mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
clang reports: unclear || + && and &+| mixes.
This commit is contained in:
parent
1131ed15df
commit
c57b1a8b70
16 changed files with 30 additions and 28 deletions
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@ -1043,9 +1043,9 @@ NavMesh *AIPlayer::findNavMesh() const
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}
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}
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else
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else
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{
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{
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if(getNavSize() == Small && !m->mSmallCharacters ||
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if((getNavSize() == Small && !m->mSmallCharacters) ||
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getNavSize() == Regular && !m->mRegularCharacters ||
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(getNavSize() == Regular && !m->mRegularCharacters) ||
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getNavSize() == Large && !m->mLargeCharacters)
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(getNavSize() == Large && !m->mLargeCharacters))
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continue;
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continue;
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}
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}
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if(!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
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if(!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
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@ -572,7 +572,7 @@ void Camera::processTick(const Move* move)
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// process input/determine rotation vector
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// process input/determine rotation vector
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if(virtualMode != StationaryMode &&
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if(virtualMode != StationaryMode &&
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virtualMode != TrackObjectMode &&
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virtualMode != TrackObjectMode &&
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(!mLocked || virtualMode != OrbitObjectMode && virtualMode != OrbitPointMode))
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(!mLocked || ((virtualMode != OrbitObjectMode) && (virtualMode != OrbitPointMode))))
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{
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{
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if(!strafeMode)
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if(!strafeMode)
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{
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{
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@ -632,9 +632,9 @@ DecalInstance* DecalManager::getClosestDecal( const Point3F &pos )
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}
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}
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}
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}
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if ( !collectedInsts.empty() &&
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if ( (!collectedInsts.empty() &&
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collectedInsts[closestIndex] &&
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collectedInsts[closestIndex] &&
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closestDistance < 1.0f ||
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closestDistance < 1.0f) ||
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worldInstSphere.isContained( pos ) )
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worldInstSphere.isContained( pos ) )
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return collectedInsts[closestIndex];
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return collectedInsts[closestIndex];
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else
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else
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@ -440,7 +440,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
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// We can only skip rendering if the light is not
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// We can only skip rendering if the light is not
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// visible, and it has elapsed the fade out time.
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// visible, and it has elapsed the fade out time.
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if (mIsZero(occlusionFade) ||
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if (mIsZero(occlusionFade) ||
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!lightVisible && visDelta > FadeOutTime)
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(!lightVisible && visDelta > FadeOutTime))
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return;
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return;
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const RectI &viewport = GFX->getViewport();
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const RectI &viewport = GFX->getViewport();
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@ -3930,9 +3930,9 @@ void Player::updateActionThread()
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if (mMountPending)
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if (mMountPending)
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mMountPending = (isMounted() ? 0 : (mMountPending - 1));
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mMountPending = (isMounted() ? 0 : (mMountPending - 1));
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if (mActionAnimation.action == PlayerData::NullAnimation ||
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if ((mActionAnimation.action == PlayerData::NullAnimation) ||
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((!mActionAnimation.waitForEnd || mActionAnimation.atEnd)) &&
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((!mActionAnimation.waitForEnd || mActionAnimation.atEnd) &&
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!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)
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(!mActionAnimation.holdAtEnd && (mActionAnimation.delayTicks -= !mMountPending) <= 0)))
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{
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{
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//The scripting language will get a call back when a script animation has finished...
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//The scripting language will get a call back when a script animation has finished...
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// example: When the chat menu animations are done playing...
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// example: When the chat menu animations are done playing...
