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