Cleanup: replace C-style casts with functional casts for numeric types

This commit is contained in:
2022-09-25 18:33:28 +10:00
parent c7b247a118
commit f68cfd6bb0
310 changed files with 1541 additions and 1542 deletions

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@@ -43,13 +43,13 @@ static const fn::MultiFunction *get_multi_function(const bNode &bnode)
{
static auto exec_preset = fn::CustomMF_presets::AllSpanOrSingle();
static fn::CustomMF_SI_SO<float, int> round_fn{
"Round", [](float a) { return (int)round(a); }, exec_preset};
"Round", [](float a) { return int(round(a)); }, exec_preset};
static fn::CustomMF_SI_SO<float, int> floor_fn{
"Floor", [](float a) { return (int)floor(a); }, exec_preset};
"Floor", [](float a) { return int(floor(a)); }, exec_preset};
static fn::CustomMF_SI_SO<float, int> ceil_fn{
"Ceiling", [](float a) { return (int)ceil(a); }, exec_preset};
"Ceiling", [](float a) { return int(ceil(a)); }, exec_preset};
static fn::CustomMF_SI_SO<float, int> trunc_fn{
"Truncate", [](float a) { return (int)trunc(a); }, exec_preset};
"Truncate", [](float a) { return int(trunc(a)); }, exec_preset};
switch (static_cast<FloatToIntRoundingMode>(bnode.custom1)) {
case FN_NODE_FLOAT_TO_INT_ROUND:

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@@ -56,7 +56,7 @@ static Mesh *hull_from_bullet(const Mesh *mesh, Span<float3> coords)
# if 0 /* Disabled because it only works for meshes, not predictable enough. */
/* Copy custom data on vertices, like vertex groups etc. */
if (mesh && original_index < mesh->totvert) {
CustomData_copy_data(&mesh->vdata, &result->vdata, (int)original_index, (int)i, 1);
CustomData_copy_data(&mesh->vdata, &result->vdata, int(original_index), int(i), 1);
}
# endif
/* Copy the position of the original point. */
@@ -81,7 +81,7 @@ static Mesh *hull_from_bullet(const Mesh *mesh, Span<float3> coords)
int v_to;
plConvexHullGetLoop(hull, i, &v_from, &v_to);
mloop_src[i].v = (uint)v_from;
mloop_src[i].v = uint(v_from);
/* Add edges for ascending order loops only. */
if (v_from < v_to) {
MEdge &edge = edges[edge_index];

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@@ -85,7 +85,7 @@ static Mesh *cdt_to_mesh(const meshintersect::CDT_result<double> &result)
MutableSpan<MLoop> loops = mesh->loops_for_write();
for (const int i : IndexRange(result.vert.size())) {
copy_v3_v3(verts[i].co, float3((float)result.vert[i].x, (float)result.vert[i].y, 0.0f));
copy_v3_v3(verts[i].co, float3(float(result.vert[i].x), float(result.vert[i].y), 0.0f));
}
for (const int i : IndexRange(result.edge.size())) {
edges[i].v1 = result.edge[i].first;

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@@ -97,7 +97,7 @@ class HandleTypeFieldInput final : public bke::CurvesFieldInput {
uint64_t hash() const override
{
return get_default_hash_2((int)mode_, (int)type_);
return get_default_hash_2(int(mode_), int(type_));
}
bool is_equal_to(const fn::FieldNode &other) const override

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@@ -144,7 +144,7 @@ static Curves *create_point_circle_curve(
/* Get the radius from the center-point to p1. */
const float r = math::distance(p1, center);
const float theta_step = ((2 * M_PI) / (float)resolution);
const float theta_step = ((2 * M_PI) / float(resolution));
for (const int i : IndexRange(resolution)) {
/* Formula for a circle around a point and 2 unit vectors perpendicular

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@@ -43,9 +43,9 @@ static Curves *create_spiral_curve(const float rotations,
const bool direction)
{
const int totalpoints = std::max(int(resolution * rotations), 1);
const float delta_radius = (end_radius - start_radius) / (float)totalpoints;
const float delta_height = height / (float)totalpoints;
const float delta_theta = (M_PI * 2 * rotations) / (float)totalpoints *
const float delta_radius = (end_radius - start_radius) / float(totalpoints);
const float delta_height = height / float(totalpoints);
const float delta_theta = (M_PI * 2 * rotations) / float(totalpoints) *
(direction ? 1.0f : -1.0f);
Curves *curves_id = bke::curves_new_nomain_single(totalpoints + 1, CURVE_TYPE_POLY);

