chore: Eradicate C-style casts and further clean up some code (#1361)

* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
This commit is contained in:
jadebenn
2023-12-27 22:18:20 -06:00
committed by GitHub
parent 46ac039a3b
commit ef6f2f133e
68 changed files with 281 additions and 270 deletions

View File

@@ -114,13 +114,13 @@ bool NiPoint3::operator!=(const NiPoint3& point) const {
//! Operator for subscripting
float& NiPoint3::operator[](int i) {
float* base = &x;
return (float&)base[i];
return base[i];
}
//! Operator for subscripting
const float& NiPoint3::operator[](int i) const {
const float* base = &x;
return (float&)base[i];
return base[i];
}
//! Operator for addition of vectors
@@ -181,7 +181,7 @@ bool NiPoint3::IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3&
if (this->y < minPoint.y) return false;
if (this->y > maxPoint.y) return false;
return (this->z < maxPoint.z&& this->z > minPoint.z);
return (this->z < maxPoint.z && this->z > minPoint.z);
}
//! Checks to see if the point (or vector) is within a sphere
@@ -232,10 +232,21 @@ NiPoint3 NiPoint3::MoveTowards(const NiPoint3& current, const NiPoint3& target,
float dx = target.x - current.x;
float dy = target.y - current.y;
float dz = target.z - current.z;
float lengthSquared = (float)((double)dx * (double)dx + (double)dy * (double)dy + (double)dz * (double)dz);
if ((double)lengthSquared == 0.0 || (double)maxDistanceDelta >= 0.0 && (double)lengthSquared <= (double)maxDistanceDelta * (double)maxDistanceDelta)
float lengthSquared = static_cast<float>(
static_cast<double>(dx) * static_cast<double>(dx) +
static_cast<double>(dy) * static_cast<double>(dy) +
static_cast<double>(dz) * static_cast<double>(dz)
);
if (static_cast<double>(lengthSquared) == 0.0
|| static_cast<double>(maxDistanceDelta) >= 0.0
&& static_cast<double>(lengthSquared)
<= static_cast<double>(maxDistanceDelta) * static_cast<double>(maxDistanceDelta)) {
return target;
float length = (float)std::sqrt((double)lengthSquared);
}
float length = std::sqrt(lengthSquared);
return NiPoint3(current.x + dx / length * maxDistanceDelta, current.y + dy / length * maxDistanceDelta, current.z + dz / length * maxDistanceDelta);
}