3f(
- (float)p.X * d - 0.5 * d,
- (float)p.Y * d - 0.5 * d,
- (float)p.Z * d - 0.5 * d,
- (float)p.X * d + 0.5 * d,
- (float)p.Y * d + 0.5 * d,
- (float)p.Z * d + 0.5 * d
+ (float)p.X * d - 0.5f * d,
+ (float)p.Y * d - 0.5f * d,
+ (float)p.Z * d - 0.5f * d,
+ (float)p.X * d + 0.5f * d,
+ (float)p.Y * d + 0.5f * d,
+ (float)p.Z * d + 0.5f * d
);
}