bounds to mBounds conflict avoidance

This commit is contained in:
Azaezel 2018-03-13 01:05:15 -05:00
parent 2b6b1acdd6
commit 654fc29dc2
22 changed files with 50 additions and 50 deletions

View file

@ -405,17 +405,17 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
mShape->computeBounds(collisionDetails.last(), collisionBounds.last());
mShape->getAccelerator(collisionDetails.last());
if (!mShape->bounds.isContained(collisionBounds.last()))
if (!mShape->mBounds.isContained(collisionBounds.last()))
{
if (!silent_bbox_check)
Con::warnf("Warning: shape %s collision detail %d (Collision-%d) bounds exceed that of shape.", shapeName, collisionDetails.size() - 1, collisionDetails.last());
collisionBounds.last() = mShape->bounds;
collisionBounds.last() = mShape->mBounds;
}
else if (collisionBounds.last().isValidBox() == false)
{
if (!silent_bbox_check)
Con::errorf("Error: shape %s-collision detail %d (Collision-%d) bounds box invalid!", shapeName, collisionDetails.size() - 1, collisionDetails.last());
collisionBounds.last() = mShape->bounds;
collisionBounds.last() = mShape->mBounds;
}
// The way LOS works is that it will check to see if there is a LOS detail that matches
@ -482,7 +482,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
damageSequence = mShape->findSequence("Damage");
//
F32 w = mShape->bounds.len_y() / 2;
F32 w = mShape->mBounds.len_y() / 2;
if (cameraMaxDist < w)
cameraMaxDist = w;
// just parse up the string and collect the remappings in txr_tag_remappings.
@ -707,7 +707,7 @@ DefineEngineMethod( ShapeBaseData, checkDeployPos, bool, ( TransformF txfm ),,
MatrixF mat = txfm.getMatrix();
Box3F objBox = object->mShape->bounds;
Box3F objBox = object->mShape->mBounds;
Point3F boxCenter = (objBox.minExtents + objBox.maxExtents) * 0.5f;
objBox.minExtents = boxCenter + (objBox.minExtents - boxCenter) * 0.9f;
objBox.maxExtents = boxCenter + (objBox.maxExtents - boxCenter) * 0.9f;
@ -1275,7 +1275,7 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
}
}
mObjBox = mDataBlock->mShape->bounds;
mObjBox = mDataBlock->mShape->mBounds;
resetWorldBox();
// Set the initial mesh hidden state.
@ -2801,7 +2801,7 @@ void ShapeBase::_renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *stat
MatrixF mat;
getRenderImageTransform( ri->objectIndex, &mat );
const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->bounds;
const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->mBounds;
drawer->drawCube( desc, objBox, ColorI( 255, 255, 255 ), &mat );
}