summaryrefslogtreecommitdiff
path: root/game
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2024-02-24 00:10:27 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-02-24 00:10:27 +0000
commit80529930ea3bc874c8da22c66343745ff6fdd45b (patch)
tree6441b090f24cf33638c5257e6b9eea4f14929503 /game
parentMerge branch 'glcontainer-fix' (diff)
downloadilt-80529930ea3bc874c8da22c66343745ff6fdd45b.tar.bz2
ilt-80529930ea3bc874c8da22c66343745ff6fdd45b.tar.xz
ilt-80529930ea3bc874c8da22c66343745ff6fdd45b.zip
Simplify vector addition/subtraction with differnt types
Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
Diffstat (limited to 'game')
-rw-r--r--game/geoData.cpp3
-rw-r--r--game/geoData.h3
-rw-r--r--game/network/link.cpp5
-rw-r--r--game/network/network.cpp8
-rw-r--r--game/network/rail.cpp8
-rw-r--r--game/vehicles/railVehicle.cpp2
6 files changed, 13 insertions, 16 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp
index b30a35b..359e8c0 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -204,8 +204,7 @@ GeoData::intersectRay(const Ray<GlobalPosition3D> & ray, FaceHandle face) const
{
std::optional<GlobalPosition3D> out;
walkUntil(PointFace {ray.start, face},
- ray.start.xy()
- + GlobalPosition2D(ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())),
+ ray.start.xy() + (ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())),
[&out, &ray, this](FaceHandle face) {
BaryPosition bari {};
RelativeDistance dist {};
diff --git a/game/geoData.h b/game/geoData.h
index e234bfe..15143e8 100644
--- a/game/geoData.h
+++ b/game/geoData.h
@@ -65,8 +65,7 @@ public:
operator*(BaryPosition bari) const
{
const auto & t {*this};
- return t[0] + GlobalPosition<Dim>(RelativePosition<Dim>(t[1] - t[0]) * bari.x)
- + GlobalPosition<Dim>(RelativePosition<Dim>(t[2] - t[1]) * bari.y);
+ return t[0] + (RelativePosition<Dim>(t[1] - t[0]) * bari.x) + (RelativePosition<Dim>(t[2] - t[1]) * bari.y);
}
};
diff --git a/game/network/link.cpp b/game/network/link.cpp
index 932fc67..122eaf4 100644
--- a/game/network/link.cpp
+++ b/game/network/link.cpp
@@ -28,8 +28,7 @@ LinkStraight::positionAt(RelativeDistance dist, unsigned char start) const
const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())};
const RelativePosition3D diff {es.second->pos - es.first->pos};
const auto dir {glm::normalize(diff)};
- return Location {es.first->pos + GlobalPosition3D(vehiclePositionOffset() + dir * dist),
- {vector_pitch(dir), vector_yaw(dir), 0}};
+ return Location {es.first->pos + (vehiclePositionOffset() + dir * dist), {vector_pitch(dir), vector_yaw(dir), 0}};
}
bool
@@ -70,7 +69,7 @@ LinkCurve::intersectRay(const Ray<GlobalPosition3D> & ray) const
points.reserve(segCount);
for (std::remove_const_t<decltype(step)> swing = {arc.first, centreBase.z - e0p.z}; segCount;
swing += step, --segCount) {
- points.emplace_back(centreBase + GlobalPosition3D((sincosf(swing.x) * radius) || swing.y));
+ points.emplace_back(centreBase + ((sincosf(swing.x) * radius) || swing.y));
}
return ray.passesCloseToEdges(points, 1.F);
}
diff --git a/game/network/network.cpp b/game/network/network.cpp
index b6c52b8..65b2a62 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -121,16 +121,16 @@ Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & en
};
if (const auto radii = find_arcs_radius(flatStart, startDir, flatEnd, endDir); radii.first < radii.second) {
const auto radius {radii.first};
- const auto c1 = flatStart + GlobalPosition2D(sincosf(startDir + half_pi) * radius);
- const auto c2 = flatEnd + GlobalPosition2D(sincosf(endDir + half_pi) * radius);
+ const auto c1 = flatStart + (sincosf(startDir + half_pi) * radius);
+ const auto c2 = flatEnd + (sincosf(endDir + half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
return {{start, midh, c1}, {end, midh, c2}};
}
else {
const auto radius {radii.second};
- const auto c1 = flatStart + GlobalPosition2D(sincosf(startDir - half_pi) * radius);
- const auto c2 = flatEnd + GlobalPosition2D(sincosf(endDir - half_pi) * radius);
+ const auto c1 = flatStart + (sincosf(startDir - half_pi) * radius);
+ const auto c2 = flatEnd + (sincosf(endDir - half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
return {{midh, start, c1}, {midh, end, c2}};
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 176a704..34cbceb 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -45,8 +45,8 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
const float dir2 = pi + findNodeDirection(node2ins.first);
if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) {
const auto radius {radii.first};
- const auto c1 = flatStart + GlobalPosition2D(sincosf(dir + half_pi) * radius);
- const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 + half_pi) * radius);
+ const auto c1 = flatStart + (sincosf(dir + half_pi) * radius);
+ const auto c2 = flatEnd + (sincosf(dir2 + half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(start, midh, c1);
@@ -54,8 +54,8 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
}
else {
const auto radius {radii.second};
- const auto c1 = flatStart + GlobalPosition2D(sincosf(dir - half_pi) * radius);
- const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 - half_pi) * radius);
+ const auto c1 = flatStart + (sincosf(dir - half_pi) * radius);
+ const auto c2 = flatEnd + (sincosf(dir2 - half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(midh, start, c1);
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 4a1fdab..59d1e83 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -51,7 +51,7 @@ RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & bary
constexpr const auto Z = 3900.F;
const glm::mat3 moveBy = location.getRotationTransform();
const auto cornerVertices = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [&moveBy, this](const auto & corner) {
- return location.position() + GlobalPosition3D(moveBy * corner);
+ return location.position() + (moveBy * corner);
};
static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front