mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
This commit is contained in:
parent
4c35fd37af
commit
7a8f46b19f
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@ -1546,7 +1546,7 @@ void Camera::_validateEyePoint(F32 pos, MatrixF *mat)
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float dot = mDot(dir, collision.normal);
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if (dot > 0.01f)
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{
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float colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
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F32 colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
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if (colDist > pos)
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colDist = pos;
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if (colDist < 0.0f)
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@ -66,11 +66,11 @@ ConsoleDocClass( ParticleData,
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"@see ParticleEmitterNode\n"
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);
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static const float sgDefaultWindCoefficient = 0.0f;
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static const float sgDefaultConstantAcceleration = 0.f;
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static const float sgDefaultSpinSpeed = 1.f;
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static const float sgDefaultSpinRandomMin = 0.f;
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static const float sgDefaultSpinRandomMax = 0.f;
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static const F32 sgDefaultWindCoefficient = 0.0f;
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static const F32 sgDefaultConstantAcceleration = 0.f;
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static const F32 sgDefaultSpinSpeed = 1.f;
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static const F32 sgDefaultSpinRandomMin = 0.f;
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static const F32 sgDefaultSpinRandomMax = 0.f;
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//-----------------------------------------------------------------------------
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@ -100,9 +100,9 @@ ConsoleDocClass( ParticleEmitterData,
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"@see ParticleEmitterNode\n"
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);
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static const float sgDefaultEjectionOffset = 0.f;
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static const float sgDefaultPhiReferenceVel = 0.f;
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static const float sgDefaultPhiVariance = 360.f;
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static const F32 sgDefaultEjectionOffset = 0.f;
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static const F32 sgDefaultPhiReferenceVel = 0.f;
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static const F32 sgDefaultPhiVariance = 360.f;
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//-----------------------------------------------------------------------------
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// ParticleEmitterData
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@ -215,9 +215,9 @@ public:
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void updateSound();
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virtual bool calculateImpact( float simTime,
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virtual bool calculateImpact( F32 simTime,
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Point3F &pointOfImpact,
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float &impactTime );
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F32 &impactTime );
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void setInitialPosition( const Point3F& pos );
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void setInitialVelocity( const Point3F& vel );
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@ -3061,7 +3061,7 @@ TICKAGAIN:
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if (image.spinThread[i])
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{
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float timeScale;
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F32 timeScale;
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switch (stateData.spin)
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{
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@ -24,7 +24,7 @@
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#include "core/util/tSignal.h"
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void SignalBase::DelegateLink::insert(DelegateLink* node, float order)
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void SignalBase::DelegateLink::insert(DelegateLink* node, F32 order)
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{
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// Note: can only legitimately be called on list head
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DelegateLink * walk = next;
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@ -163,7 +163,7 @@ void WaterPlane::unpackUpdate(NetConnection* con, BitStream* stream)
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if( stream->readFlag() ) // UpdateMask
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{
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float posZ;
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F32 posZ;
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stream->read( &posZ );
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Point3F newPos = getPosition();
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newPos.z = posZ;
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@ -650,7 +650,7 @@ void ForestBrushTool::_collectElements()
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}
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}
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bool ForestBrushTool::getGroundAt( const Point3F &worldPt, float *zValueOut, VectorF *normalOut )
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bool ForestBrushTool::getGroundAt( const Point3F &worldPt, F32 *zValueOut, VectorF *normalOut )
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{
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const U32 mask = TerrainObjectType | StaticShapeObjectType;
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@ -82,7 +82,7 @@ public:
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void setPressure( F32 val );
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void setHardness( F32 val );
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void collectElements() { _collectElements(); }
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bool getGroundAt( const Point3F &worldPt, float *zValueOut, VectorF *normalOut );
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bool getGroundAt( const Point3F &worldPt, F32 *zValueOut, VectorF *normalOut );
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protected:
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@ -1260,7 +1260,7 @@ DefineEngineFunction( getPixelShaderVersion, F32, (),,
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return GFX->getPixelShaderVersion();
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}
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DefineEngineFunction( setPixelShaderVersion, void, ( float version ),,
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DefineEngineFunction( setPixelShaderVersion, void, ( F32 version ),,
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"@brief Sets the pixel shader version for the active device.\n"
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"This can be used to force a lower pixel shader version than is supported by "
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"the device for testing or performance optimization.\n"
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@ -378,7 +378,7 @@ F32 score(const VertData &vertexData)
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AssertFatal(vertexData.cachePosition < MaxSizeVertexCache, "Out of range cache position for vertex");
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// Points for being high in the cache.