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@ -2638,7 +2638,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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F32 randomPos = Platform::getRandom();
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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continue;
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if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
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if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
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@ -2779,7 +2779,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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updateAnimThread(imageSlot, imageShapeIndex, lastState);
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updateAnimThread(imageSlot, imageShapeIndex, lastState);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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continue;
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// Start spin thread
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// Start spin thread
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@ -2834,7 +2834,7 @@ void ShapeBase::updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseIm
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F32 randomPos = Platform::getRandom();
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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continue;
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if (image.animThread[i] && stateData.sequence[i] != -1)
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if (image.animThread[i] && stateData.sequence[i] != -1)
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@ -3076,7 +3076,7 @@ TICKAGAIN:
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U32 imageShapeIndex = getImageShapeIndex(image);
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U32 imageShapeIndex = getImageShapeIndex(image);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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continue;
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if (image.spinThread[i])
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if (image.spinThread[i])
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@ -3131,7 +3131,7 @@ void ShapeBase::updateImageAnimation(U32 imageSlot, F32 dt)
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// Advance animation threads
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// Advance animation threads
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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continue;
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if (image.ambientThread[i])
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if (image.ambientThread[i])
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@ -252,7 +252,7 @@ void StaticShape::onUnmount(ShapeBase*,S32)
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U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
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U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
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{
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{
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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if (bstream->writeFlag(mask & PositionMask | ExtendedInfoMask))
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if (bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask)))
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{
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{
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// Write the transform (do _not_ use writeAffineTransform. Since this is a static
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// Write the transform (do _not_ use writeAffineTransform. Since this is a static
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@ -1157,7 +1157,7 @@ U32 AITurretShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bs
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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U32 retMask = Parent::packUpdate(connection,mask,bstream);
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// Indicate that the transform has changed to update the scan box
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// Indicate that the transform has changed to update the scan box
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bstream->writeFlag(mask & PositionMask | ExtendedInfoMask);
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bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask));
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// Handle any state changes that need to be passed along
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// Handle any state changes that need to be passed along
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if (bstream->writeFlag(mask & TurretStateMask))
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if (bstream->writeFlag(mask & TurretStateMask))
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@ -481,7 +481,7 @@ U32 oneUTF32toUTF8(const UTF32 codepoint, UTF8 *threeByteCodeunitBuf)
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// Process the 1st byte. filter based on the # of expected bytes.
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// Process the 1st byte. filter based on the # of expected bytes.
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mask = sgByteMask8LUT[bytecount];
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mask = sgByteMask8LUT[bytecount];
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marker = ( ~mask << 1 );
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marker = ( ~mask << 1 );
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threeByteCodeunitBuf[0] = marker | working & mask;
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threeByteCodeunitBuf[0] = marker | (working & mask);
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PROFILE_END();
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PROFILE_END();
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return bytecount;
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return bytecount;
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@ -296,7 +296,7 @@ bool TagDictionary::match(const char* pattern, const char* str)
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return !*str;
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return !*str;
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case '*':
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case '*':
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return match(pattern+1, str) || *str && match(pattern, str+1);
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return match(pattern+1, str) || (*str && match(pattern, str+1));
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case '?':
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case '?':
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return *str && match(pattern+1, str+1);
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return *str && match(pattern+1, str+1);
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@ -2160,8 +2160,8 @@ void River::_makeRenderBatches( const Point3F &cameraPos )
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F32 dist = getMin( dist0, dist1 );
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F32 dist = getMin( dist0, dist1 );
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highDetail = ( dist < lodDistSquared );
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highDetail = ( dist < lodDistSquared );
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if ( highDetail && lastDetail == 0 ||
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if ( (highDetail && lastDetail == 0) ||
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!highDetail && lastDetail == 1 )
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(!highDetail && lastDetail == 1) )
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{
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{
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// We hit a segment with a different lod than the previous.
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// We hit a segment with a different lod than the previous.
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// Save what we have so far...
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// Save what we have so far...
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@ -99,7 +99,7 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
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#define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
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#define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
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#define TOGGLE_STATE(state, enum) if(mDesc.state) glEnable(enum); else glDisable(enum)
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#define TOGGLE_STATE(state, enum) if(mDesc.state) glEnable(enum); else glDisable(enum)
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#define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) if(mDesc.state) glEnable(enum); else glDisable(enum)
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#define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) {if(mDesc.state) glEnable(enum); else glDisable(enum);}
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// Blending
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// Blending
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CHECK_TOGGLE_STATE(blendEnable, GL_BLEND);
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CHECK_TOGGLE_STATE(blendEnable, GL_BLEND);
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@ -189,7 +189,7 @@ bool GuiRolloutCtrl::_onMouseUp( const GuiEvent &event, bool lockedMouse )
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{
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{
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// If Ctrl/Cmd-clicking a header, collapse all sibling GuiRolloutCtrls.
