diff --git a/src/libslic3r/GCode/SeamPlacerNG.cpp b/src/libslic3r/GCode/SeamPlacerNG.cpp index b23572eb0a..7e9037a808 100644 --- a/src/libslic3r/GCode/SeamPlacerNG.cpp +++ b/src/libslic3r/GCode/SeamPlacerNG.cpp @@ -72,7 +72,7 @@ Vec3f sample_sphere_uniform(const Vec2f &samples) { } Vec3f sample_power_cosine_hemisphere(const Vec2f &samples, float power) { - float term1 = 2.f * M_PIf32 * samples.x(); + float term1 = 2.f * float(PI) * samples.x(); float term2 = pow(samples.y(), 1.f / (power + 1.f)); float term3 = sqrt(1.f - term2 * term2); @@ -464,30 +464,30 @@ struct DefaultSeamComparator { } //avoid overhangs - if (a.m_overhang > 0.5 && b.m_overhang < a.m_overhang) { + if (a.m_overhang > 0.5f && b.m_overhang < a.m_overhang) { return false; } auto angle_score = [](float ccw_angle) { if (ccw_angle > 0) { - float normalized = (ccw_angle / float(PI)) * 0.9; + float normalized = (ccw_angle / float(PI)) * 0.9f; return normalized; } else { - float normalized = (-ccw_angle / float(PI)) * 1.1; + float normalized = (-ccw_angle / float(PI)) * 1.1f; return normalized; } }; - float angle_weight = 2.0; + float angle_weight = 2.0f; auto vis_score = [](float visibility) { - return (1.0 - visibility / SeamPlacer::expected_hits_per_area); + return (1.0f - visibility / SeamPlacer::expected_hits_per_area); }; - float vis_weight = 1.2; + float vis_weight = 1.2f; auto align_score = [](float nearby_seams) { return nearby_seams / SeamPlacer::seam_align_layer_dist; }; - float align_weight = 1.0; + float align_weight = 1.0f; float score_a = angle_score(a.m_ccw_angle) * angle_weight + vis_score(a.m_visibility) * vis_weight +