CCollisionMeshData: Make use of size_t where applicable
Plays nicer with standard types.
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@ -17,8 +17,8 @@ public:
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explicit CCollisionMeshGroup(CResourceEntry *pEntry = nullptr) : CResource(pEntry) {}
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~CCollisionMeshGroup() = default;
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uint32 NumMeshes() const { return mMeshes.size(); }
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CCollisionMesh* MeshByIndex(uint32 Index) const { return mMeshes[Index].get(); }
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size_t NumMeshes() const { return mMeshes.size(); }
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CCollisionMesh* MeshByIndex(size_t Index) const { return mMeshes[Index].get(); }
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void AddMesh(std::unique_ptr<CCollisionMesh>&& pMesh) { mMeshes.push_back(std::move(pMesh)); }
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void BuildRenderData()
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@ -47,13 +47,13 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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CColor BaseTint = TintColor(rkViewInfo);
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for (uint32 MeshIdx = 0; MeshIdx < mpCollision->NumMeshes(); MeshIdx++)
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for (size_t MeshIdx = 0; MeshIdx < mpCollision->NumMeshes(); MeshIdx++)
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{
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CCollisionMesh *pMesh = mpCollision->MeshByIndex(MeshIdx);
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CCollisionRenderData& RenderData = pMesh->GetRenderData();
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const SCollisionIndexData& kIndexData = pMesh->GetIndexData();
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for (int MatIdx = 0; MatIdx < (int) kIndexData.Materials.size(); MatIdx++)
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for (int MatIdx = 0; MatIdx < static_cast<int>(kIndexData.Materials.size()); MatIdx++)
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{
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const CCollisionMaterial& kMat = kIndexData.Materials[MatIdx];
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@ -83,9 +83,9 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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// Render bounding hierarchy
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if (rkViewInfo.CollisionSettings.DrawBoundingHierarchy)
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{
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int Depth = rkViewInfo.CollisionSettings.BoundingHierarchyRenderDepth;
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const int Depth = rkViewInfo.CollisionSettings.BoundingHierarchyRenderDepth;
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for (uint MeshIdx = 0; MeshIdx < mpCollision->NumMeshes(); MeshIdx++)
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for (size_t MeshIdx = 0; MeshIdx < mpCollision->NumMeshes(); MeshIdx++)
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{
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mpCollision->MeshByIndex(MeshIdx)->GetRenderData().RenderBoundingHierarchy(Depth);
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}
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@ -124,17 +124,17 @@ void CCollisionNode::SetCollision(CCollisionMeshGroup *pCollision)
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{
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mpCollision = pCollision;
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if (mpCollision)
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if (!mpCollision)
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return;
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mpCollision->BuildRenderData();
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// Update bounds
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mLocalAABox = CAABox::Infinite();
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for (size_t MeshIdx = 0; MeshIdx < pCollision->NumMeshes(); MeshIdx++)
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{
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mpCollision->BuildRenderData();
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// Update bounds
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mLocalAABox = CAABox::Infinite();
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for (uint MeshIdx = 0; MeshIdx < pCollision->NumMeshes(); MeshIdx++)
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{
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CCollisionMesh* pMesh = pCollision->MeshByIndex(MeshIdx);
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mLocalAABox.ExpandBounds(pMesh->Bounds());
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}
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const CCollisionMesh* pMesh = pCollision->MeshByIndex(MeshIdx);
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mLocalAABox.ExpandBounds(pMesh->Bounds());
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}
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}
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@ -31,11 +31,11 @@ CCollisionEditor::CCollisionEditor(CCollisionMeshGroup* pCollisionMesh, QWidget*
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mpUI->ToolBar->addWidget( new QLabel("OBBTree: ", this) );
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int MaxDepth = 0;
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for (uint MeshIdx = 0; MeshIdx < pCollisionMesh->NumMeshes(); MeshIdx++)
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for (size_t MeshIdx = 0; MeshIdx < pCollisionMesh->NumMeshes(); MeshIdx++)
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{
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CCollisionMesh* pMesh = pCollisionMesh->MeshByIndex(MeshIdx);
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int MeshDepth = pMesh->GetRenderData().MaxBoundingHierarchyDepth();
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MaxDepth = Math::Max(MeshDepth, MaxDepth);
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const CCollisionMesh* pMesh = pCollisionMesh->MeshByIndex(MeshIdx);
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const int MeshDepth = pMesh->GetRenderData().MaxBoundingHierarchyDepth();
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MaxDepth = std::max(MeshDepth, MaxDepth);
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}
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QSlider* pOBBTreeSlider = new QSlider(this);
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