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const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
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const F32 Scaler = 1.0f / (MaxSizeVertexCache - 3);
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Score = 1.0f - (vertexData.cachePosition - 3) * Scaler;
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Score = mPow(Score, FindVertexScore::CacheDecayPower);
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}
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@ -387,7 +387,7 @@ F32 score(const VertData &vertexData)
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// Bonus points for having a low number of tris still to
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// use the vert, so we get rid of lone verts quickly.
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float ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
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F32 ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
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Score += FindVertexScore::ValenceBoostScale * ValenceBoost;
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return Score;
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@ -539,7 +539,7 @@ DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
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//-----------------------------------------------------------------------------
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DefineEngineMethod( GuiTSCtrl, calculateViewDistance, float, ( float radius ),,
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DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
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"Given the camera's current FOV, get the distance from the camera's viewpoint at which the given radius will fit in the render area.\n"
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"@param radius Radius in world-space units which should fit in the view.\n"
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"@return The distance from the viewpoint at which the given radius would be fully visible." )
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@ -178,8 +178,8 @@ void GuiBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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GFXTextureObject* texture = mTextureObject;
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RectI srcRegion;
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RectI dstRegion;
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float xdone = ((float)getExtent().x/(float)texture->mBitmapSize.x)+1;
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float ydone = ((float)getExtent().y/(float)texture->mBitmapSize.y)+1;
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F32 xdone = ((F32)getExtent().x/(F32)texture->mBitmapSize.x)+1;
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F32 ydone = ((F32)getExtent().y/(F32)texture->mBitmapSize.y)+1;
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S32 xshift = mStartPoint.x%texture->mBitmapSize.x;
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S32 yshift = mStartPoint.y%texture->mBitmapSize.y;
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@ -274,7 +274,7 @@ void GuiGraphCtrl::addDatum(S32 plotID, F32 v)
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//-----------------------------------------------------------------------------
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float GuiGraphCtrl::getDatum( S32 plotID, S32 sample)
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F32 GuiGraphCtrl::getDatum( S32 plotID, S32 sample)
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{
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AssertFatal(plotID > -1 && plotID < MaxPlots, "Invalid plot specified!");
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AssertFatal(sample > -1 && sample < MaxDataPoints, "Invalid sample specified!");
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@ -123,8 +123,8 @@ public:
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GFXTextureObject* texture = mTextureObject;
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RectI srcRegion;
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RectI dstRegion;
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float xdone = ((float)getExtent().x/(float)texture->mBitmapSize.x)+1;
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float ydone = ((float)getExtent().y/(float)texture->mBitmapSize.y)+1;
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F32 xdone = ((F32)getExtent().x/(F32)texture->mBitmapSize.x)+1;
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F32 ydone = ((F32)getExtent().y/(F32)texture->mBitmapSize.y)+1;
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S32 xshift = mStartPoint.x%texture->mBitmapSize.x;
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S32 yshift = mStartPoint.y%texture->mBitmapSize.y;
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@ -53,8 +53,8 @@ SimObjectPtr<RenderPassManager> ProjectedShadow::smRenderPass = NULL;
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SimObjectPtr<PostEffect> ProjectedShadow::smShadowFilter = NULL;
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F32 ProjectedShadow::smDepthAdjust = 10.0f;
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float ProjectedShadow::smFadeStartPixelSize = 200.0f;
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float ProjectedShadow::smFadeEndPixelSize = 35.0f;
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F32 ProjectedShadow::smFadeStartPixelSize = 200.0f;
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F32 ProjectedShadow::smFadeEndPixelSize = 35.0f;
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GFX_ImplementTextureProfile( BLProjectedShadowProfile,
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@ -109,8 +109,8 @@ protected:
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public:
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/// @see DecalData
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static float smFadeStartPixelSize;
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static float smFadeEndPixelSize;
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static F32 smFadeStartPixelSize;
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static F32 smFadeEndPixelSize;
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ProjectedShadow( SceneObject *object );
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virtual ~ProjectedShadow();
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@ -284,7 +284,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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{
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PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
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const float shaderVersion = GFX->getPixelShaderVersion();
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const F32 shaderVersion = GFX->getPixelShaderVersion();
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AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
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bool lastStage = stageNum == (mMaxStages-1);
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@ -38,9 +38,9 @@
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/// because we get a much better speed gain if we can assume the data is aligned.
