Merge pull request #1414 from Azaezel/alpha41/validValidators

further validator cleanups
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Brian Roberts 2025-03-18 14:06:48 -05:00 committed by GitHub
commit 903c987d53
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9 changed files with 16 additions and 16 deletions

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@ -293,7 +293,7 @@ void SoundAsset::initPersistFields()
addFieldV("coneInsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeInsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone inside angle.");
addFieldV("coneOutsideAngle", TypeRangedS32, Offset(mProfileDesc.mConeOutsideAngle, SoundAsset), &CommonValidators::S32_PosDegreeRange, "Cone outside angle.");
addFieldV("coneOutsideVolume", TypeRangedF32, Offset(mProfileDesc.mConeOutsideVolume, SoundAsset), &CommonValidators::NormalizedFloat, "Cone outside volume.");
addFieldV("rolloffFactor", TypeRangedF32, Offset(mProfileDesc.mRolloffFactor, SoundAsset), &CommonValidators::PositiveFloat, "Rolloff factor.");
addFieldV("rolloffFactor", TypeRangedF32, Offset(mProfileDesc.mRolloffFactor, SoundAsset), &CommonValidators::NegDefaultF32, "Rolloff factor.");
addField("scatterDistance", TypePoint3F, Offset(mProfileDesc.mScatterDistance, SoundAsset), "Randomization to the spacial position of the sound.");
endGroup("3D");

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@ -66,10 +66,10 @@ void LightAnimData::initPersistFields()
addGroup( "Offset",
"The XYZ translation animation state relative to the light position." );
addArray("XYZ Pan", Axis);
addFieldV( "offsetA", TypeRangedF32, Offset( mOffset.value1, LightAnimData ), &CommonValidators::PositiveFloat, Axis,
addFieldV( "offsetA", TypeRangedF32, Offset( mOffset.value1, LightAnimData ), &CommonValidators::F32Range, Axis,
"The value of the A key in the keyframe sequence." );
addFieldV( "offsetZ", TypeRangedF32, Offset( mOffset.value2, LightAnimData ), &CommonValidators::PositiveFloat, Axis,
addFieldV( "offsetZ", TypeRangedF32, Offset( mOffset.value2, LightAnimData ), &CommonValidators::F32Range, Axis,
"The value of the Z key in the keyframe sequence." );
addFieldV( "offsetPeriod", TypeRangedF32, Offset( mOffset.period, LightAnimData ), &CommonValidators::PositiveFloat, Axis,

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@ -168,7 +168,7 @@ void LightFlareData::initPersistFields()
addField( "elementRect", TypeRectF, Offset( mElementRect, LightFlareData ), MAX_ELEMENTS,
"A rectangle specified in pixels of the flareTexture image." );
addFieldV( "elementDist", TypeRangedF32, Offset( mElementDist, LightFlareData ), &CommonValidators::PositiveFloat, MAX_ELEMENTS,
addFieldV( "elementDist", TypeRangedF32, Offset( mElementDist, LightFlareData ), &CommonValidators::F32Range, MAX_ELEMENTS,
"Where this element appears along the flare beam." );
addFieldV( "elementScale", TypeRangedF32, Offset( mElementScale, LightFlareData ), &CommonValidators::PositiveFloat, MAX_ELEMENTS,

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@ -808,7 +808,7 @@ void Vehicle::updatePos(F32 dt)
{
F32 k = mRigid.getKineticEnergy();
F32 G = mNetGravity* dt * TickMs / mDataBlock->integration;
F32 Kg = mRigid.mass * G * G;
F32 Kg = 0.5 * mRigid.mass * G * G;
if (k < sRestTol * Kg && ++restCount > sRestCount)
mRigid.setAtRest();
}

