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Fix compilation errors (C2398) and type conversion warnings
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codereader committed Jun 9, 2022
1 parent 516213b commit 2726ca4
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Showing 4 changed files with 53 additions and 53 deletions.
2 changes: 1 addition & 1 deletion libs/math/Vector3.h
Expand Up @@ -70,7 +70,7 @@ class BasicVector3

/// Construct from another BasicVector3 with a compatible element type
template<typename U> BasicVector3(const BasicVector3<U>& other)
: BasicVector3(other.x(), other.y(), other.z())
: BasicVector3(static_cast<T>(other.x()), static_cast<T>(other.y()), static_cast<T>(other.z()))
{
}

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10 changes: 5 additions & 5 deletions libs/math/Vector4.h
Expand Up @@ -51,17 +51,17 @@ class BasicVector4

/// Construct from another BasicVector4 with a compatible element type
template<typename U> BasicVector4(const BasicVector4<U>& other)
: BasicVector4(other.x(), other.y(), other.z(), other.w())
: BasicVector4(static_cast<T>(other.x()), static_cast<T>(other.y()), static_cast<T>(other.z()), static_cast<T>(other.w()))
{}

/// Construct from a BasicVector3 of compatible element type, plus an optional W value
template <typename U, typename W = float>
BasicVector4(const BasicVector3<U>& other, W w_ = 1.0f)
{
_v[0] = other.x();
_v[1] = other.y();
_v[2] = other.z();
_v[3] = w_;
_v[0] = static_cast<T>(other.x());
_v[1] = static_cast<T>(other.y());
_v[2] = static_cast<T>(other.z());
_v[3] = static_cast<T>(w_);
}

/// Construct directly from Eigen type
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64 changes: 32 additions & 32 deletions libs/render/RenderableBox.h
Expand Up @@ -16,40 +16,40 @@ inline std::vector<RenderVertex> getFillBoxVertices(const Vector3& min, const Ve
return
{
// Bottom quad
RenderVertex({ min[0], max[1], min[2] }, {0,0,-1}, {0,1}, colour),
RenderVertex({ max[0], max[1], min[2] }, {0,0,-1}, {1,1}, colour),
RenderVertex({ max[0], min[1], min[2] }, {0,0,-1}, {1,0}, colour),
RenderVertex({ min[0], min[1], min[2] }, {0,0,-1}, {0,0}, colour),
RenderVertex(Vector3{ min[0], max[1], min[2] }, {0,0,-1}, {0,1}, colour),
RenderVertex(Vector3{ max[0], max[1], min[2] }, {0,0,-1}, {1,1}, colour),
RenderVertex(Vector3{ max[0], min[1], min[2] }, {0,0,-1}, {1,0}, colour),
RenderVertex(Vector3{ min[0], min[1], min[2] }, {0,0,-1}, {0,0}, colour),

// Top quad
RenderVertex({ min[0], min[1], max[2] }, {0,0,+1}, {0,1}, colour),
RenderVertex({ max[0], min[1], max[2] }, {0,0,+1}, {1,1}, colour),
RenderVertex({ max[0], max[1], max[2] }, {0,0,+1}, {1,0}, colour),
RenderVertex({ min[0], max[1], max[2] }, {0,0,+1}, {0,0}, colour),
RenderVertex(Vector3{ min[0], min[1], max[2] }, {0,0,+1}, {0,1}, colour),
RenderVertex(Vector3{ max[0], min[1], max[2] }, {0,0,+1}, {1,1}, colour),
RenderVertex(Vector3{ max[0], max[1], max[2] }, {0,0,+1}, {1,0}, colour),
RenderVertex(Vector3{ min[0], max[1], max[2] }, {0,0,+1}, {0,0}, colour),

// Front quad
RenderVertex({ min[0], min[1], min[2] }, {0,-1,0}, {0,1}, colour),
RenderVertex({ max[0], min[1], min[2] }, {0,-1,0}, {1,1}, colour),
RenderVertex({ max[0], min[1], max[2] }, {0,-1,0}, {1,0}, colour),
RenderVertex({ min[0], min[1], max[2] }, {0,-1,0}, {0,0}, colour),
RenderVertex(Vector3{ min[0], min[1], min[2] }, {0,-1,0}, {0,1}, colour),
RenderVertex(Vector3{ max[0], min[1], min[2] }, {0,-1,0}, {1,1}, colour),
RenderVertex(Vector3{ max[0], min[1], max[2] }, {0,-1,0}, {1,0}, colour),
RenderVertex(Vector3{ min[0], min[1], max[2] }, {0,-1,0}, {0,0}, colour),

