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Tracer::signum function now returns int

convert c style casts to c++ static casts

Changed fabs() to std::abs()
This commit is contained in:
Woazboat 2015-04-28 02:51:21 +02:00
parent c74bfc35d6
commit 8a50918d2a
3 changed files with 29 additions and 25 deletions

View File

@ -103,7 +103,7 @@ void cSetChunkData::CalculateHeightMap(void)
int index = cChunkDef::MakeIndexNoCheck(x, y, z);
if (m_BlockTypes[index] != E_BLOCK_AIR)
{
m_HeightMap[x + z * cChunkDef::Width] = (HEIGHTTYPE)y;
m_HeightMap[x + z * cChunkDef::Width] = static_cast<HEIGHTTYPE>(y);
break;
}
} // for y

View File

@ -12,6 +12,8 @@
const float FLOAT_EPSILON = 0.0001f; // TODO: Stash this in some header where it can be reused
const std::array<const Vector3f, 6>& cTracer::m_NormalTable(void)
{
@ -50,7 +52,7 @@ cTracer::~cTracer()
float cTracer::SigNum(float a_Num)
int cTracer::SigNum(float a_Num)
{
if (a_Num < 0.f)
{
@ -76,9 +78,10 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
dir = a_Direction;
// decide which direction to start walking in
step.x = (int) SigNum(dir.x);
step.y = (int) SigNum(dir.y);
step.z = (int) SigNum(dir.z);
step.x = SigNum(dir.x);
step.y = SigNum(dir.y);
step.z = SigNum(dir.z);
// normalize the direction vector
dir.Normalize();
@ -89,7 +92,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
// same but y-direction
if (dir.x != 0.f)
{
tDelta.x = 1 / fabs(dir.x);
tDelta.x = 1 / std::abs(dir.x);
}
else
{
@ -97,7 +100,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
}
if (dir.y != 0.f)
{
tDelta.y = 1 / fabs(dir.y);
tDelta.y = 1 / std::abs(dir.y);
}
else
{
@ -105,44 +108,45 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
}
if (dir.z != 0.f)
{
tDelta.z = 1 / fabs(dir.z);
tDelta.z = 1 / std::abs(dir.z);
}
else
{
tDelta.z = 0;
}
// start voxel coordinates
pos.x = (int)floorf(a_Start.x);
pos.y = (int)floorf(a_Start.y);
pos.z = (int)floorf(a_Start.z);
pos.x = static_cast<int>(floorf(a_Start.x));
pos.y = static_cast<int>(floorf(a_Start.y));
pos.z = static_cast<int>(floorf(a_Start.z));
// calculate distance to first intersection in the voxel we start from
if (dir.x < 0)
{
tMax.x = ((float)pos.x - a_Start.x) / dir.x;
tMax.x = (static_cast<float>(pos.x) - a_Start.x) / dir.x;
}
else
{
tMax.x = (((float)pos.x + 1) - a_Start.x) / dir.x;
tMax.x = (static_cast<float>(pos.x + 1) - a_Start.x) / dir.x; // TODO: Possible division by zero
}
if (dir.y < 0)
{
tMax.y = ((float)pos.y - a_Start.y) / dir.y;
tMax.y = (static_cast<float>(pos.y) - a_Start.y) / dir.y;
}
else
{
tMax.y = (((float)pos.y + 1) - a_Start.y) / dir.y;
tMax.y = (static_cast<float>(pos.y + 1) - a_Start.y) / dir.y; // TODO: Possible division by zero
}
if (dir.z < 0)
{
tMax.z = ((float)pos.z - a_Start.z) / dir.z;
tMax.z = (static_cast<float>(pos.z) - a_Start.z) / dir.z;
}
else
{
tMax.z = (((float)pos.z + 1) - a_Start.z) / dir.z;
tMax.z = (static_cast<float>(pos.z + 1) - a_Start.z) / dir.z; // TODO: Possible division by zero
}
}
@ -165,18 +169,18 @@ bool cTracer::Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int
SetValues(a_Start, a_Direction);
Vector3f End = a_Start + (dir * (float)a_Distance);
Vector3f End = a_Start + (dir * static_cast<float>(a_Distance));
if (End.y < 0)
{
float dist = -a_Start.y / dir.y;
float dist = -a_Start.y / dir.y; // No division by 0 possible
End = a_Start + (dir * dist);
}
// end voxel coordinates
end1.x = (int)floorf(End.x);
end1.y = (int)floorf(End.y);
end1.z = (int)floorf(End.z);
end1.x = static_cast<int>(floorf(End.x));
end1.y = static_cast<int>(floorf(End.y));
end1.z = static_cast<int>(floorf(End.z));
// check if first is occupied
if (pos.Equals(end1))
@ -314,8 +318,7 @@ int cTracer::intersect3D_SegmentPlane(const Vector3f & a_Origin, const Vector3f
float D = a_PlaneNormal.Dot(u); // dot(Pn.n, u);
float N = -(a_PlaneNormal.Dot(w)); // -dot(a_Plane.n, w);
const float EPSILON = 0.0001f;
if (fabs(D) < EPSILON)
if (std::abs(D) < FLOAT_EPSILON)
{
// segment is parallel to plane
if (N == 0.0)

View File

@ -63,7 +63,8 @@ private:
/// Return 1 through 6 for the following block faces, repectively: -x, -z, x, z, y, -y
int GetHitNormal( const Vector3f & start, const Vector3f & end, const Vector3i & a_BlockPos);
float SigNum( float a_Num);
/// Signum function
int SigNum( float a_Num);
cWorld* m_World;
static const std::array<const Vector3f, 6> & m_NormalTable(void);