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void vec_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result)
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{
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vector float A[4][1];
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vector float B[4][1];
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vector float C[4][1];
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vector F32 A[4][1];
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vector F32 B[4][1];
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vector F32 C[4][1];
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/// If the incoming pointers are not 16-byte aligned, we have to load & store the slow way.
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if((int)matA & 0xF || (int)matB & 0xF || (int)result & 0xF)
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@ -442,7 +442,7 @@ inline bool mIsNaN_F( const F32 x )
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inline bool mIsInf_F( const F32 x )
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{
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return ( x == std::numeric_limits< float >::infinity() );
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return ( x == std::numeric_limits< F32 >::infinity() );
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}
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inline F32 mSign( const F32 n )
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@ -262,12 +262,12 @@ QuatF & QuatF::interpolate( const QuatF & q1, const QuatF & q2, F32 t )
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//-----------------------------------
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// calculate interpolating coeffs:
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double scale1, scale2;
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F64 scale1, scale2;
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if ( (1.0 - cosOmega) > 0.00001 )
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{
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// standard case
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double omega = mAcos(cosOmega);
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double sinOmega = mSin(omega);
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F64 omega = mAcos(cosOmega);
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F64 sinOmega = mSin(omega);
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scale1 = mSin((1.0 - t) * omega) / sinOmega;
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scale2 = sign2 * mSin(t * omega) / sinOmega;
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}
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@ -500,7 +500,7 @@ void InputEventManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEve
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newEvent.postToSignal(Input::smInputEvent);
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}
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void InputEventManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue)
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void InputEventManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue)
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{
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InputEventInfo newEvent;
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@ -496,7 +496,7 @@ public:
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void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, S32 iValue);
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/// Build an input event based on a single fValue
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void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue);
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void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue);
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/// Build an input event based on a Point3F
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void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, Point3F& pValue);
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@ -212,7 +212,7 @@ namespace Platform
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void debugBreak();
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// Random
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float getRandom();
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F32 getRandom();
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// Window state
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void setWindowLocked(bool locked);
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@ -218,13 +218,13 @@ inline S8 getMin(S8 a, S8 b)
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}
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/// Returns the lesser of the two parameters: a & b.
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inline float getMin(float a, float b)
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inline F32 getMin(F32 a, F32 b)
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{
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return a>b ? b : a;
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}
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/// Returns the lesser of the two parameters: a & b.
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inline double getMin(double a, double b)
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inline F64 getMin(F64 a, F64 b)
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{
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return a>b ? b : a;
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}
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@ -266,13 +266,13 @@ inline S8 getMax(S8 a, S8 b)
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}
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/// Returns the greater of the two parameters: a & b.
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inline float getMax(float a, float b)
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inline F32 getMax(F32 a, F32 b)
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{
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return a>b ? a : b;
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}
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/// Returns the greater of the two parameters: a & b.
