Commit 41afde90745b3ddfa05c027c6522af1c9e8bf0e2

Authored by Eunki, Hong
1 parent 549cce45

Fix Svace/Coverity issue (convert from uint16_t to float and int)

Change-Id: I065e6331de68119313a0a1f62e268e726f78d97d
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
examples/chipmunk-physics/physics-demo-controller.cpp
... ... @@ -170,8 +170,8 @@ public:
170 170  
171 171 // Ball area = 2*PI*26^2 ~= 6.28*26*26 ~= 5400
172 172 // Fill top quarter of the screen...
173   - int numBalls = 10 + windowSize.GetWidth() * windowSize.GetHeight() / 20000;
174   - for(int i = 0; i < numBalls; ++i)
  173 + uint32_t numBalls = 10u + static_cast<uint32_t>(windowSize.GetWidth()) * static_cast<uint32_t>(windowSize.GetHeight()) / 20000;
  174 + for(uint32_t i = 0; i < numBalls; ++i)
175 175 {
176 176 mBalls.push_back(CreateBall(space));
177 177 }
... ... @@ -241,7 +241,7 @@ public:
241 241 cpShapeSetFriction(logoShape, 0.9);
242 242 cpShapeSetElasticity(logoShape, 0.0);
243 243 Window::WindowSize windowSize = mWindow.GetSize();
244   - Vector3 daliPos(0, -windowSize.GetHeight() / 2 + logoSize.height * 1.3, 0);
  244 + Vector3 daliPos(0, -static_cast<float>(windowSize.GetHeight()) / 2 + logoSize.height * 1.3f, 0);
245 245 Vector3 physPos = mPhysicsAdaptor.TranslateToPhysicsSpace(daliPos);
246 246 cpBodySetPosition(logoBody, cpv(physPos.x, physPos.y));
247 247  
... ... @@ -299,8 +299,8 @@ public:
299 299 // Image is 326x171; center of letter is guessed; each image contains only 1 image.
300 300 // Position the letters into the window
301 301  
302   - float cellW = (windowSize.GetWidth() - 170) / 4;
303   - float cellC = -windowSize.GetWidth() * 0.5f + cellW * (0.5f + index);
  302 + float cellW = (static_cast<float>(windowSize.GetWidth()) - 170) / 4;
  303 + float cellC = -static_cast<float>(windowSize.GetWidth()) * 0.5f + cellW * (0.5f + index);
304 304 float x = 85 + cellC; // - 61.0f;
305 305 Vector3 physPos = mPhysicsAdaptor.TranslateToPhysicsSpace(Vector3(x, 0, 0.0f));
306 306  
... ... @@ -343,8 +343,8 @@ public:
343 343 void CreateBounds(cpSpace* space, Window::WindowSize size)
344 344 {
345 345 // We're working in physics space here - coords are: origin: bottom left, +ve Y: up
346   - int xBound = size.GetWidth();
347   - int yBound = size.GetHeight();
  346 + int32_t xBound = static_cast<int32_t>(static_cast<uint32_t>(size.GetWidth()));
  347 + int32_t yBound = static_cast<int32_t>(static_cast<uint32_t>(size.GetHeight()));
348 348  
349 349 cpBody* staticBody = cpSpaceGetStaticBody(space);
350 350  
... ... @@ -435,7 +435,7 @@ public:
435 435 auto screenCoords = touch.GetScreenPosition(0);
436 436 // In this demo, physics space is equivalent to screen space with y inverted
437 437 auto windowSize = mWindow.GetSize();
438   - Vector3 rayPhysicsOrigin(screenCoords.x, windowSize.GetHeight() - screenCoords.y, 0.0f);
  438 + Vector3 rayPhysicsOrigin(screenCoords.x, static_cast<float>(windowSize.GetHeight()) - screenCoords.y, 0.0f);
439 439  
440 440 switch(state)
441 441 {
... ...