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