More suggestions for float->double move from Gui subdirectory
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@ -189,7 +189,7 @@ void DlgDisplayPropertiesImp::slotChangedObject(const Gui::ViewProvider& obj,
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}
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}
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else if (prop.getTypeId().isDerivedFrom(App::PropertyFloat::getClassTypeId())) {
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float value = static_cast<const App::PropertyFloat&>(prop).getValue();
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double value = static_cast<const App::PropertyFloat&>(prop).getValue();
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if (prop_name == "PointSize") {
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bool blocked = spinPointSize->blockSignals(true);
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spinPointSize->setValue((int)value);
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@ -325,7 +325,7 @@ void DlgDisplayPropertiesImp::on_spinPointSize_valueChanged(int pointsize)
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App::Property* prop = (*It)->getPropertyByName("PointSize");
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if (prop && prop->getTypeId().isDerivedFrom(App::PropertyFloat::getClassTypeId())) {
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App::PropertyFloat* PointSize = (App::PropertyFloat*)prop;
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PointSize->setValue((float)pointsize);
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PointSize->setValue((double)pointsize);
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}
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}
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}
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@ -340,7 +340,7 @@ void DlgDisplayPropertiesImp::on_spinLineWidth_valueChanged(int linewidth)
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App::Property* prop = (*It)->getPropertyByName("LineWidth");
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if (prop && prop->getTypeId().isDerivedFrom(App::PropertyFloat::getClassTypeId())) {
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App::PropertyFloat* LineWidth = (App::PropertyFloat*)prop;
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LineWidth->setValue((float)linewidth);
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LineWidth->setValue((double)linewidth);
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}
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}
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}
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@ -882,7 +882,7 @@ QVariant PropertyVectorItem::value(const App::Property* prop) const
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void PropertyVectorItem::setValue(const QVariant& value)
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{
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if (!value.canConvert<Base::Vector3f>())
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if (!value.canConvert<Base::Vector3d>())
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return;
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const Base::Vector3d& val = value.value<Base::Vector3d>();
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QString data = QString::fromAscii("(%1, %2, %3)")
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@ -919,32 +919,32 @@ QVariant PropertyVectorItem::editorData(QWidget *editor) const
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double PropertyVectorItem::x() const
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{
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return data(1,Qt::EditRole).value<Base::Vector3f>().x;
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return data(1,Qt::EditRole).value<Base::Vector3d>().x;
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}
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void PropertyVectorItem::setX(double x)
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{
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setData(QVariant::fromValue(Base::Vector3f(x, y(), z())));
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setData(QVariant::fromValue(Base::Vector3d(x, y(), z())));
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}
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double PropertyVectorItem::y() const
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{
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return data(1,Qt::EditRole).value<Base::Vector3f>().y;
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return data(1,Qt::EditRole).value<Base::Vector3d>().y;
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}
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void PropertyVectorItem::setY(double y)
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{
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setData(QVariant::fromValue(Base::Vector3f(x(), y, z())));
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setData(QVariant::fromValue(Base::Vector3d(x(), y, z())));
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}
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double PropertyVectorItem::z() const
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{
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return data(1,Qt::EditRole).value<Base::Vector3f>().z;
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return data(1,Qt::EditRole).value<Base::Vector3d>().z;
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}
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void PropertyVectorItem::setZ(double z)
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{
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setData(QVariant::fromValue(Base::Vector3f(x(), y(), z)));
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setData(QVariant::fromValue(Base::Vector3d(x(), y(), z)));
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}
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// ---------------------------------------------------------------
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@ -83,6 +83,7 @@ bool PropertyModel::setData(const QModelIndex& index, const QVariant & value, in
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if (data.type() == QVariant::Double && value.type() == QVariant::Double) {
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// since we store some properties as floats we get some round-off
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// errors here. Thus, we use an epsilon here.
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// NOTE: Since 0.14 PropertyFloat uses double precision, so this is maybe unnecessary now?
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double d = data.toDouble();
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double v = value.toDouble();
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if (fabs(d-v) > FLT_EPSILON)
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