Fixes a lot of warnings and move math enums to enum classes
This commit is contained in:
@@ -634,7 +634,7 @@ namespace Nz
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/**********************************Compute**********************************/
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Boxf ComputeAABB(SparsePtr<const Vector3f> positionPtr, unsigned int vertexCount)
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Boxf ComputeAABB(SparsePtr<const Vector3f> positionPtr, std::size_t vertexCount)
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{
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Boxf aabb;
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if (vertexCount > 0)
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@@ -651,10 +651,10 @@ namespace Nz
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return aabb;
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}
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void ComputeBoxIndexVertexCount(const Vector3ui& subdivision, unsigned int* indexCount, unsigned int* vertexCount)
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void ComputeBoxIndexVertexCount(const Vector3ui& subdivision, std::size_t* indexCount, std::size_t* vertexCount)
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{
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unsigned int xIndexCount, yIndexCount, zIndexCount;
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unsigned int xVertexCount, yVertexCount, zVertexCount;
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std::size_t xIndexCount, yIndexCount, zIndexCount;
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std::size_t xVertexCount, yVertexCount, zVertexCount;
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.y, subdivision.z), &xIndexCount, &xVertexCount);
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.z), &yIndexCount, &yVertexCount);
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@@ -667,13 +667,13 @@ namespace Nz
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*vertexCount = xVertexCount*2 + yVertexCount*2 + zVertexCount*2;
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}
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unsigned int ComputeCacheMissCount(IndexIterator indices, unsigned int indexCount)
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unsigned int ComputeCacheMissCount(IndexIterator indices, std::size_t indexCount)
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{
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VertexCache cache(indices, indexCount);
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return cache.GetMissCount();
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}
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void ComputeConeIndexVertexCount(unsigned int subdivision, unsigned int* indexCount, unsigned int* vertexCount)
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void ComputeConeIndexVertexCount(unsigned int subdivision, std::size_t* indexCount, std::size_t* vertexCount)
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{
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if (indexCount)
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*indexCount = (subdivision-1)*6;
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@@ -682,7 +682,7 @@ namespace Nz
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*vertexCount = subdivision + 2;
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}
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void ComputeCubicSphereIndexVertexCount(unsigned int subdivision, unsigned int* indexCount, unsigned int* vertexCount)
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void ComputeCubicSphereIndexVertexCount(unsigned int subdivision, std::size_t* indexCount, std::size_t* vertexCount)
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{
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// Comme tous nos plans sont identiques, on peut optimiser un peu
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ComputePlaneIndexVertexCount(Vector2ui(subdivision), indexCount, vertexCount);
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@@ -694,7 +694,7 @@ namespace Nz
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*vertexCount *= 6;
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}
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void ComputeIcoSphereIndexVertexCount(unsigned int recursionLevel, unsigned int* indexCount, unsigned int* vertexCount)
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void ComputeIcoSphereIndexVertexCount(unsigned int recursionLevel, std::size_t* indexCount, std::size_t* vertexCount)
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{
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if (indexCount)
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*indexCount = 3 * 20 * IntegralPow(4, recursionLevel);
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@@ -703,7 +703,7 @@ namespace Nz
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*vertexCount = IntegralPow(4, recursionLevel)*10 + 2;
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}
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void ComputePlaneIndexVertexCount(const Vector2ui& subdivision, unsigned int* indexCount, unsigned int* vertexCount)
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void ComputePlaneIndexVertexCount(const Vector2ui& subdivision, std::size_t* indexCount, std::size_t* vertexCount)
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{
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// Le nombre de faces appartenant à un axe est équivalent à 2 exposant la subdivision (1,2,4,8,16,32,...)
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unsigned int horizontalFaceCount = (1 << subdivision.x);
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@@ -720,7 +720,7 @@ namespace Nz
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*vertexCount = horizontalVertexCount*verticalVertexCount;
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}
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void ComputeUvSphereIndexVertexCount(unsigned int sliceCount, unsigned int stackCount, unsigned int* indexCount, unsigned int* vertexCount)
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void ComputeUvSphereIndexVertexCount(unsigned int sliceCount, unsigned int stackCount, std::size_t* indexCount, std::size_t* vertexCount)
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{
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if (indexCount)
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*indexCount = (sliceCount-1) * (stackCount-1) * 6;
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@@ -733,8 +733,8 @@ namespace Nz
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void GenerateBox(const Vector3f& lengths, const Vector3ui& subdivision, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
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{
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unsigned int xIndexCount, yIndexCount, zIndexCount;
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unsigned int xVertexCount, yVertexCount, zVertexCount;
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std::size_t xIndexCount, yIndexCount, zIndexCount;
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std::size_t xVertexCount, yVertexCount, zVertexCount;
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.y, subdivision.z), &xIndexCount, &xVertexCount);
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.z), &yIndexCount, &yVertexCount);
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@@ -901,7 +901,7 @@ namespace Nz
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void GenerateCubicSphere(float size, unsigned int subdivision, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, unsigned int indexOffset)
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{
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///DOC: Cette fonction va accéder aux pointeurs en écriture ET en lecture
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unsigned int vertexCount;
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std::size_t vertexCount;
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ComputeBoxIndexVertexCount(Vector3ui(subdivision), nullptr, &vertexCount);
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// On envoie une matrice identité de sorte à ce que la boîte ne subisse aucune transformation (rendant plus facile l'étape suivante)
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@@ -1057,12 +1057,12 @@ namespace Nz
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const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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for (unsigned int i = startVertex; i <= endVertex; ++i)
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std::size_t endVertex = startVertex + vertexCount - 1;
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for (std::size_t i = startVertex; i <= endVertex; ++i)
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{
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Vector3f finalPosition(Vector3f::Zero());
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for (int j = 0; j < inputVertex->weightCount; ++j)
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for (Int32 j = 0; j < inputVertex->weightCount; ++j)
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{
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Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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@@ -1083,13 +1083,13 @@ namespace Nz
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const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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for (unsigned int i = startVertex; i <= endVertex; ++i)
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std::size_t endVertex = startVertex + vertexCount - 1;
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for (std::size_t i = startVertex; i <= endVertex; ++i)
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{
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Vector3f finalPosition(Vector3f::Zero());
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Vector3f finalNormal(Vector3f::Zero());
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for (int j = 0; j < inputVertex->weightCount; ++j)
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for (Int32 j = 0; j < inputVertex->weightCount; ++j)
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{
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Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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