start to replace old C-style casts with static_cast or reinterpret_cast, avoid implicit casts

This commit is contained in:
wmayer
2019-09-16 17:59:18 +02:00
parent 3af5d97e9b
commit 1f3d2389bc
10 changed files with 136 additions and 245 deletions

View File

@@ -274,9 +274,9 @@ void Builder3D::addTransformation(const Base::Matrix4D& transform)
Base::Vector3f cAxis, cBase;
float fAngle, fTranslation;
transform.toAxisAngle(cBase, cAxis,fAngle,fTranslation);
cBase.x = (float)transform[0][3];
cBase.y = (float)transform[1][3];
cBase.z = (float)transform[2][3];
cBase.x = static_cast<float>(transform[0][3]);
cBase.y = static_cast<float>(transform[1][3]);
cBase.z = static_cast<float>(transform[2][3]);
addTransformation(cBase,cAxis,fAngle);
}
@@ -896,9 +896,9 @@ void InventorBuilder::addTransformation(const Matrix4D& transform)
Vector3f cAxis, cBase;
float fAngle, fTranslation;
transform.toAxisAngle(cBase, cAxis,fAngle,fTranslation);
cBase.x = (float)transform[0][3];
cBase.y = (float)transform[1][3];
cBase.z = (float)transform[2][3];
cBase.x = static_cast<float>(transform[0][3]);
cBase.y = static_cast<float>(transform[1][3]);
cBase.z = static_cast<float>(transform[2][3]);
addTransformation(cBase,cAxis,fAngle);
}