_pos[i] = _cmpr[i] = 0;
_spring = 1;
_damp = 0;
- _sfric = 0.8;
- _dfric = 0.7;
+ _sfric = 0.8f;
+ _dfric = 0.7f;
_brake = 0;
_rot = 0;
_extension = 1;
float Gear::calcFriction(float wgt, float v)
{
// How slow is stopped? 10 cm/second?
- const float STOP = 0.1;
- const float iSTOP = 1/STOP;
+ const float STOP = 0.1f;
+ const float iSTOP = 1.0f/STOP;
v = Math::abs(v);
if(v < STOP) return v*iSTOP * wgt * _sfric;
else return wgt * _dfric;