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-rw-r--r--include/godot_cpp/variant/vector3.hpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/include/godot_cpp/variant/vector3.hpp b/include/godot_cpp/variant/vector3.hpp
index 8420066..e435fb6 100644
--- a/include/godot_cpp/variant/vector3.hpp
+++ b/include/godot_cpp/variant/vector3.hpp
@@ -385,8 +385,8 @@ real_t Vector3::length_squared() const {
void Vector3::normalize() {
real_t lengthsq = length_squared();
- if (lengthsq == 0) {
- x = y = z = 0;
+ if (lengthsq == (real_t)0.0) {
+ x = y = z = (real_t)0.0;
} else {
real_t length = Math::sqrt(lengthsq);
x /= length;
@@ -403,15 +403,15 @@ Vector3 Vector3::normalized() const {
bool Vector3::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
- return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
+ return Math::is_equal_approx(length_squared(), (real_t)1.0, (real_t)UNIT_EPSILON);
}
Vector3 Vector3::inverse() const {
- return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
+ return Vector3((real_t)1.0 / x, (real_t)1.0 / y, (real_t)1.0 / z);
}
void Vector3::zero() {
- x = y = z = 0;
+ x = y = z = (real_t)0.0;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.