use explicit Scalar types for AngleAxis initialization

This commit is contained in:
Sergiu Dotenco 2015-08-28 22:20:15 +02:00
parent 960ec7aef2
commit 89a222ce50

View File

@ -131,7 +131,7 @@ public:
m_angle = Scalar(other.angle()); m_angle = Scalar(other.angle());
} }
static inline const AngleAxis Identity() { return AngleAxis(0, Vector3::UnitX()); } static inline const AngleAxis Identity() { return AngleAxis(Scalar(0), Vector3::UnitX()); }
/** \returns \c true if \c *this is approximately equal to \a other, within the precision /** \returns \c true if \c *this is approximately equal to \a other, within the precision
* determined by \a prec. * determined by \a prec.
@ -165,8 +165,8 @@ AngleAxis<Scalar>& AngleAxis<Scalar>::operator=(const QuaternionBase<QuatDerived
Scalar n2 = q.vec().squaredNorm(); Scalar n2 = q.vec().squaredNorm();
if (n2 < NumTraits<Scalar>::dummy_precision()*NumTraits<Scalar>::dummy_precision()) if (n2 < NumTraits<Scalar>::dummy_precision()*NumTraits<Scalar>::dummy_precision())
{ {
m_angle = 0; m_angle = Scalar(0);
m_axis << 1, 0, 0; m_axis << Scalar(1), Scalar(0), Scalar(0);
} }
else else
{ {