Utility: Use UInt64 to store index/vertex instead of size_t

This commit is contained in:
SirLynix
2022-04-23 23:12:40 +02:00
parent 8cd1f2d590
commit 3d15f3578b
10 changed files with 23 additions and 23 deletions

View File

@@ -446,22 +446,22 @@ namespace Nz
return it->second;
}
std::size_t Mesh::GetTriangleCount() const
UInt64 Mesh::GetTriangleCount() const
{
NazaraAssert(m_isValid, "Mesh should be created first");
std::size_t triangleCount = 0;
UInt64 triangleCount = 0;
for (const SubMeshData& data : m_subMeshes)
triangleCount += data.subMesh->GetTriangleCount();
return triangleCount;
}
std::size_t Mesh::GetVertexCount() const
UInt64 Mesh::GetVertexCount() const
{
NazaraAssert(m_isValid, "Mesh should be created first");
std::size_t vertexCount = 0;
UInt64 vertexCount = 0;
for (const SubMeshData& data : m_subMeshes)
vertexCount += data.subMesh->GetVertexCount();

View File

@@ -36,7 +36,7 @@ namespace Nz
return m_vertexBuffer;
}
std::size_t SkeletalMesh::GetVertexCount() const
UInt64 SkeletalMesh::GetVertexCount() const
{
return m_vertexBuffer->GetVertexCount();
}

View File

@@ -25,8 +25,8 @@ namespace Nz
VertexMapper mapper(*m_vertexBuffer);
SparsePtr<Vector3f> position = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
std::size_t vertexCount = m_vertexBuffer->GetVertexCount();
for (std::size_t i = 0; i < vertexCount; ++i)
UInt64 vertexCount = m_vertexBuffer->GetVertexCount();
for (UInt64 i = 0; i < vertexCount; ++i)
*position++ -= offset;
m_aabb.x -= offset.x;
@@ -63,7 +63,7 @@ namespace Nz
return m_vertexBuffer;
}
std::size_t StaticMesh::GetVertexCount() const
UInt64 StaticMesh::GetVertexCount() const
{
return m_vertexBuffer->GetVertexCount();
}

View File

@@ -22,14 +22,14 @@ namespace Nz
void SubMesh::GenerateNormals()
{
VertexMapper mapper(*this);
std::size_t vertexCount = mapper.GetVertexCount();
UInt64 vertexCount = mapper.GetVertexCount();
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
if (!normals || !positions)
return;
for (std::size_t i = 0; i < vertexCount; ++i)
for (UInt64 i = 0; i < vertexCount; ++i)
normals[i].MakeZero();
TriangleIterator iterator(*this);
@@ -48,14 +48,14 @@ namespace Nz
}
while (iterator.Advance());
for (std::size_t i = 0; i < vertexCount; ++i)
for (UInt64 i = 0; i < vertexCount; ++i)
normals[i].Normalize();
}
void SubMesh::GenerateNormalsAndTangents()
{
VertexMapper mapper(*this);
std::size_t vertexCount = mapper.GetVertexCount();
UInt64 vertexCount = mapper.GetVertexCount();
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
@@ -64,7 +64,7 @@ namespace Nz
if (!normals || !positions || !tangents || !texCoords)
return;
for (std::size_t i = 0; i < vertexCount; ++i)
for (UInt64 i = 0; i < vertexCount; ++i)
{
normals[i].MakeZero();
tangents[i].MakeZero();
@@ -159,10 +159,10 @@ namespace Nz
return m_primitiveMode;
}
std::size_t SubMesh::GetTriangleCount() const
UInt64 SubMesh::GetTriangleCount() const
{
const std::shared_ptr<const IndexBuffer>& indexBuffer = GetIndexBuffer();
std::size_t indexCount;
UInt64 indexCount;
if (indexBuffer)
indexCount = indexBuffer->GetIndexCount();
else