fixed some signed/unsigned warnings

This was SVN commit r259.
This commit is contained in:
janwas 2004-05-24 20:27:25 +00:00
parent df6fceba62
commit d63248d276
11 changed files with 241 additions and 238 deletions

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@ -1,3 +1,5 @@
#include "precompiled.h"
#include "EntityHandles.h"
#include "EntityManager.h"

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@ -21,8 +21,13 @@
#include "CStr.h"
#include "Vector3D.h"
#pragma warning(push)
#pragma warning(disable:4996)
#include <hash_map>
#pragma warning(pop)
class CGenericProperty
{
public:

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@ -38,7 +38,7 @@ void CFilePacker::Write(const char* filename,u32 version,const char magicstr[4])
}
// get size of data
u32 datasize=m_Data.size();
u32 datasize=(u32)m_Data.size();
if (fwrite(&datasize,sizeof(datasize),1,fp)!=1) {
fclose(fp);
throw CFileWriteError();
@ -59,7 +59,7 @@ void CFilePacker::Write(const char* filename,u32 version,const char magicstr[4])
// PackRaw: pack given number of bytes onto the end of the data stream
void CFilePacker::PackRaw(const void* rawdata,u32 rawdatalen)
{
u32 start=m_Data.size();
u32 start=(u32)m_Data.size();
m_Data.resize(m_Data.size()+rawdatalen);
memcpy(&m_Data[start],rawdata,rawdatalen);
@ -69,7 +69,7 @@ void CFilePacker::PackRaw(const void* rawdata,u32 rawdatalen)
// PackString: pack a string onto the end of the data stream
void CFilePacker::PackString(const CStr& str)
{
u32 len=str.Length();
u32 len=(u32)str.Length();
PackRaw(&len,sizeof(len));
PackRaw((const char*) str,len);
}

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@ -67,7 +67,7 @@ void CFileUnpacker::Read(const char* filename,const char magicstr[4])
// UnpackRaw: unpack given number of bytes from the input stream into the given array
// - throws CFileEOFError if the end of the data stream is reached before the given
// number of bytes have been read
void CFileUnpacker::UnpackRaw(void* rawdata,u32 rawdatalen)
void CFileUnpacker::UnpackRaw(void* rawdata,size_t rawdatalen)
{
// got enough data to unpack?
if (m_UnpackPos+rawdatalen<=m_Data.size()) {

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@ -40,7 +40,7 @@ public:
// UnpackRaw: unpack given number of bytes from the input stream into the given array
// - throws CFileEOFError if the end of the data stream is reached before the given
// number of bytes have been read
void UnpackRaw(void* rawdata,u32 rawdatalen);
void UnpackRaw(void* rawdata,size_t rawdatalen);
// UnpackString: unpack a string from the raw data stream
void UnpackString(CStr& result);

