use explicit Scalar types for AngleAxis initialization

(grafted from 89a222ce502483f8f0b02db9261445b7dff69760
)
This commit is contained in:
Sergiu Dotenco 2015-08-28 22:20:15 +02:00
parent 56983f6d43
commit 85afb61417

View File

@ -133,7 +133,7 @@ public:
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
* determined by \a prec.
@ -170,8 +170,8 @@ AngleAxis<Scalar>& AngleAxis<Scalar>::operator=(const QuaternionBase<QuatDerived
}
else
{
m_angle = 0;
m_axis << 1, 0, 0;
m_angle = Scalar(0);
m_axis << Scalar(1), Scalar(0), Scalar(0);
}
return *this;
}