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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #2236 from Azaezel/memberMess
cleans up all 'hides' warnings (at time of writing)
This commit is contained in:
commit
36db8eacc3
233 changed files with 4370 additions and 4418 deletions
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@ -405,17 +405,17 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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mShape->computeBounds(collisionDetails.last(), collisionBounds.last());
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mShape->getAccelerator(collisionDetails.last());
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if (!mShape->bounds.isContained(collisionBounds.last()))
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if (!mShape->mBounds.isContained(collisionBounds.last()))
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{
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if (!silent_bbox_check)
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Con::warnf("Warning: shape %s collision detail %d (Collision-%d) bounds exceed that of shape.", shapeName, collisionDetails.size() - 1, collisionDetails.last());
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collisionBounds.last() = mShape->bounds;
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collisionBounds.last() = mShape->mBounds;
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}
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else if (collisionBounds.last().isValidBox() == false)
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{
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if (!silent_bbox_check)
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Con::errorf("Error: shape %s-collision detail %d (Collision-%d) bounds box invalid!", shapeName, collisionDetails.size() - 1, collisionDetails.last());
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collisionBounds.last() = mShape->bounds;
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collisionBounds.last() = mShape->mBounds;
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}
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// The way LOS works is that it will check to see if there is a LOS detail that matches
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@ -482,7 +482,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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damageSequence = mShape->findSequence("Damage");
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//
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F32 w = mShape->bounds.len_y() / 2;
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F32 w = mShape->mBounds.len_y() / 2;
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if (cameraMaxDist < w)
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cameraMaxDist = w;
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// just parse up the string and collect the remappings in txr_tag_remappings.
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@ -707,7 +707,7 @@ DefineEngineMethod( ShapeBaseData, checkDeployPos, bool, ( TransformF txfm ),,
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MatrixF mat = txfm.getMatrix();
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Box3F objBox = object->mShape->bounds;
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Box3F objBox = object->mShape->mBounds;
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Point3F boxCenter = (objBox.minExtents + objBox.maxExtents) * 0.5f;
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objBox.minExtents = boxCenter + (objBox.minExtents - boxCenter) * 0.9f;
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objBox.maxExtents = boxCenter + (objBox.maxExtents - boxCenter) * 0.9f;
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@ -808,7 +808,7 @@ void ShapeBaseData::packData(BitStream* stream)
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if( stream->writeFlag( debris != NULL ) )
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{
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stream->writeRangedU32(packed? SimObjectId((uintptr_t)debris):
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stream->writeRangedU32(mPacked? SimObjectId((uintptr_t)debris):
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debris->getId(),DataBlockObjectIdFirst,DataBlockObjectIdLast);
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}
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@ -1275,7 +1275,7 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
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}
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}
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mObjBox = mDataBlock->mShape->bounds;
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mObjBox = mDataBlock->mShape->mBounds;
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resetWorldBox();
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// Set the initial mesh hidden state.
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@ -2801,7 +2801,7 @@ void ShapeBase::_renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *stat
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MatrixF mat;
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getRenderImageTransform( ri->objectIndex, &mat );
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const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->bounds;
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const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->mBounds;
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drawer->drawCube( desc, objBox, ColorI( 255, 255, 255 ), &mat );
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}
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@ -3315,23 +3315,23 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
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bool datablockChange = image.dataBlock != imageData;
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if (datablockChange || (image.skinNameHandle != skinDesiredNameHandle))
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{
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MountedImage& image = mMountedImageList[i];
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image.scriptAnimPrefix = scriptDesiredAnimPrefix;
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MountedImage& neoImage = mMountedImageList[i];
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neoImage.scriptAnimPrefix = scriptDesiredAnimPrefix;
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setImage( i, imageData,
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skinDesiredNameHandle, image.loaded,
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image.ammo, image.triggerDown, image.altTriggerDown,
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image.motion, image.genericTrigger[0], image.genericTrigger[1], image.genericTrigger[2], image.genericTrigger[3],
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image.target);
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skinDesiredNameHandle, neoImage.loaded,
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neoImage.ammo, neoImage.triggerDown, neoImage.altTriggerDown,
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neoImage.motion, neoImage.genericTrigger[0], neoImage.genericTrigger[1], neoImage.genericTrigger[2], neoImage.genericTrigger[3],
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neoImage.target);
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}
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if (!datablockChange && image.scriptAnimPrefix != scriptDesiredAnimPrefix)
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{
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// We don't have a new image, but we do have a new script anim prefix to work with.
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// Notify the image of this change.
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MountedImage& image = mMountedImageList[i];
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image.scriptAnimPrefix = scriptDesiredAnimPrefix;
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updateAnimThread(i, getImageShapeIndex(image));
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MountedImage& animImage = mMountedImageList[i];
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animImage.scriptAnimPrefix = scriptDesiredAnimPrefix;
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updateAnimThread(i, getImageShapeIndex(animImage));
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}
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bool isFiring = stream->readFlag();
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@ -3586,8 +3586,8 @@ void ShapeBaseConvex::getFeatures(const MatrixF& mat, const VectorF& n, ConvexFe
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U32 numVerts = emitString[currPos++];
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for (i = 0; i < numVerts; i++) {
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cf->mVertexList.increment();
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U32 index = emitString[currPos++];
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mat.mulP(pAccel->vertexList[index], &cf->mVertexList.last());
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U32 vListIDx = emitString[currPos++];
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mat.mulP(pAccel->vertexList[vListIDx], &cf->mVertexList.last());
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}
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U32 numEdges = emitString[currPos++];
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