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@ -1,177 +1,177 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "HFTracer.h"
#include "terrain/Terrain.h"
#include "terrain/Bound.h"
#include "terrain/Vector3D.h"
extern CTerrain g_Terrain;
///////////////////////////////////////////////////////////////////////////////
// CHFTracer constructor
CHFTracer::CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale)
: m_Heightfield(hf), m_MapSize(mapsize), m_CellSize(cellsize),
m_HeightScale(heightscale)
{
}
///////////////////////////////////////////////////////////////////////////////
// RayTriIntersect: intersect a ray with triangle defined by vertices
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
// or false otherwise
bool CHFTracer::RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
const CVector3D& origin,const CVector3D& dir,float& dist) const
{
const float EPSILON=0.00001f;
// calculate edge vectors
CVector3D edge0=v1-v0;
CVector3D edge1=v2-v0;
// begin calculating determinant - also used to calculate U parameter
CVector3D pvec=dir.Cross(edge1);
// if determinant is near zero, ray lies in plane of triangle
float det = edge0.Dot(pvec);
if (fabs(det)<EPSILON)
return false;
float inv_det = 1.0f/det;
// calculate vector from vert0 to ray origin
CVector3D tvec=origin-v0;
// calculate U parameter, test bounds
float u=tvec.Dot(pvec)*inv_det;
if (u<-0.01f || u>1.01f)
return false;
// prepare to test V parameter
CVector3D qvec=tvec.Cross(edge0);
// calculate V parameter and test bounds
float v=dir.Dot(qvec)*inv_det;
if (v<0.0f || u+v>1.0f)
return false;
// calculate distance to intersection point from ray origin
float d=edge1.Dot(qvec)*inv_det;
if (d>=0 && d<dist) {
dist=d;
return true;
}
return false;
}
///////////////////////////////////////////////////////////////////////////////
// CellIntersect: test if ray intersects either of the triangles in the given
// cell - return hit result, and distance to hit, if hit occurred
bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const
{
bool res=false;
// get vertices for this cell
CVector3D vpos[4];
g_Terrain.CalcPosition(cx,cz,vpos[0]);
g_Terrain.CalcPosition(cx+1,cz,vpos[1]);
g_Terrain.CalcPosition(cx+1,cz+1,vpos[2]);
g_Terrain.CalcPosition(cx,cz+1,vpos[3]);
dist=1.0e30f;
if (RayTriIntersect(vpos[0],vpos[1],vpos[2],origin,dir,dist)) {
res=true;
}
if (RayTriIntersect(vpos[0],vpos[2],vpos[3],origin,dir,dist)) {
res=true;
}
return res;
}
///////////////////////////////////////////////////////////////////////////////
// RayIntersect: intersect ray with this heightfield; return true if
// intersection occurs (and fill in grid coordinates of intersection), or false
// otherwise
bool CHFTracer::RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const
{
// intersect first against bounding box
CBound bound;
bound[0]=CVector3D(0,0,0);
bound[1]=CVector3D(m_MapSize*m_CellSize,65535*m_HeightScale,m_MapSize*m_CellSize);
float tmin,tmax;
if (!bound.RayIntersect(origin,dir,tmin,tmax)) {
// ray missed world bounds; no intersection
return false;
}
// project origin onto grid, if necessary, to get starting point for traversal
CVector3D traversalPt;
if (tmin>0) {
traversalPt=origin+dir*tmin;
} else {
traversalPt=origin;
}
// setup traversal variables
int sx=dir.X<0 ? -1 : 1;
int sz=dir.Z<0 ? -1 : 1;
float invCellSize=1.0f/float(m_CellSize);
float fcx=traversalPt.X*invCellSize;
int cx=int(fcx);
float fcz=traversalPt.Z*invCellSize;
int cz=int(fcz);
float invdx=float(1.0/fabs(dir.X));
float invdz=float(1.0/fabs(dir.Z));
float dist;
do {
// test current cell
if (cx>=0 && cx<int(m_MapSize-1) && cz>=0 && cz<int(m_MapSize-1)) {
if (CellIntersect(cx,cz,origin,dir,dist)) {
x=cx;
z=cz;
ipt=origin+dir*dist;
return true;
}
}
// get coords of current cell
fcx=traversalPt.X*invCellSize;
fcz=traversalPt.Z*invCellSize;
// get distance to next cell in x,z
float dx=(sx==-1) ? fcx-float(cx) : 1-(fcx-float(cx));
dx*=invdx;
float dz=(sz==-1) ? fcz-float(cz) : 1-(fcz-float(cz));
dz*=invdz;
// advance ..
float dist;
if (dx<dz) {
cx+=sx;
dist=dx;
} else {
cz+=sz;
dist=dz;
}
traversalPt+=dir*dist;
} while (traversalPt.Y>=0);
// fell off end of heightmap with no intersection; return a miss
return false;
}
///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "HFTracer.h"
#include "terrain/Terrain.h"
#include "terrain/Bound.h"
#include "terrain/Vector3D.h"
extern CTerrain g_Terrain;
///////////////////////////////////////////////////////////////////////////////
// CHFTracer constructor
CHFTracer::CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale)
: m_Heightfield(hf), m_MapSize(mapsize), m_CellSize(cellsize),
m_HeightScale(heightscale)
{
}
///////////////////////////////////////////////////////////////////////////////
// RayTriIntersect: intersect a ray with triangle defined by vertices
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
// or false otherwise
bool CHFTracer::RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
const CVector3D& origin,const CVector3D& dir,float& dist) const
{
const float EPSILON=0.00001f;
// calculate edge vectors
CVector3D edge0=v1-v0;
CVector3D edge1=v2-v0;
// begin calculating determinant - also used to calculate U parameter
CVector3D pvec=dir.Cross(edge1);
// if determinant is near zero, ray lies in plane of triangle
float det = edge0.Dot(pvec);
if (fabs(det)<EPSILON)
return false;
float inv_det = 1.0f/det;
// calculate vector from vert0 to ray origin
CVector3D tvec=origin-v0;
// calculate U parameter, test bounds
float u=tvec.Dot(pvec)*inv_det;
if (u<-0.01f || u>1.01f)
return false;
// prepare to test V parameter
CVector3D qvec=tvec.Cross(edge0);
// calculate V parameter and test bounds
float v=dir.Dot(qvec)*inv_det;
if (v<0.0f || u+v>1.0f)
return false;
// calculate distance to intersection point from ray origin
float d=edge1.Dot(qvec)*inv_det;
if (d>=0 && d<dist) {
dist=d;
return true;
}
return false;
}
///////////////////////////////////////////////////////////////////////////////
// CellIntersect: test if ray intersects either of the triangles in the given
// cell - return hit result, and distance to hit, if hit occurred
bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const
{
bool res=false;
// get vertices for this cell
CVector3D vpos[4];
g_Terrain.CalcPosition(cx,cz,vpos[0]);
g_Terrain.CalcPosition(cx+1,cz,vpos[1]);
g_Terrain.CalcPosition(cx+1,cz+1,vpos[2]);
g_Terrain.CalcPosition(cx,cz+1,vpos[3]);
dist=1.0e30f;
if (RayTriIntersect(vpos[0],vpos[1],vpos[2],origin,dir,dist)) {
res=true;
}
if (RayTriIntersect(vpos[0],vpos[2],vpos[3],origin,dir,dist)) {
res=true;
}
return res;
}
///////////////////////////////////////////////////////////////////////////////
// RayIntersect: intersect ray with this heightfield; return true if
// intersection occurs (and fill in grid coordinates of intersection), or false
// otherwise
bool CHFTracer::RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const
{
// intersect first against bounding box
CBound bound;
bound[0]=CVector3D(0,0,0);
bound[1]=CVector3D(m_MapSize*m_CellSize,65535*m_HeightScale,m_MapSize*m_CellSize);
float tmin,tmax;
if (!bound.RayIntersect(origin,dir,tmin,tmax)) {
// ray missed world bounds; no intersection
return false;
}
// project origin onto grid, if necessary, to get starting point for traversal
CVector3D traversalPt;
if (tmin>0) {
traversalPt=origin+dir*tmin;
} else {
traversalPt=origin;
}
// setup traversal variables
int sx=dir.X<0 ? -1 : 1;
int sz=dir.Z<0 ? -1 : 1;
float invCellSize=1.0f/float(m_CellSize);
float fcx=traversalPt.X*invCellSize;
int cx=int(fcx);
float fcz=traversalPt.Z*invCellSize;
int cz=int(fcz);
float invdx=float(1.0/fabs(dir.X));
float invdz=float(1.0/fabs(dir.Z));
float dist;
do {
// test current cell
if (cx>=0 && cx<int(m_MapSize-1) && cz>=0 && cz<int(m_MapSize-1)) {
if (CellIntersect(cx,cz,origin,dir,dist)) {
x=cx;
z=cz;
ipt=origin+dir*dist;
return true;
}
}
// get coords of current cell
fcx=traversalPt.X*invCellSize;
fcz=traversalPt.Z*invCellSize;
// get distance to next cell in x,z
float dx=(sx==-1) ? fcx-float(cx) : 1-(fcx-float(cx));
dx*=invdx;
float dz=(sz==-1) ? fcz-float(cz) : 1-(fcz-float(cz));
dz*=invdz;
// advance ..
float dist;
if (dx<dz) {
cx+=sx;
dist=dx;
} else {
cz+=sz;
dist=dz;
}
traversalPt+=dir*dist;
} while (traversalPt.Y>=0);
// fell off end of heightmap with no intersection; return a miss
return false;
}