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inline double getMax(double a, double b)
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inline F64 getMax(F64 a, F64 b)
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{
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return a>b ? a : b;
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}
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@ -896,8 +896,8 @@ bool DInputDevice::buildEvent( DWORD offset, S32 newData, S32 oldData )
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// Scale to the range -1.0 to 1.0:
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if ( objInfo.mMin != DIPROPRANGE_NOMIN && objInfo.mMax != DIPROPRANGE_NOMAX )
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{
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float range = float( objInfo.mMax - objInfo.mMin );
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newEvent.fValue = float( ( 2 * newData ) - objInfo.mMax - objInfo.mMin ) / range;
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F32 range = F32( objInfo.mMax - objInfo.mMin );
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newEvent.fValue = F32( ( 2 * newData ) - objInfo.mMax - objInfo.mMin ) / range;
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}
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else
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newEvent.fValue = (F32)newData;
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@ -1041,7 +1041,7 @@ bool DInputDevice::buildEvent( DWORD offset, S32 newData, S32 oldData )
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return true;
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}
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void DInputDevice::rumble(float x, float y)
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void DInputDevice::rumble(F32 x, F32 y)
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{
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LONG rglDirection[2] = { 0, 0 };
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DICONSTANTFORCE cf = { 0 };
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@ -117,7 +117,7 @@ class DInputDevice : public InputDevice
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const char* getProductName();
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// Constant Effect Force Feedback
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void rumble( float x, float y );
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void rumble( F32 x, F32 y );
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// Console interface functions:
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const char* getJoystickAxesString();
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@ -511,7 +511,7 @@ void DInputManager::deactivateXInput()
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}
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//------------------------------------------------------------------------------
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bool DInputManager::rumble( const char *pDeviceName, float x, float y )
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bool DInputManager::rumble( const char *pDeviceName, F32 x, F32 y )
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{
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// Determine the device
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U32 deviceType;
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@ -566,7 +566,7 @@ bool DInputManager::rumble( const char *pDeviceName, float x, float y )
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}
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}
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void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue )
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void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue )
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{
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InputEventInfo newEvent;
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@ -597,7 +597,7 @@ inline void DInputManager::fireXInputConnectEvent( S32 controllerID, bool condit
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}
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}
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inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, float fValue )
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inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue )
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{
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if ( mXInputStateReset || condition )
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{
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@ -85,9 +85,9 @@ class DInputManager : public InputManager
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void unacquire( U8 deviceType, U8 deviceID );
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// XInput worker functions
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void buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue );
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void buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue );
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void fireXInputConnectEvent( S32 controllerID, bool condition, bool connected );
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void fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, float fValue );
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void fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue );
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void fireXInputButtonEvent( S32 controllerID, bool forceFire, S32 button, InputObjectInstances objInst );
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void processXInput();
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@ -126,7 +126,7 @@ class DInputManager : public InputManager
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// Console interface:
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const char* getJoystickAxesString( U32 deviceID );
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bool rumble( const char *pDeviceName, float x, float y );
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bool rumble( const char *pDeviceName, F32 x, F32 y );
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};
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#endif // _H_WINDIRECTINPUT_
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@ -682,7 +682,7 @@ MatrixF PlaneReflector::getCameraReflection( MatrixF &camTrans )
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return newTrans;
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}
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inline float sgn(float a)
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inline F32 sgn(F32 a)
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{
|
||||
if (a > 0.0F) return (1.0F);
|
||||
if (a < 0.0F) return (-1.0F);
|
||||
|
|
|
|||
|
|
@ -278,9 +278,9 @@ void AnimData::parseTargetString(const char* target, S32 fullCount, const char*
|
|||
/// Solve the cubic spline B(s) = param for s
|
||||
F32 AnimData::invertParamCubic(F32 param, F32 x0, F32 x1, F32 x2, F32 x3) const
|
||||
{
|
||||
const double INVERTPARAMCUBIC_TOL = 1.0e-09;
|
||||
const double INVERTPARAMCUBIC_SMALLERTOL = 1.0e-20;
|
||||
const double INVERTPARAMCUBIC_MAXIT = 100;
|
||||
const F64 INVERTPARAMCUBIC_TOL = 1.0e-09;
|
||||
const F64 INVERTPARAMCUBIC_SMALLERTOL = 1.0e-20;
|
||||
const F64 INVERTPARAMCUBIC_MAXIT = 100;
|
||||
|
||||
// check input value for outside range
|
||||
if ((param - x0) < INVERTPARAMCUBIC_SMALLERTOL)
|
||||
|
|
@ -295,12 +295,12 @@ F32 AnimData::invertParamCubic(F32 param, F32 x0, F32 x1, F32 x2, F32 x3) const
|
|||
F32 v = 1.0f;
|
||||
|
||||
while (iterations < INVERTPARAMCUBIC_MAXIT) {
|
||||
double a = (x0 + x1)*0.5f;
|
||||
double b = (x1 + x2)*0.5f;
|
||||
double c = (x2 + x3)*0.5f;
|
||||
double d = (a + b)*0.5f;
|
||||
double e = (b + c)*0.5f;
|
||||
double f = (d + e)*0.5f;
|
||||
F64 a = (x0 + x1)*0.5f;
|
||||
F64 b = (x1 + x2)*0.5f;
|
||||
F64 c = (x2 + x3)*0.5f;
|
||||
F64 d = (a + b)*0.5f;
|
||||
F64 e = (b + c)*0.5f;
|
||||
F64 f = (d + e)*0.5f;
|
||||
|
||||
if (mFabs(f - param) < INVERTPARAMCUBIC_TOL)
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -671,7 +671,7 @@ template<> inline const domListOfUInts *ColladaPrimitive<domPolylist>::getTriang
|
|||
template<typename T> inline T convert(const char* value) { return value; }
|
||||
template<> inline bool convert(const char* value) { return dAtob(value); }
|
||||
template<> inline S32 convert(const char* value) { return dAtoi(value); }
|
||||
template<> inline double convert(const char* value) { return dAtof(value); }
|
||||
template<> inline F64 convert(const char* value) { return dAtof(value); }
|
||||
template<> inline F32 convert(const char* value) { return convert<double>(value); }
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -32,9 +32,9 @@
|
|||
|
||||
|
||||
const F32 TSShapeLoader::DefaultTime = -1.0f;
|
||||
const double TSShapeLoader::MinFrameRate = 15.0f;
|
||||
const double TSShapeLoader::MaxFrameRate = 60.0f;
|
||||
const double TSShapeLoader::AppGroundFrameRate = 10.0f;
|
||||
const F64 TSShapeLoader::MinFrameRate = 15.0f;
|
||||
const F64 TSShapeLoader::MaxFrameRate = 60.0f;
|
||||
const F64 TSShapeLoader::AppGroundFrameRate = 10.0f;
|
||||
Torque::Path TSShapeLoader::shapePath;
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -82,9 +82,9 @@ protected:
|
|||
|
||||
public:
|
||||
static const F32 DefaultTime;
|
||||
static const double MinFrameRate;
|
||||
static const double MaxFrameRate;
|
||||
static const double AppGroundFrameRate;
|
||||
static const F64 MinFrameRate;
|
||||
static const F64 MaxFrameRate;
|
||||
static const F64 AppGroundFrameRate;
|
||||
|
||||
protected:
|
||||
// Variables used during loading that must be held until the shape is deleted
|
||||
|
|
|
|||
|
|
@ -62,12 +62,12 @@ GFXDeclareVertexFormat( ImposterState )
|
|||
/// .xyz = imposter center
|
||||
/// .w = billboard corner... damn SM 2.0
|
||||
Point3F center;
|
||||
float corner;
|
||||
F32 corner;
|
||||
|
||||
/// .x = scaled half size
|
||||
/// .y = alpha fade out
|
||||
float halfSize;
|
||||
float alpha;
|
||||
F32 halfSize;
|
||||
F32 alpha;
|
||||
|
||||
/// The rotation encoded as the up
|
||||
/// and right vectors... cross FTW.
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ void FPSTracker::reset()
|
|||
|
||||
void FPSTracker::update()
|
||||
{
|
||||
const float alpha = 0.07f;
|
||||
const F32 alpha = 0.07f;
|
||||
F32 realSeconds = (F32)Platform::getRealMilliseconds()/1000.0f;
|
||||
F32 virtualSeconds = (F32)Platform::getVirtualMilliseconds()/1000.0f;
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue