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https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
/W4: Fix name shadowing warnings
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@ -375,28 +375,28 @@ void CAI_Utility::DrawNavMeshPolyBoundaries(dtNavMesh* pMesh) const
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if (!IsTileWithinRange(pTile, vCamera, flCameraRange))
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continue;
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for (int i = 0; i < pTile->header->polyCount; ++i)
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for (int j = 0; j < pTile->header->polyCount; ++j)
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{
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const dtPoly* pPoly = &pTile->polys[i];
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const dtPoly* pPoly = &pTile->polys[j];
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if (pPoly->getType() == DT_POLYTYPE_OFFMESH_CONNECTION)
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continue;
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const dtPolyDetail* pd = &pTile->detailMeshes[i];
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const dtPolyDetail* pd = &pTile->detailMeshes[j];
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for (int j = 0, nj = static_cast<int>(pPoly->vertCount); j < nj; ++j)
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for (int e = 0, ne = static_cast<int>(pPoly->vertCount); e < ne; ++e)
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{
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if (bDrawInner)
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{
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if (pPoly->neis[j] == 0)
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if (pPoly->neis[e] == 0)
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continue;
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if (pPoly->neis[j] & DT_EXT_LINK)
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if (pPoly->neis[e] & DT_EXT_LINK)
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{
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bool bCon = false;
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for (unsigned int k = pPoly->firstLink; k != DT_NULL_LINK; k = pTile->links[k].next)
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{
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if (pTile->links[k].edge == j)
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if (pTile->links[k].edge == e)
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{
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bCon = true;
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break;
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@ -412,16 +412,16 @@ void CAI_Utility::DrawNavMeshPolyBoundaries(dtNavMesh* pMesh) const
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}
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else
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{
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if (pPoly->neis[j] != 0)
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if (pPoly->neis[e] != 0)
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continue;
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}
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const float* v0 = &pTile->verts[pPoly->verts[j] * 3];
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const float* v1 = &pTile->verts[pPoly->verts[(j + 1) % nj] * 3];
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const float* v0 = &pTile->verts[pPoly->verts[e] * 3];
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const float* v1 = &pTile->verts[pPoly->verts[(e + 1) % ne] * 3];
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// Draw detail mesh edges which align with the actual poly edge.
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// This is really slow.
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for (int k = 0, e = pd->triCount; k < e; ++k)
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for (int k = 0, ke = pd->triCount; k < ke; ++k)
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{
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const unsigned char* t = &pTile->detailTris[(pd->triBase + k) * 4];
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const float* tv[3];
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@ -3368,6 +3368,13 @@ void Cubic_Spline(
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Assert(&output != &p3);
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Assert(&output != &p4);
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#ifdef NDEBUG
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NOTE_UNUSED(p1);
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NOTE_UNUSED(p2);
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NOTE_UNUSED(p3);
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NOTE_UNUSED(p4);
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#endif // NDEBUG
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output.Init();
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Vector3D a, b, c, d;
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@ -3503,6 +3510,10 @@ void Parabolic_Spline(
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Assert(&output != &p3);
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Assert(&output != &p4);
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#ifdef NDEBUG
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NOTE_UNUSED(p4);
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#endif // NDEBUG
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output.Init();
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Vector3D a, b, c, d;
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@ -4035,7 +4046,7 @@ bool CalcLineToLineIntersectionSegment(
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volatile static char const* pDebugString;
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#endif
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void MathLib_Init(float gamma, float texGamma, float brightness, int overbright, bool bAllow3DNow, bool bAllowSSE, bool bAllowSSE2, bool bAllowMMX)
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void MathLib_Init(float gamma, float texGamma, float brightness, int overbright)
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{
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if (s_bMathlibInitialized)
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return;
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@ -5397,9 +5408,9 @@ void Frustum_t::CreatePerspectiveFrustumFLU(const Vector3D& vOrigin, const Vecto
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const Vector3D& vLeft, const Vector3D& vUp, float flZNear, float flZFar,
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float flFovX, float flAspect)
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{