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@ -99,11 +99,11 @@ void Point3NormalizeValidator::validateType(SimObject *object, StringTableEntry
namespace CommonValidators
{
FRangeValidator F32Range(F32_MIN, F32_MAX, 1 / POINT_EPSILON);
FRangeValidator DirFloat(-1.0f, 1.0f, 1 / POINT_EPSILON);
FRangeValidator NegDefaultF32(-1.0f, F32_MAX, 1 / POINT_EPSILON);
FRangeValidator PositiveFloat(0.0f, F32_MAX, 1 / POINT_EPSILON);
FRangeValidator PositiveNonZeroFloat((F32)POINT_EPSILON, F32_MAX, 1 / POINT_EPSILON);
FRangeValidator F32Range(F32_MIN_EX, F32_MAX);
FRangeValidator DirFloat(-1.0f, 1.0f);
FRangeValidator NegDefaultF32(-1.0f, F32_MAX);
FRangeValidator PositiveFloat(0.0f, F32_MAX);
FRangeValidator PositiveNonZeroFloat((F32)POINT_EPSILON, F32_MAX);
FRangeValidator NormalizedFloat(0.0f, 1.0f);
FRangeValidator F32_8BitPercent(0.0f, 1.0f, BIT(8));
@ -119,8 +119,8 @@ namespace CommonValidators
//see "T3D/gameBase/processList.h" for TickMs = 32
IRangeValidator MSTickRange(32, S32_MAX);
IRangeValidator S32_8BitCap(0, 1 << 8);
IRangeValidator S32_16BitCap(0, 1 << 16);
IRangeValidator S32_8BitCap(0, BIT(8));
IRangeValidator S32_16BitCap(0, BIT(16));
Point3NormalizeValidator NormalizedPoint3(1.0f);
FRangeValidator DegreeRange(-360.0f, 360.0f, 720.0f);

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@ -111,7 +111,7 @@ void GuiScrollCtrl::initPersistFields()
addField( "constantThumbHeight", TypeBool, Offset(mUseConstantHeightThumb, GuiScrollCtrl));
addField( "childMargin", TypePoint2I, Offset(mChildMargin, GuiScrollCtrl),
"Padding region to put around child contents." );
addFieldV( "mouseWheelScrollSpeed", TypeRangedS32, Offset(mScrollAnimSpeed, GuiScrollCtrl), &CommonValidators::PositiveInt,
addFieldV( "mouseWheelScrollSpeed", TypeRangedS32, Offset(mScrollAnimSpeed, GuiScrollCtrl), &CommonValidators::NegDefaultInt,
"Pixels/Tick - if not positive then mousewheel scrolling occurs instantly (like other scrolling).");
endGroup( "Scrolling" );

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@ -1388,7 +1388,7 @@ GuiControl* GuiInspectorTypeRangedF32::constructEditControl()
if (validator->getFidelity()>0.0f)
retCtrl->setField("increment", String::ToString("%g", (validator->getMax()-validator->getMin())/validator->getFidelity()));
else
retCtrl->setField("increment", String::ToString("%g", POINT_EPSILON));
retCtrl->setField("increment", String::ToString("%g", 0.01));
}
return retCtrl;
}

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@ -434,7 +434,7 @@ void SFXDescription::initPersistFields()
"Reverb High Frequency Reference.");
addFieldV("reverbLFRef", TypeRangedF32, Offset(mReverb.flLFReference, SFXDescription), &CommonValidators::PositiveFloat,
"Reverb Low Frequency Reference.");
addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXDescription), &CommonValidators::PositiveFloat,
addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXDescription), &CommonValidators::NegDefaultF32,
"Rolloff factor for reverb.");
addFieldV("decayHFLimit", TypeRangedS32, Offset(mReverb.iDecayHFLimit, SFXDescription), &CommonValidators::PositiveInt,
"High Frequency decay limit.");

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@ -188,7 +188,7 @@ void SFXEnvironment::initPersistFields()
"Reverb High Frequency Reference.");
addFieldV("reverbLFRef", TypeRangedF32, Offset(mReverb.flLFReference, SFXEnvironment), &CommonValidators::PositiveFloat,
"Reverb Low Frequency Reference.");
addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXEnvironment), &CommonValidators::PositiveFloat,
addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXEnvironment), &CommonValidators::NegDefaultF32,
"Rolloff factor for reverb.");
addFieldV("decayHFLimit", TypeRangedS32, Offset(mReverb.iDecayHFLimit, SFXEnvironment), &CommonValidators::PositiveInt,
"High Frequency decay limit.");