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// If Ctrl/Cmd-clicking a header, collapse all sibling GuiRolloutCtrls.
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if( ( mAutoCollapseSiblings && !mIsExpanded && !( event.modifier & SI_PRIMARY_CTRL )
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if( (( mAutoCollapseSiblings && !mIsExpanded && !( event.modifier & SI_PRIMARY_CTRL ))
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|| ( !mAutoCollapseSiblings && event.modifier & SI_PRIMARY_CTRL ) ) )
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|| ( !mAutoCollapseSiblings && event.modifier & SI_PRIMARY_CTRL ) ) )
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{
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{
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for( SimSet::iterator iter = getParent()->begin(); iter != getParent()->end(); ++ iter )
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for( SimSet::iterator iter = getParent()->begin(); iter != getParent()->end(); ++ iter )
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@ -1143,9 +1143,10 @@ void NavMesh::buildLinks()
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// Iterate over links
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// Iterate over links
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for(U32 j = 0; j < mLinkIDs.size(); j++)
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for(U32 j = 0; j < mLinkIDs.size(); j++)
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{
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{
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if (mLinksUnsynced[j])
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{
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if(tile.box.isContained(getLinkStart(j)) ||
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if(tile.box.isContained(getLinkStart(j)) ||
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tile.box.isContained(getLinkEnd(j)) &&
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tile.box.isContained(getLinkEnd(j)))
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mLinksUnsynced[j])
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{
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{
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// Mark tile for build.
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// Mark tile for build.
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mDirtyTiles.push_back_unique(i);
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mDirtyTiles.push_back_unique(i);
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@ -1160,6 +1161,7 @@ void NavMesh::buildLinks()
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}
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}
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}
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}
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}
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}
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}
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if(mDirtyTiles.size())
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if(mDirtyTiles.size())
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ctx->startTimer(RC_TIMER_TOTAL);
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ctx->startTimer(RC_TIMER_TOTAL);
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}
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}
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@ -612,9 +612,9 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
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mIsLightmappedGeometry = ( fd.features.hasFeature( MFT_ToneMap ) ||
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mIsLightmappedGeometry = ( fd.features.hasFeature( MFT_ToneMap ) ||
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fd.features.hasFeature( MFT_LightMap ) ||
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fd.features.hasFeature( MFT_LightMap ) ||
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fd.features.hasFeature( MFT_VertLit ) ||
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fd.features.hasFeature( MFT_VertLit ) ||
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( bEnableMRTLightmap && fd.features.hasFeature( MFT_IsTranslucent ) ||
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( bEnableMRTLightmap && (fd.features.hasFeature( MFT_IsTranslucent ) ||
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fd.features.hasFeature( MFT_ForwardShading ) ||
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fd.features.hasFeature( MFT_ForwardShading ) ||
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fd.features.hasFeature( MFT_IsTranslucentZWrite ) ) );
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fd.features.hasFeature( MFT_IsTranslucentZWrite) ) ) );
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// Integrate proper opaque stencil write state
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// Integrate proper opaque stencil write state
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mUserDefined.addDesc( mPrePassMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );
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mUserDefined.addDesc( mPrePassMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );
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@ -307,7 +307,7 @@ void SceneContainer::insertIntoBins(SceneObject* obj,
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// For huge objects, dump them into the overflow bin. Otherwise, everything
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// For huge objects, dump them into the overflow bin. Otherwise, everything
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// goes into the grid...
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// goes into the grid...
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//
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//
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if ((maxX - minX + 1) < csmNumBins || (maxY - minY + 1) < csmNumBins && !obj->isGlobalBounds())
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if ((maxX - minX + 1) < csmNumBins || ((maxY - minY + 1) < csmNumBins && !obj->isGlobalBounds()))
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{
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{
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SceneObjectRef** pCurrInsert = &obj->mBinRefHead;
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SceneObjectRef** pCurrInsert = &obj->mBinRefHead;
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