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@@ -99,7 +99,7 @@ class PositionsVDBWrapper {
void add(const openvdb::Vec3R &pos)
{
vector_.append(float3((float)pos[0], (float)pos[1], (float)pos[2]) + offset_fix_);
vector_.append(float3(float(pos[0]), float(pos[1]), float(pos[2])) + offset_fix_);
}
};
@@ -117,9 +117,9 @@ static void point_scatter_density_random(const openvdb::FloatGrid &grid,
Vector<float3> &r_positions)
{
/* Offset points by half a voxel so that grid points are aligned with world grid points. */
const float3 offset_fix = {0.5f * (float)grid.voxelSize().x(),
0.5f * (float)grid.voxelSize().y(),
0.5f * (float)grid.voxelSize().z()};
const float3 offset_fix = {0.5f * float(grid.voxelSize().x()),
0.5f * float(grid.voxelSize().y()),
0.5f * float(grid.voxelSize().z())};
/* Setup and call into OpenVDB's point scatter API. */
PositionsVDBWrapper vdb_position_wrapper = PositionsVDBWrapper(r_positions, offset_fix);
RNGType random_generator(seed);
@@ -133,9 +133,9 @@ static void point_scatter_density_grid(const openvdb::FloatGrid &grid,
Vector<float3> &r_positions)
{
const openvdb::Vec3d half_voxel(0.5, 0.5, 0.5);
const openvdb::Vec3d voxel_spacing((double)spacing.x / grid.voxelSize().x(),
(double)spacing.y / grid.voxelSize().y(),
(double)spacing.z / grid.voxelSize().z());
const openvdb::Vec3d voxel_spacing(double(spacing.x) / grid.voxelSize().x(),
double(spacing.y) / grid.voxelSize().y(),
double(spacing.z) / grid.voxelSize().z());
/* Abort if spacing is zero. */
const double min_spacing = std::min(voxel_spacing.x(),
@@ -170,7 +170,7 @@ static void point_scatter_density_grid(const openvdb::FloatGrid &grid,
/* Transform with grid matrix and add point. */
const openvdb::Vec3d idx_pos(x, y, z);
const openvdb::Vec3d local_pos = grid.indexToWorld(idx_pos + half_voxel);
r_positions.append({(float)local_pos.x(), (float)local_pos.y(), (float)local_pos.z()});
r_positions.append({float(local_pos.x()), float(local_pos.y()), float(local_pos.z())});
}
}
}

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@@ -122,9 +122,9 @@ class ImageFieldsFunction : public fn::MultiFunction {
static float frac(const float x, int *ix)
{
const int i = (int)x - ((x < 0.0f) ? 1 : 0);
const int i = int(x) - ((x < 0.0f) ? 1 : 0);
*ix = i;
return x - (float)i;
return x - float(i);
}
static float4 image_cubic_texture_lookup(const ImBuf *ibuf,
@@ -135,8 +135,8 @@ class ImageFieldsFunction : public fn::MultiFunction {
const int width = ibuf->x;
const int height = ibuf->y;
int pix, piy, nix, niy;
const float tx = frac(px * (float)width - 0.5f, &pix);
const float ty = frac(py * (float)height - 0.5f, &piy);
const float tx = frac(px * float(width) - 0.5f, &pix);
const float ty = frac(py * float(height) - 0.5f, &piy);
int ppix, ppiy, nnix, nniy;
switch (extension) {
@@ -215,8 +215,8 @@ class ImageFieldsFunction : public fn::MultiFunction {
const int width = ibuf->x;
const int height = ibuf->y;
int pix, piy, nix, niy;
const float nfx = frac(px * (float)width - 0.5f, &pix);
const float nfy = frac(py * (float)height - 0.5f, &piy);
const float nfx = frac(px * float(width) - 0.5f, &pix);
const float nfy = frac(py * float(height) - 0.5f, &piy);
switch (extension) {
case SHD_IMAGE_EXTENSION_CLIP: {
@@ -257,8 +257,8 @@ class ImageFieldsFunction : public fn::MultiFunction {
const int width = ibuf->x;
const int height = ibuf->y;
int ix, iy;
const float tx = frac(px * (float)width, &ix);
const float ty = frac(py * (float)height, &iy);
const float tx = frac(px * float(width), &ix);
const float ty = frac(py * float(height), &iy);
switch (extension) {
case SHD_IMAGE_EXTENSION_REPEAT: {

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@@ -18,7 +18,7 @@ static void node_exec(GeoNodeExecParams params)
{
const Scene *scene = DEG_get_input_scene(params.depsgraph());
const float scene_ctime = BKE_scene_ctime_get(scene);
const double frame_rate = (((double)scene->r.frs_sec) / (double)scene->r.frs_sec_base);
const double frame_rate = (double(scene->r.frs_sec) / double(scene->r.frs_sec_base));
params.set_output("Seconds", float(scene_ctime / frame_rate));
params.set_output("Frame", scene_ctime);
}

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@@ -153,7 +153,7 @@ static void node_geo_exec(GeoNodeExecParams params)
mesh = create_line_mesh(start, float3(0), count);
}
else {
const float3 delta = total_delta / (float)(count - 1);
const float3 delta = total_delta / float(count - 1);
mesh = create_line_mesh(start, delta, count);
}
}

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@@ -83,7 +83,7 @@ struct ParticleList {
size_t size() const
{
return (size_t)positions.size();
return size_t(positions.size());
}
void getPos(size_t n, openvdb::Vec3R &xyz) const