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@ -1,48 +1,48 @@
///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _HFTRACER_H
#define _HFTRACER_H
class CVector3D;
#include "res/res.h"
///////////////////////////////////////////////////////////////////////////////
// CHFTracer: a class for determining ray intersections with a heightfield
class CHFTracer
{
public:
// constructor; setup data
CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale);
// intersect ray with this heightfield; return true if intersection
// occurs (and fill in grid coordinates and point of intersection), or false otherwise
bool RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const;
private:
// intersect a ray with triangle defined by vertices
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
// or false otherwise
bool RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
const CVector3D& origin,const CVector3D& dir,float& dist) const;
// test if ray intersects either of the triangles in the given
bool CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const;
// the heightfield were tracing
const u16* m_Heightfield;
// size of the heightfield
u32 m_MapSize;
// cell size - size of each cell in x and z
float m_CellSize;
// vertical scale - size of each cell in y
float m_HeightScale;
};
///////////////////////////////////////////////////////////////////////////////
//
// Name: HFTracer.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _HFTRACER_H
#define _HFTRACER_H
class CVector3D;
#include "res/res.h"
///////////////////////////////////////////////////////////////////////////////
// CHFTracer: a class for determining ray intersections with a heightfield
class CHFTracer
{
public:
// constructor; setup data
CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale);
// intersect ray with this heightfield; return true if intersection
// occurs (and fill in grid coordinates and point of intersection), or false otherwise
bool RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const;
private:
// intersect a ray with triangle defined by vertices
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
// or false otherwise
bool RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
const CVector3D& origin,const CVector3D& dir,float& dist) const;
// test if ray intersects either of the triangles in the given
bool CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const;
// the heightfield were tracing
const u16* m_Heightfield;
// size of the heightfield
u32 m_MapSize;
// cell size - size of each cell in x and z
float m_CellSize;
// vertical scale - size of each cell in y
float m_HeightScale;
};
#endif

