start to replace old C-style casts with static_cast or reinterpret_cast, avoid implicit casts
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@@ -274,9 +274,9 @@ void Builder3D::addTransformation(const Base::Matrix4D& transform)
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Base::Vector3f cAxis, cBase;
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float fAngle, fTranslation;
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transform.toAxisAngle(cBase, cAxis,fAngle,fTranslation);
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cBase.x = (float)transform[0][3];
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cBase.y = (float)transform[1][3];
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cBase.z = (float)transform[2][3];
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cBase.x = static_cast<float>(transform[0][3]);
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cBase.y = static_cast<float>(transform[1][3]);
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cBase.z = static_cast<float>(transform[2][3]);
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addTransformation(cBase,cAxis,fAngle);
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}
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@@ -896,9 +896,9 @@ void InventorBuilder::addTransformation(const Matrix4D& transform)
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Vector3f cAxis, cBase;
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float fAngle, fTranslation;
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transform.toAxisAngle(cBase, cAxis,fAngle,fTranslation);
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cBase.x = (float)transform[0][3];
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cBase.y = (float)transform[1][3];
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cBase.z = (float)transform[2][3];
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cBase.x = static_cast<float>(transform[0][3]);
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cBase.y = static_cast<float>(transform[1][3]);
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cBase.z = static_cast<float>(transform[2][3]);
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addTransformation(cBase,cAxis,fAngle);
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}
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