Merge pull request #2236 from Azaezel/memberMess

cleans up all 'hides' warnings (at time of writing)
This commit is contained in:
Areloch 2018-05-30 20:36:43 -05:00 committed by GitHub
commit 36db8eacc3
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233 changed files with 4370 additions and 4418 deletions

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@ -414,7 +414,7 @@ void TSShapeInstance::computeBounds(S32 dl, Box3F & bounds)
// use shape bounds for imposter details
if (ss < 0)
{
bounds = mShape->bounds;
bounds = mShape->mBounds;
return;
}
@ -1370,9 +1370,9 @@ void TSMesh::prepOpcodeCollision()
// Figure out how many triangles we have...
U32 triCount = 0;
const U32 base = 0;
for ( U32 i = 0; i < primitives.size(); i++ )
for ( U32 i = 0; i < mPrimitives.size(); i++ )
{
TSDrawPrimitive & draw = primitives[i];
TSDrawPrimitive & draw = mPrimitives[i];
const U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
@ -1383,16 +1383,16 @@ void TSMesh::prepOpcodeCollision()
else
{
// Have to walk the tristrip to get a count... may have degenerates
U32 idx0 = base + indices[start + 0];
U32 idx0 = base + mIndices[start + 0];
U32 idx1;
U32 idx2 = base + indices[start + 1];
U32 idx2 = base + mIndices[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = base + indices[start + j];
idx2 = base + mIndices[start + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
@ -1402,7 +1402,7 @@ void TSMesh::prepOpcodeCollision()
}
// Just do the first trilist for now.
mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : verts.size() );
mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : mVerts.size() );
mi->SetNbTriangles( triCount );
// Stuff everything into appropriate arrays.
@ -1413,9 +1413,9 @@ void TSMesh::prepOpcodeCollision()
mOpPoints = pts;
// add the polys...
for ( U32 i = 0; i < primitives.size(); i++ )
for ( U32 i = 0; i < mPrimitives.size(); i++ )
{
TSDrawPrimitive & draw = primitives[i];
TSDrawPrimitive & draw = mPrimitives[i];
const U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
@ -1427,9 +1427,9 @@ void TSMesh::prepOpcodeCollision()
{
for ( S32 j = 0; j < draw.numElements; )
{
curIts->mVRef[2] = base + indices[start + j + 0];
curIts->mVRef[1] = base + indices[start + j + 1];
curIts->mVRef[0] = base + indices[start + j + 2];
curIts->mVRef[2] = base + mIndices[start + j + 0];
curIts->mVRef[1] = base + mIndices[start + j + 1];
curIts->mVRef[0] = base + mIndices[start + j + 2];
curIts->mMatIdx = matIndex;
curIts++;
@ -1440,16 +1440,16 @@ void TSMesh::prepOpcodeCollision()
{
AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::buildPolyList (2)" );
U32 idx0 = base + indices[start + 0];
U32 idx0 = base + mIndices[start + 0];
U32 idx1;
U32 idx2 = base + indices[start + 1];
U32 idx2 = base + mIndices[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = base + indices[start + j];
idx2 = base + mIndices[start + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
@ -1473,7 +1473,7 @@ void TSMesh::prepOpcodeCollision()
}
else
{
pts[i].Set( verts[i].x, verts[i].y, verts[i].z );
pts[i].Set( mVerts[i].x, mVerts[i].y, mVerts[i].z );
}
}
@ -1505,14 +1505,14 @@ static Point3F texGenAxis[18] =
};
bool TSMesh::castRayOpcode( const Point3F &s, const Point3F &e, RayInfo *info, TSMaterialList *materials )
bool TSMesh::castRayOpcode( const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList *materials )
{
Opcode::RayCollider ray;
Opcode::CollisionFaces cfs;
IceMaths::Point dir( e.x - s.x, e.y - s.y, e.z - s.z );
IceMaths::Point dir(end.x - start.x, end.y - start.y, end.z - start.z );
const F32 rayLen = dir.Magnitude();
IceMaths::Ray vec( Point(s.x, s.y, s.z), dir.Normalize() );
IceMaths::Ray vec( Point(start.x, start.y, start.z), dir.Normalize() );
ray.SetDestination( &cfs);
ray.SetFirstContact( false );