From 76602509e36de8549ddf90209a5ddd88f53c8dea Mon Sep 17 00:00:00 2001 From: Azaezel Date: Mon, 12 Mar 2018 23:07:34 -0500 Subject: [PATCH] delta to mDelta to resolve another class var vs method var confusionpoint --- Engine/source/T3D/item.cpp | 68 ++++++++++++++--------------- Engine/source/T3D/item.h | 2 +- Engine/source/T3D/proximityMine.cpp | 4 +- 3 files changed, 37 insertions(+), 37 deletions(-) diff --git a/Engine/source/T3D/item.cpp b/Engine/source/T3D/item.cpp index e6d21b93a..d8f8cad1e 100644 --- a/Engine/source/T3D/item.cpp +++ b/Engine/source/T3D/item.cpp @@ -320,8 +320,8 @@ Item::Item() mAtRest = true; mAtRestCounter = 0; mInLiquid = false; - delta.warpTicks = 0; - delta.dt = 1; + mDelta.warpTicks = 0; + mDelta.dt = 1; mCollisionObject = 0; mCollisionTimeout = 0; mPhysicsRep = NULL; @@ -350,7 +350,7 @@ bool Item::onAdd() if (mStatic) mAtRest = true; - mObjToWorld.getColumn(3,&delta.pos); + mObjToWorld.getColumn(3,&mDelta.pos); // Setup the box for our convex object... mObjBox.getCenter(&mConvex.mCenter); @@ -564,21 +564,21 @@ void Item::processTick(const Move* move) mCollisionObject = 0; // Warp to catch up to server - if (delta.warpTicks > 0) + if (mDelta.warpTicks > 0) { - delta.warpTicks--; + mDelta.warpTicks--; // Set new pos. MatrixF mat = mObjToWorld; - mat.getColumn(3,&delta.pos); - delta.pos += delta.warpOffset; - mat.setColumn(3,delta.pos); + mat.getColumn(3,&mDelta.pos); + mDelta.pos += mDelta.warpOffset; + mat.setColumn(3, mDelta.pos); Parent::setTransform(mat); // Backstepping - delta.posVec.x = -delta.warpOffset.x; - delta.posVec.y = -delta.warpOffset.y; - delta.posVec.z = -delta.warpOffset.z; + mDelta.posVec.x = -mDelta.warpOffset.x; + mDelta.posVec.y = -mDelta.warpOffset.y; + mDelta.posVec.z = -mDelta.warpOffset.z; } else { @@ -601,7 +601,7 @@ void Item::processTick(const Move* move) else { // Need to clear out last updatePos or warp interpolation - delta.posVec.set(0,0,0); + mDelta.posVec.set(0,0,0); } } } @@ -613,11 +613,11 @@ void Item::interpolateTick(F32 dt) return; // Client side interpolation - Point3F pos = delta.pos + delta.posVec * dt; + Point3F pos = mDelta.pos + mDelta.posVec * dt; MatrixF mat = mRenderObjToWorld; mat.setColumn(3,pos); setRenderTransform(mat); - delta.dt = dt; + mDelta.dt = dt; } @@ -733,7 +733,7 @@ void Item::updatePos(const U32 /*mask*/, const F32 dt) // Try and move Point3F pos; mObjToWorld.getColumn(3,&pos); - delta.posVec = pos; + mDelta.posVec = pos; bool contact = false; bool nonStatic = false; @@ -959,9 +959,9 @@ void Item::updatePos(const U32 /*mask*/, const F32 dt) // If on the client, calculate delta for backstepping if (isGhost()) { - delta.pos = pos; - delta.posVec -= pos; - delta.dt = 1; + mDelta.pos = pos; + mDelta.posVec -= pos; + mDelta.dt = 1; } // Update transform @@ -1131,40 +1131,40 @@ void Item::unpackUpdate(NetConnection *connection, BitStream *stream) if (stream->readFlag() && isProperlyAdded()) { // Determin number of ticks to warp based on the average // of the client and server velocities. - delta.warpOffset = pos - delta.pos; + mDelta.warpOffset = pos - mDelta.pos; F32 as = (speed + mVelocity.len()) * 0.5f * TickSec; - F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks; - delta.warpTicks = (S32)((dt > sMinWarpTicks)? getMax(mFloor(dt + 0.5f), 1.0f): 0.0f); + F32 dt = (as > 0.00001f) ? mDelta.warpOffset.len() / as: sMaxWarpTicks; + mDelta.warpTicks = (S32)((dt > sMinWarpTicks)? getMax(mFloor(dt + 0.5f), 1.0f): 0.0f); - if (delta.warpTicks) + if (mDelta.warpTicks) { // Setup the warp to start on the next tick, only the // object's position is warped. - if (delta.warpTicks > sMaxWarpTicks) - delta.warpTicks = sMaxWarpTicks; - delta.warpOffset /= (F32)delta.warpTicks; + if (mDelta.warpTicks > sMaxWarpTicks) + mDelta.warpTicks = sMaxWarpTicks; + mDelta.warpOffset /= (F32)mDelta.warpTicks; } else { // Going to skip the warp, server and client are real close. // Adjust the frame interpolation to move smoothly to the // new position within the current tick. - Point3F cp = delta.pos + delta.posVec * delta.dt; - VectorF vec = delta.pos - cp; + Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt; + VectorF vec = mDelta.pos - cp; F32 vl = vec.len(); if (vl) { - F32 s = delta.posVec.len() / vl; - delta.posVec = (cp - pos) * s; + F32 s = mDelta.posVec.len() / vl; + mDelta.posVec = (cp - pos) * s; } - delta.pos = pos; + mDelta.pos = pos; mat.setColumn(3,pos); } } else { // Set the item to the server position - delta.warpTicks = 0; - delta.posVec.set(0,0,0); - delta.pos = pos; - delta.dt = 0; + mDelta.warpTicks = 0; + mDelta.posVec.set(0,0,0); + mDelta.pos = pos; + mDelta.dt = 0; mat.setColumn(3,pos); } } diff --git a/Engine/source/T3D/item.h b/Engine/source/T3D/item.h index 68720952b..be79e7f9d 100644 --- a/Engine/source/T3D/item.h +++ b/Engine/source/T3D/item.h @@ -88,7 +88,7 @@ class Item: public ShapeBase Point3F warpOffset; F32 dt; }; - StateDelta delta; + StateDelta mDelta; // Static attributes ItemData* mDataBlock; diff --git a/Engine/source/T3D/proximityMine.cpp b/Engine/source/T3D/proximityMine.cpp index bf43ab8c9..2102ef7e1 100644 --- a/Engine/source/T3D/proximityMine.cpp +++ b/Engine/source/T3D/proximityMine.cpp @@ -386,8 +386,8 @@ void ProximityMine::setDeployedPos( const Point3F& pos, const Point3F& normal ) MathUtils::getMatrixFromUpVector( normal, &mat ); mat.setPosition( pos + normal * mObjBox.minExtents.z ); - delta.pos = pos; - delta.posVec.set(0, 0, 0); + mDelta.pos = pos; + mDelta.posVec.set(0, 0, 0); ShapeBase::setTransform( mat ); if ( mPhysicsRep )