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@@ -35,8 +35,8 @@ FieldInfoLog::FieldInfoLog(const GField &field) : type(field.cpp_type())
std::sort(
field_inputs.begin(), field_inputs.end(), [](const FieldInput &a, const FieldInput &b) {
const int index_a = (int)a.category();
const int index_b = (int)b.category();
const int index_a = int(a.category());
const int index_b = int(b.category());
if (index_a == index_b) {
return a.socket_inspection_name().size() < b.socket_inspection_name().size();
}

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@@ -59,14 +59,14 @@ struct bNodeSocket *node_add_socket_from_template(struct bNodeTree *ntree,
}
case SOCK_INT: {
bNodeSocketValueInt *dval = (bNodeSocketValueInt *)sock->default_value;
dval->value = (int)stemp->val1;
dval->min = (int)stemp->min;
dval->max = (int)stemp->max;
dval->value = int(stemp->val1);
dval->min = int(stemp->min);
dval->max = int(stemp->max);
break;
}
case SOCK_BOOLEAN: {
bNodeSocketValueBoolean *dval = (bNodeSocketValueBoolean *)sock->default_value;
dval->value = (int)stemp->val1;
dval->value = int(stemp->val1);
break;
}
case SOCK_VECTOR: {

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@@ -300,7 +300,7 @@ static bool ntree_shader_expand_socket_default(bNodeTree *localtree,
BLI_assert(value_socket != nullptr);
src_int = static_cast<bNodeSocketValueInt *>(socket->default_value);
dst_float = static_cast<bNodeSocketValueFloat *>(value_socket->default_value);
dst_float->value = (float)(src_int->value);
dst_float->value = float(src_int->value);
break;
case SOCK_FLOAT:
value_node = nodeAddStaticNode(nullptr, localtree, SH_NODE_VALUE);

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@@ -44,7 +44,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("IOR")).default_value(1.55f).min(0.0f).max(1000.0f);
b.add_input<decl::Float>(N_("Offset"))
.default_value(2.0f * ((float)M_PI) / 180.0f)
.default_value(2.0f * float(M_PI) / 180.0f)
.min(-M_PI_2)
.max(M_PI_2)
.subtype(PROP_ANGLE);

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@@ -147,7 +147,7 @@ class BrickFunction : public fn::MultiFunction {
n = (n + 1013) & 0x7fffffff;
n = (n >> 13) ^ n;
const uint nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 0.5f * ((float)nn / 1073741824.0f);
return 0.5f * (float(nn) / 1073741824.0f);
}
static float smoothstepf(const float f)
@@ -169,14 +169,14 @@ class BrickFunction : public fn::MultiFunction {
{
float offset = 0.0f;
const int rownum = (int)floorf(p.y / row_height);
const int rownum = int(floorf(p.y / row_height));
if (offset_frequency && squash_frequency) {
brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount;
offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount);
}
const int bricknum = (int)floorf((p.x + offset) / brick_width);
const int bricknum = int(floorf((p.x + offset) / brick_width));
const float x = (p.x + offset) - brick_width * bricknum;
const float y = p.y - row_height * rownum;

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@@ -77,9 +77,9 @@ class NodeTexChecker : public fn::MultiFunction {
/* Avoid precision issues on unit coordinates. */
const float3 p = (vector[i] * scale[i] + 0.000001f) * 0.999999f;
const int xi = abs((int)(floorf(p.x)));
const int yi = abs((int)(floorf(p.y)));
const int zi = abs((int)(floorf(p.z)));
const int xi = abs(int(floorf(p.x)));
const int yi = abs(int(floorf(p.y)));
const int zi = abs(int(floorf(p.z)));
r_fac[i] = ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
}

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@@ -189,12 +189,12 @@ static int node_shader_gpu_tex_sky(GPUMaterial *mat,
/* Pass sky_state->configs[3][9] as 3*(vec4+vec4)+vec3 */
float config_x07[8], config_y07[8], config_z07[8], config_xyz8[3];
for (int i = 0; i < 8; ++i) {
config_x07[i] = (float)sky_state->configs[0][i];
config_y07[i] = (float)sky_state->configs[1][i];
config_z07[i] = (float)sky_state->configs[2][i];
config_x07[i] = float(sky_state->configs[0][i]);
config_y07[i] = float(sky_state->configs[1][i]);
config_z07[i] = float(sky_state->configs[2][i]);
}
for (int i = 0; i < 3; ++i) {
config_xyz8[i] = (float)sky_state->configs[i][8];
config_xyz8[i] = float(sky_state->configs[i][8]);
}
float radiance[3];
for (int i = 0; i < 3; i++) {

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@@ -177,7 +177,7 @@ class WhiteNoiseFunction : public fn::MultiFunction {
static void sh_node_noise_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const bNode &node = builder.node();
builder.construct_and_set_matching_fn<WhiteNoiseFunction>((int)node.custom1);
builder.construct_and_set_matching_fn<WhiteNoiseFunction>(int(node.custom1));
}
} // namespace blender::nodes::node_shader_tex_white_noise_cc