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VPlane planes[FRUSTUM_NUMPLANES];
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GeneratePerspectiveFrustumFLU(vOrigin, vForward, vLeft, vUp, flZNear, flZFar, flFovX, flAspect, planes);
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SetPlanes(planes);
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VPlane frustumPlanes[FRUSTUM_NUMPLANES];
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GeneratePerspectiveFrustumFLU(vOrigin, vForward, vLeft, vUp, flZNear, flZFar, flFovX, flAspect, frustumPlanes);
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SetPlanes(frustumPlanes);
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}
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//#ifndef YUP_ACTIVE
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@ -5416,19 +5427,19 @@ void Frustum_t::CreatePerspectiveFrustum(const Vector3D& origin, const Vector3D&
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// Version that accepts angles instead of vectors
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void Frustum_t::CreatePerspectiveFrustum(const Vector3D& origin, const QAngle& angles, float flZNear, float flZFar, float flFovX, float flAspectRatio)
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{
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VPlane planes[FRUSTUM_NUMPLANES];
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VPlane frustumPlanes[FRUSTUM_NUMPLANES];
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Vector3D vecForward, vecLeft, vecUp;
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AngleVectorsFLU(angles, &vecForward, &vecLeft, &vecUp);
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GeneratePerspectiveFrustumFLU(origin, vecForward, vecLeft, vecUp, flZNear, flZFar, flFovX, flAspectRatio, planes);
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SetPlanes(planes);
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GeneratePerspectiveFrustumFLU(origin, vecForward, vecLeft, vecUp, flZNear, flZFar, flFovX, flAspectRatio, frustumPlanes);
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SetPlanes(frustumPlanes);
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}
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// Generate a frustum based on orthographic parameters
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void Frustum_t::CreateOrthoFrustumFLU(const Vector3D& origin, const Vector3D& forward, const Vector3D& vLeft, const Vector3D& up, float flLeft, float flRight, float flBottom, float flTop, float flZNear, float flZFar)
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{
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VPlane planes[FRUSTUM_NUMPLANES];
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GenerateOrthoFrustumFLU(origin, forward, vLeft, up, flLeft, flRight, flBottom, flTop, flZNear, flZFar, planes);
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SetPlanes(planes);
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VPlane frustumPlanes[FRUSTUM_NUMPLANES];
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GenerateOrthoFrustumFLU(origin, forward, vLeft, up, flLeft, flRight, flBottom, flTop, flZNear, flZFar, frustumPlanes);
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SetPlanes(frustumPlanes);
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}
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//#ifndef YUP_ACTIVE
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@ -5448,41 +5459,41 @@ void Frustum_t::CreateOrthoFrustum(const Vector3D& origin, const Vector3D& forwa
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// 0--1
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bool Frustum_t::GetCorners(Vector3D* pPoints) const
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{
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VPlane planes[FRUSTUM_NUMPLANES];
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GetPlanes(planes);
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VPlane frustumPlanes[FRUSTUM_NUMPLANES];
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GetPlanes(frustumPlanes);
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// Near face
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// Bottom Left
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if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_BOTTOM], pPoints[0]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[0]))
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return false;
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// Bottom right
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if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_BOTTOM], pPoints[1]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[1]))
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return false;
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// Upper Left
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if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_TOP], pPoints[2]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_TOP], pPoints[2]))
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return false;
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// Upper right
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if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_TOP], pPoints[3]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_TOP], pPoints[3]))
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return false;
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// Far face
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// Bottom Left
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if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_BOTTOM], pPoints[4]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[4]))
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return false;
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// Bottom right
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if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_BOTTOM], pPoints[5]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[5]))
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return false;
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// Upper Left
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if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_TOP], pPoints[6]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_TOP], pPoints[6]))
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return false;
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// Upper right
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if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_TOP], pPoints[7]))
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if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_TOP], pPoints[7]))
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return false;
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