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@ -5,6 +5,7 @@
#include "MapReader.h"
#include "UnitManager.h"
#include "ObjectManager.h"
#include "BaseEntity.h"
#include "BaseEntityCollection.h"
#include "EntityManager.h"

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@ -101,7 +101,8 @@ void CPatchRData::BuildBlends()
}
}
if (neighbourTextures.size()>0) {
u32 count=neighbourTextures.size();
// u32 count=neighbourTextures.size();
// janwas fixing warnings: not used?
// sort textures from lowest to highest priority
std::sort(neighbourTextures.begin(),neighbourTextures.end());
@ -476,7 +477,7 @@ void CPatchRData::RenderStreams(u32 streamflags)
if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,sizeof(SBaseVertex),base+offsetof(SBaseVertex,m_UVs));
// render all base splats at once
glDrawElements(GL_QUADS,m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
glDrawElements(GL_QUADS,(GLsizei)m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;

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@ -24,7 +24,7 @@ void CTextureManager::AddTextureType(const char* name)
m_TerrainTextures.resize(m_TerrainTextures.size()+1);
STextureType& ttype=m_TerrainTextures.back();
ttype.m_Name=name;
ttype.m_Index=m_TerrainTextures.size()-1;
ttype.m_Index=(int)(m_TerrainTextures.size()-1);
}
CTextureEntry* CTextureManager::FindTexture(const char* filename)

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@ -7,16 +7,10 @@
#include "ObjectManager.h"
#include "Prometheus.h"
#include "time.h"
#include "sdl.h"
#include "res/tex.h"
#include "detect.h"
#include <malloc.h>
// TODO: fix scrolling hack - framerate independent, use SDL
//#include "win.h" // REMOVEME
void InitScene ();
void InitResources ();
void RenderScene ();