// Back quad
RenderVertex({ min[0], max[1], min[2] }, {0,+1,0}, {1,1}, colour),
RenderVertex({ min[0], max[1], max[2] }, {0,+1,0}, {1,0}, colour),
RenderVertex({ max[0], max[1], max[2] }, {0,+1,0}, {0,0}, colour),
RenderVertex({ max[0], max[1], min[2] }, {0,+1,0}, {0,1}, colour),
RenderVertex(Vector3{ min[0], max[1], min[2] }, {0,+1,0}, {1,1}, colour),
RenderVertex(Vector3{ min[0], max[1], max[2] }, {0,+1,0}, {1,0}, colour),
RenderVertex(Vector3{ max[0], max[1], max[2] }, {0,+1,0}, {0,0}, colour),
RenderVertex(Vector3{ max[0], max[1], min[2] }, {0,+1,0}, {0,1}, colour),

// Right quad
RenderVertex({ max[0], max[1], min[2] }, {+1,0,0}, {1,1}, colour),
RenderVertex({ max[0], max[1], max[2] }, {+1,0,0}, {1,0}, colour),
RenderVertex({ max[0], min[1], max[2] }, {+1,0,0}, {0,0}, colour),
RenderVertex({ max[0], min[1], min[2] }, {+1,0,0}, {0,1}, colour),
RenderVertex(Vector3{ max[0], max[1], min[2] }, {+1,0,0}, {1,1}, colour),
RenderVertex(Vector3{ max[0], max[1], max[2] }, {+1,0,0}, {1,0}, colour),
RenderVertex(Vector3{ max[0], min[1], max[2] }, {+1,0,0}, {0,0}, colour),
RenderVertex(Vector3{ max[0], min[1], min[2] }, {+1,0,0}, {0,1}, colour),

// Left quad
RenderVertex({ min[0], max[1], min[2] }, {-1,0,0}, {0,1}, colour),
RenderVertex({ min[0], min[1], min[2] }, {-1,0,0}, {1,1}, colour),
RenderVertex({ min[0], min[1], max[2] }, {-1,0,0}, {1,0}, colour),
RenderVertex({ min[0], max[1], max[2] }, {-1,0,0}, {0,0}, colour),
RenderVertex(Vector3{ min[0], max[1], min[2] }, {-1,0,0}, {0,1}, colour),
RenderVertex(Vector3{ min[0], min[1], min[2] }, {-1,0,0}, {1,1}, colour),
RenderVertex(Vector3{ min[0], min[1], max[2] }, {-1,0,0}, {1,0}, colour),
RenderVertex(Vector3{ min[0], max[1], max[2] }, {-1,0,0}, {0,0}, colour),
};
}

Expand All @@ -59,16 +59,16 @@ inline std::vector<RenderVertex> getWireframeBoxVertices(const Vector3& min, con
return
{
// Bottom quad
RenderVertex({ min[0], min[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex({ max[0], min[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex({ max[0], max[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex({ min[0], max[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ min[0], min[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ max[0], min[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ max[0], max[1], min[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ min[0], max[1], min[2] }, {0,0,1}, {0,0}, colour),

// Top quad
RenderVertex({ min[0], min[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex({ max[0], min[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex({ max[0], max[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex({ min[0], max[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ min[0], min[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ max[0], min[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ max[0], max[1], max[2] }, {0,0,1}, {0,0}, colour),
RenderVertex(Vector3{ min[0], max[1], max[2] }, {0,0,1}, {0,0}, colour),
};
}

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30 changes: 15 additions & 15 deletions radiantcore/entity/light/Renderables.cpp
Expand Up @@ -41,12 +41,12 @@ void RenderableLightOctagon::updateGeometry()
// top, bottom, tleft, tright, bright, bleft
std::vector<render::RenderVertex> vertices
{
render::RenderVertex({ mid[0], mid[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ mid[0], mid[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ min[0], max[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ max[0], max[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ max[0], min[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ min[0], min[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ mid[0], mid[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ mid[0], mid[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ min[0], max[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ max[0], max[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ max[0], min[1], mid[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ min[0], min[1], mid[2] }, {0,0,0}, {0,0}, colour),
};

// Orient the points using the transform
Expand Down Expand Up @@ -99,15 +99,15 @@ void RenderableLightVolume::updatePointLightVolume()
// Load the 8 corner points
std::vector<render::RenderVertex> vertices
{
render::RenderVertex({ min[0], min[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ max[0], min[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ max[0], max[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ min[0], max[1], min[2] }, {0,0,0}, {0,0}, colour),

render::RenderVertex({ min[0], min[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ max[0], min[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ max[0], max[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex({ min[0], max[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ min[0], min[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ max[0], min[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ max[0], max[1], min[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ min[0], max[1], min[2] }, {0,0,0}, {0,0}, colour),

render::RenderVertex(Vector3{ min[0], min[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ max[0], min[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ max[0], max[1], max[2] }, {0,0,0}, {0,0}, colour),
render::RenderVertex(Vector3{ min[0], max[1], max[2] }, {0,0,0}, {0,0}, colour),
};

// Orient the points using the transform
Expand Down

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