mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 15:13:45 +00:00
* BugFix: Clear some MSVC compiler warnings.
This commit is contained in:
parent
026409ed7f
commit
5d26dba7da
23 changed files with 24 additions and 111 deletions
|
|
@ -1044,9 +1044,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
|
|||
// We need the default mesh transform.
|
||||
MatrixF localXfm;
|
||||
getNodeWorldTransform( object.nodeIndex, &localXfm );
|
||||
Point3F t = localXfm.getPosition();
|
||||
t.convolve(scale);
|
||||
localXfm.setPosition(t);
|
||||
Point3F nodeWorldPosition = localXfm.getPosition();
|
||||
nodeWorldPosition.convolve(scale);
|
||||
localXfm.setPosition(nodeWorldPosition);
|
||||
|
||||
// We have some sort of collision shape... so allocate it.
|
||||
if ( !colShape )
|
||||
|
|
@ -1061,9 +1061,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
|
|||
// Add the offset to the center of the bounds
|
||||
// into the local space transform.
|
||||
MatrixF centerXfm( true );
|
||||
Point3F t = mesh->getBounds().getCenter();
|
||||
t.convolve(scale);
|
||||
centerXfm.setPosition(t);
|
||||
Point3F meshBoundsCenter = mesh->getBounds().getCenter();
|
||||
meshBoundsCenter.convolve(scale);
|
||||
centerXfm.setPosition(meshBoundsCenter);
|
||||
localXfm.mul( centerXfm );
|
||||
|
||||
colShape->addBox( halfWidth, localXfm );
|
||||
|
|
@ -1077,9 +1077,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
|
|||
// Add the offset to the center of the bounds
|
||||
// into the local space transform.
|
||||
MatrixF primXfm( true );
|
||||
Point3F t = mesh->getBounds().getCenter();
|
||||
t.convolve(scale);
|
||||
primXfm.setPosition(t);
|
||||
Point3F meshBoundsCenter = mesh->getBounds().getCenter();
|
||||
meshBoundsCenter.convolve(scale);
|
||||
primXfm.setPosition(meshBoundsCenter);
|
||||
localXfm.mul( primXfm );
|
||||
|
||||
colShape->addSphere( radius, localXfm );
|
||||
|
|
@ -1092,9 +1092,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
|
|||
|
||||
// We need to center the capsule and align it to the Y axis.
|
||||
MatrixF primXfm( true );
|
||||
Point3F t = mesh->getBounds().getCenter();
|
||||
t.convolve(scale);
|
||||
primXfm.setPosition(t);
|
||||
Point3F meshBoundsCenter = mesh->getBounds().getCenter();
|
||||
meshBoundsCenter.convolve(scale);
|
||||
primXfm.setPosition(meshBoundsCenter);
|
||||
|
||||
// Use the longest axis as the capsule height.
|
||||
F32 height = -radius * 2.0f;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue