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https://github.com/TorqueGameEngines/Torque3D.git
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Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts: Engine/source/platform/platformCPUCount.cpp
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commit
87d9e245b7
210 changed files with 896 additions and 896 deletions
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@ -61,7 +61,7 @@ bool Box3F::collideLine(const Point3F& start, const Point3F& end, F32* t, Point3
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static const Point3F na[3] = { Point3F(1.0f, 0.0f, 0.0f), Point3F(0.0f, 1.0f, 0.0f), Point3F(0.0f, 0.0f, 1.0f) };
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Point3F finalNormal(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < 3; i++) {
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for (S32 i = 0; i < 3; i++) {
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bool n_neg = false;
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if (si[i] < ei[i]) {
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if (si[i] > bmax[i] || ei[i] < bmin[i])
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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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@ -229,7 +229,7 @@ struct PolyhedronUnmanagedVectorData : public PolyhedronData
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};
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/// Polyhedron data stored in fixed size arrays.
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template< int NUM_PLANES, int NUM_POINTS, int NUM_EDGES >
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template< S32 NUM_PLANES, S32 NUM_POINTS, S32 NUM_EDGES >
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struct PolyhedronFixedVectorData : public PolyhedronData
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{
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typedef FixedSizeVector< PlaneF, NUM_PLANES > PlaneListType;
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@ -479,7 +479,7 @@ inline PolyhedronVectorData::operator AnyPolyhedron() const
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//-----------------------------------------------------------------------------
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template< int NUM_PLANES, int NUM_POINTS, int NUM_EDGES >
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template< S32 NUM_PLANES, S32 NUM_POINTS, S32 NUM_EDGES >
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inline PolyhedronFixedVectorData< NUM_PLANES, NUM_POINTS, NUM_EDGES >::operator AnyPolyhedron() const
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{
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return AnyPolyhedron(
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@ -52,7 +52,7 @@ void QuadPatch::submitControlPoints( SplCtrlPts &points )
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void QuadPatch::setControlPoint( Point3F &point, int index )
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void QuadPatch::setControlPoint( Point3F &point, S32 index )
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{
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( (SplCtrlPts*) getControlPoints() )->setPoint( point, index );
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calcABC( getControlPoint(0) );
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@ -51,7 +51,7 @@ public:
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virtual void calc( F32 t, Point3F &result );
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virtual void calc( Point3F *points, F32 t, Point3F &result );
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virtual void setControlPoint( Point3F &point, int index );
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virtual void setControlPoint( Point3F &point, S32 index );
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virtual void submitControlPoints( SplCtrlPts &points );
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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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@ -55,8 +55,8 @@ public:
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QuatF& set( const AngAxisF & a );
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QuatF& set( const EulerF & e );
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int operator ==( const QuatF & c ) const;
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int operator !=( const QuatF & c ) const;
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S32 operator ==( const QuatF & c ) const;
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S32 operator !=( const QuatF & c ) const;
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QuatF& operator *=( const QuatF & c );
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QuatF& operator /=( const QuatF & c );
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QuatF& operator +=( const QuatF & c );
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@ -75,7 +75,7 @@ public:
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QuatF& normalize();
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QuatF& inverse();
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QuatF& identity();
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int isIdentity() const;
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S32 isIdentity() const;
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QuatF& slerp( const QuatF & q, F32 t );
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QuatF& extrapolate( const QuatF & q1, const QuatF & q2, F32 t );
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QuatF& interpolate( const QuatF & q1, const QuatF & q2, F32 t );
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@ -68,7 +68,7 @@ void SplCtrlPts::submitPoints( Point3F *pts, U32 num )
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{
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mPoints.clear();
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for( int i=0; i<num; i++ )
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for( S32 i=0; i<num; i++ )
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{
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mPoints.push_back( pts[i] );
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}
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@ -89,7 +89,7 @@ SplinePatch::SplinePatch()
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// to re-calc any pre-calculated data it may be using from the submitted control
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// points.
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//------------------------------------------------------------------------------
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void SplinePatch::setControlPoint( Point3F &point, int index )
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void SplinePatch::setControlPoint( Point3F &point, S32 index )
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{
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mControlPoints.setPoint( point, index );
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}
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@ -110,7 +110,7 @@ public:
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const Point3F * getControlPoint( U32 index ){ return mControlPoints.getPoint( index ); }
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// virtuals
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virtual void setControlPoint( Point3F &point, int index );
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virtual void setControlPoint( Point3F &point, S32 index );
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/// If you have a preconstructed "SplCtrlPts" class, submit it with this function.
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/// @see SplCtrlPts
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virtual void submitControlPoints( SplCtrlPts &points ){ mControlPoints = points; }
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@ -819,7 +819,7 @@ U32 greatestCommonDivisor( U32 u, U32 v )
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{
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// http://en.wikipedia.org/wiki/Binary_GCD_algorithm
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int shift;
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S32 shift;
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/* GCD(0,x) := x */
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if (u == 0 || v == 0)
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@ -845,7 +845,7 @@ U32 greatestCommonDivisor( U32 u, U32 v )
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if (u < v) {
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v -= u;
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} else {
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unsigned int diff = u - v;
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U32 diff = u - v;
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u = v;
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v = diff;
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}
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@ -1086,7 +1086,7 @@ struct QuadSortPoint
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};
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// Used by sortQuadWindingOrder.
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int QSORT_CALLBACK cmpAngleAscending( const void *a, const void *b )
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S32 QSORT_CALLBACK cmpAngleAscending( const void *a, const void *b )
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{
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const QuadSortPoint *p0 = (const QuadSortPoint*)a;
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const QuadSortPoint *p1 = (const QuadSortPoint*)b;
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@ -1102,7 +1102,7 @@ int QSORT_CALLBACK cmpAngleAscending( const void *a, const void *b )
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}
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// Used by sortQuadWindingOrder.
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int QSORT_CALLBACK cmpAngleDescending( const void *a, const void *b )
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S32 QSORT_CALLBACK cmpAngleDescending( const void *a, const void *b )
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{
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const QuadSortPoint *p0 = (const QuadSortPoint*)a;
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const QuadSortPoint *p1 = (const QuadSortPoint*)b;
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