Solve all 'fractals' warnings in VS2017/Win32 for issue #109.

This commit is contained in:
Greg Ercolano
2021-02-15 15:56:47 -08:00
parent a723c0e889
commit bef661607b
+50 -49
View File
@@ -39,18 +39,18 @@
/***************************************************************/ /***************************************************************/
/* Initial polar movement settings */ /* Initial polar movement settings */
#define INIT_POLAR_AZ 0.0 #define INIT_POLAR_AZ 0.0f
#define INIT_POLAR_EL 30.0 #define INIT_POLAR_EL 30.0f
#define INIT_DIST 4.0 #define INIT_DIST 4.0f
#define INIT_AZ_SPIN 0.5 #define INIT_AZ_SPIN 0.5f
#define INIT_EL_SPIN 0.0 #define INIT_EL_SPIN 0.0f
/* Initial flying movement settings */ /* Initial flying movement settings */
#define INIT_EX 0.0 #define INIT_EX 0.0f
#define INIT_EY -2.0 #define INIT_EY -2.0f
#define INIT_EZ -2.0 #define INIT_EZ -2.0f
#define INIT_MOVE 0.01 #define INIT_MOVE 0.01f
#define MINMOVE 0.001 #define MINMOVE 0.001f
/* Start in this mode */ /* Start in this mode */
#define INIT_MODE POLAR #define INIT_MODE POLAR
@@ -58,30 +58,30 @@
/* Controls: */ /* Controls: */
/* map 0-9 to an EyeMove value when number key is hit in FLYING mode */ /* map 0-9 to an EyeMove value when number key is hit in FLYING mode */
#define SPEEDFUNCTION(x) ((x)*(x)*0.001) #define SPEEDFUNCTION(x) ((x)*(x)*0.001f)
/* Multiply EyeMove by (1+-MOVEFRACTION) when +/- hit in FLYING mode */ /* Multiply EyeMove by (1+-MOVEFRACTION) when +/- hit in FLYING mode */
#define MOVEFRACTION 0.25 #define MOVEFRACTION 0.25f
/* What to multiply number of pixels mouse moved by to get rotation amount */ /* What to multiply number of pixels mouse moved by to get rotation amount */
#define EL_SENS 0.5 #define EL_SENS 0.5f
#define AZ_SENS 0.5 #define AZ_SENS 0.5f
/* What to multiply number of pixels mouse moved by for movement amounts */ /* What to multiply number of pixels mouse moved by for movement amounts */
#define DIST_SENS 0.01 #define DIST_SENS 0.01f
#define E_SENS 0.01 #define E_SENS 0.01f
/* Minimum spin to allow in polar (lower forced to zero) */ /* Minimum spin to allow in polar (lower forced to zero) */
#define MIN_AZSPIN 0.1 #define MIN_AZSPIN 0.1f
#define MIN_ELSPIN 0.1 #define MIN_ELSPIN 0.1f
/* Factors used in computing dAz and dEl (which determine AzSpin, ElSpin) */ /* Factors used in computing dAz and dEl (which determine AzSpin, ElSpin) */
#define SLOW_DAZ 0.90 #define SLOW_DAZ 0.90f
#define SLOW_DEL 0.90 #define SLOW_DEL 0.90f
#define PREV_DAZ 0.80 #define PREV_DAZ 0.80f
#define PREV_DEL 0.80 #define PREV_DEL 0.80f
#define CUR_DAZ 0.20 #define CUR_DAZ 0.20f
#define CUR_DEL 0.20 #define CUR_DEL 0.20f
/***************************************************************/ /***************************************************************/
/************************** GLOBALS ****************************/ /************************** GLOBALS ****************************/
@@ -182,9 +182,9 @@ void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el)
{ {
float lookat[3], perp[3], up[3]; float lookat[3], perp[3], up[3];
lookat[0] = sin(TORAD(az))*cos(TORAD(el)); lookat[0] = GLfloat(sin(TORAD(az))*cos(TORAD(el)));
lookat[1] = sin(TORAD(el)); lookat[1] = GLfloat(sin(TORAD(el)));
lookat[2] = -cos(TORAD(az))*cos(TORAD(el)); lookat[2] = GLfloat(-cos(TORAD(az))*cos(TORAD(el)));
normalize(lookat); normalize(lookat);
perp[0] = lookat[2]; perp[0] = lookat[2];
perp[1] = 0; perp[1] = 0;
@@ -219,10 +219,10 @@ void agvViewTransform(void)
int ConstrainEl(void) int ConstrainEl(void)
{ {
if (EyeEl <= -90) { if (EyeEl <= -90) {
EyeEl = -89.99; EyeEl = -89.99f;
return 1; return 1;
} else if (EyeEl >= 90) { } else if (EyeEl >= 90) {
EyeEl = 89.99; EyeEl = 89.99f;
return 1; return 1;
} }
return 0; return 0;
@@ -235,9 +235,9 @@ void agvMove(void)
{ {
switch (MoveMode) { switch (MoveMode) {
case FLYING: case FLYING:
Ex += EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ex += GLfloat(EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
Ey += EyeMove*sin(TORAD(EyeEl)); Ey += GLfloat(EyeMove*sin(TORAD(EyeEl)));
Ez -= EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ez -= GLfloat(EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
break; break;
case POLAR: case POLAR:
@@ -247,7 +247,7 @@ void agvMove(void)
ElSpin = -ElSpin; /* look better when you are kept from going */ ElSpin = -ElSpin; /* look better when you are kept from going */
/* upside down while spinning - Isn't great */ /* upside down while spinning - Isn't great */
if (fabs(ElSpin) > fabs(AzSpin)) if (fabs(ElSpin) > fabs(AzSpin))
AzSpin = fabs(ElSpin) * ((AzSpin > 0) ? 1 : -1); AzSpin = fabs(ElSpin) * (AzSpin > 0.0f) ? 1.0f : -1.0f;
} }
break; break;
} }
@@ -305,9 +305,9 @@ void agvSwitchMoveMode(int move)
switch (move) { switch (move) {
case FLYING: case FLYING:
if (MoveMode == FLYING) return; if (MoveMode == FLYING) return;
Ex = -EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ex = GLfloat(-EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
Ey = EyeDist*sin(TORAD(EyeEl)); Ey = GLfloat( EyeDist*sin(TORAD(EyeEl)));
Ez = EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl))); Ez = GLfloat( EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl))));
EyeEl = -EyeEl; EyeEl = -EyeEl;
EyeMove = INIT_MOVE; EyeMove = INIT_MOVE;
break; break;
@@ -347,9 +347,9 @@ void agvHandleButton(int button, int state, int x, int y)
EyeMove = 0; EyeMove = 0;
EyeDist = downDist + deltay; EyeDist = downDist + deltay;
Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ex = GLfloat(downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl)); Ey = GLfloat(downEy - E_SENS*deltay*sin(TORAD(EyeEl)));
Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ez = GLfloat(downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
EyeMove = downEyeMove; EyeMove = downEyeMove;
glutPostRedisplay(); glutPostRedisplay();
@@ -413,19 +413,19 @@ void agvHandleMotion(int x, int y)
switch (downb) { switch (downb) {
case GLUT_LEFT_BUTTON: case GLUT_LEFT_BUTTON:
EyeEl = downEl + EL_SENS * deltay; EyeEl = GLfloat(downEl + EL_SENS * deltay);
ConstrainEl(); ConstrainEl();
EyeAz = downAz + AZ_SENS * deltax; EyeAz = GLfloat(downAz + AZ_SENS * deltax);
dAz = PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz); dAz = GLfloat(PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz));
dEl = PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl); dEl = GLfloat(PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl));
lastAz = EyeAz; lastAz = EyeAz;
lastEl = EyeEl; lastEl = EyeEl;
break; break;
case GLUT_MIDDLE_BUTTON: case GLUT_MIDDLE_BUTTON:
EyeDist = downDist + DIST_SENS*deltay; EyeDist = GLfloat(downDist + DIST_SENS*deltay);
Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ex = GLfloat(downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl)); Ey = GLfloat(downEy - E_SENS*deltay*sin(TORAD(EyeEl)));
Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ez = GLfloat(downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
break; break;
} }
glutPostRedisplay(); glutPostRedisplay();
@@ -479,7 +479,7 @@ void agvHandleKeys(unsigned char key, int, int) {
/* normalizes v */ /* normalizes v */
static void normalize(GLfloat v[3]) static void normalize(GLfloat v[3])
{ {
GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); GLfloat d = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (d == 0) if (d == 0)
fprintf(stderr, "Zero length vector in normalize\n"); fprintf(stderr, "Zero length vector in normalize\n");
@@ -507,6 +507,7 @@ void agvMakeAxesList(int displaylistnum)
{ {
int i,j; int i,j;
GLfloat axes_ambuse[] = { 0.5, 0.0, 0.0, 1.0 }; GLfloat axes_ambuse[] = { 0.5, 0.0, 0.0, 1.0 };
GLfloat trans = -10;
glNewList(displaylistnum, GL_COMPILE); glNewList(displaylistnum, GL_COMPILE);
glPushAttrib(GL_LIGHTING_BIT); glPushAttrib(GL_LIGHTING_BIT);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
@@ -518,7 +519,7 @@ void agvMakeAxesList(int displaylistnum)
glEnd(); glEnd();
for (i = 0; i < 3; i++) { for (i = 0; i < 3; i++) {
glPushMatrix(); glPushMatrix();
glTranslatef(-10*(i==0), -10*(i==1), -10*(i==2)); glTranslatef(trans*(i==0), trans*(i==1), trans*(i==2));
for (j = 0; j < 21; j++) { for (j = 0; j < 21; j++) {
// glutSolidCube(0.1); // glutSolidCube(0.1);
glTranslatef(i==0, i==1, i==2); glTranslatef(i==0, i==1, i==2);