mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-21 18:02:43 +01:00
Stop using default initialization onglm datatypes.
It results in undefined behaviour with glm 0.9.9
This commit is contained in:
parent
5bf92e5a0b
commit
3e96ad9c92
@ -14,7 +14,7 @@ struct AIGraphNode {
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};
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NodeType type;
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glm::vec3 position;
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glm::vec3 position{};
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float size;
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int other_thing;
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int other_thing2;
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@ -4,7 +4,7 @@
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#include <ai/CharacterController.hpp>
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class DefaultAIController : public CharacterController {
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glm::vec3 gotoPos;
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glm::vec3 gotoPos{};
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public:
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DefaultAIController()
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@ -6,9 +6,9 @@
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#include <ai/CharacterController.hpp>
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class PlayerController : public CharacterController {
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glm::quat cameraRotation;
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glm::quat cameraRotation{1.0f,0.0f,0.0f,0.0f};
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glm::vec3 direction;
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glm::vec3 direction{};
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glm::quat lastRotation;
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@ -31,7 +31,7 @@ bool ChaseKeyframe::load(const std::string &filePath,
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uint8_t driving;
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uint8_t braking;
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uint8_t handbrake;
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glm::vec3 position;
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glm::vec3 position{};
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};
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static_assert(sizeof(ChaseEntryRecord) == 28,
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@ -19,14 +19,14 @@ struct CollisionModel {
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/// @todo give shapes surface data
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struct Sphere {
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glm::vec3 center;
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glm::vec3 center{};
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float radius;
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Surface surface;
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};
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struct Box {
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glm::vec3 min;
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glm::vec3 max;
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glm::vec3 min{};
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glm::vec3 max{};
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Surface surface;
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};
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@ -21,7 +21,7 @@ struct CutsceneMetadata {
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std::string name;
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/// The origin for coordinates in the cutscene
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glm::vec3 sceneOffset;
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glm::vec3 sceneOffset{};
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std::vector<ModelEntry> models;
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std::map<float, TextEntry> texts;
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@ -14,7 +14,7 @@ struct PathNode {
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NodeType type;
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int32_t next;
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glm::vec3 position;
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glm::vec3 position{};
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float size;
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int other_thing;
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int other_thing2;
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@ -18,7 +18,7 @@ struct WeaponData {
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float meleeRadius;
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float lifeSpan;
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float spread;
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glm::vec3 fireOffset;
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glm::vec3 fireOffset{};
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std::string animation1;
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std::string animation2;
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float animLoopStart;
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@ -51,10 +51,10 @@ struct WeaponScan {
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float damage;
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glm::vec3 center;
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glm::vec3 center{};
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float radius;
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glm::vec3 end;
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glm::vec3 end{};
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WeaponData* weapon;
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@ -13,12 +13,12 @@ enum class WeatherCondition { Sunny = 0, Cloudy = 1, Rainy = 2, Foggy = 3 };
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class Weather {
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public:
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struct Entry {
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glm::vec3 ambientColor;
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glm::vec3 directLightColor;
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glm::vec3 skyTopColor;
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glm::vec3 skyBottomColor;
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glm::vec3 sunCoreColor;
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glm::vec3 sunCoronaColor;
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glm::vec3 ambientColor{};
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glm::vec3 directLightColor{};
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glm::vec3 skyTopColor{};
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glm::vec3 skyBottomColor{};
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glm::vec3 sunCoreColor{};
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glm::vec3 sunCoronaColor{};
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float sunCoreSize;
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float sunCoronaSize;
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float sunBrightness;
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@ -28,9 +28,9 @@ public:
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float farClipping;
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float fogStart;
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float amountGroundLight;
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glm::vec3 lowCloudColor;
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glm::vec3 topCloudColor;
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glm::vec3 bottomCloudColor;
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glm::vec3 lowCloudColor{};
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glm::vec3 topCloudColor{};
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glm::vec3 bottomCloudColor{};
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uint8_t unknown[4];
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};
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@ -16,24 +16,24 @@ struct ZoneData {
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/**
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* The name of the Zone (see .gxt)
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*/
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std::string name;
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std::string name{};
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int type;
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int type{};
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/**
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* Bottom left of the Zone
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*/
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glm::vec3 min;
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glm::vec3 min{};
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/**
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* Top Right of the zone
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*/
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glm::vec3 max;
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glm::vec3 max{};
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/**
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* Island number
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*/
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int island;
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int island{};
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/**
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* Text of the zone?
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@ -19,8 +19,8 @@ void Animator::tick(float dt) {
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}
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struct BoneTransform {
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glm::vec3 translation;
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glm::quat rotation;
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glm::vec3 translation{};
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glm::quat rotation{1.0f,0.0f,0.0f,0.0f};
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};
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#if 0
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@ -99,10 +99,12 @@ GameState::GameState()
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, maxWantedLevel(0)
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, playerObject(0)
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, scriptOnMissionFlag(nullptr)
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, nextRestartLocation{}
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, fadeOut(true)
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, fadeStart(0.f)
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, fadeTime(0.f)
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, fadeSound(false)
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, fadeColour{}
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, skipCutscene(false)
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, isIntroPlaying(false)
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, currentCutscene(nullptr)
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@ -111,6 +113,8 @@ GameState::GameState()
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, hudFlash(HudFlash::Disabled)
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, cameraNear(0.1f)
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, cameraFixed(false)
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, cameraPosition{}
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, cameraRotation{1.0f,0.0f,0.0f,0.0f}
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, cameraTarget(0)
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, importExportPortland(0)
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, importExportShoreside(0)
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@ -159,10 +159,10 @@ struct GameStats {
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struct TextDisplayData {
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// This is set by the final display text command.
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GameString text;
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glm::vec2 position;
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glm::vec2 position{};
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glm::vec4 colourFG;
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glm::vec4 colourBG;
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glm::vec4 colourFG{};
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glm::vec4 colourBG{};
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};
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/**
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@ -181,7 +181,7 @@ struct BlipData {
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BlipType type;
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GameObjectID target;
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// If target is null then use coord
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glm::vec3 coord;
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glm::vec3 coord{};
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std::string texture; // Texture for use in the radar
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uint32_t colour = 0; // Color value (index or RGBA)
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@ -59,8 +59,8 @@ struct AreaIndicatorInfo {
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enum AreaIndicatorType { Cylinder };
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AreaIndicatorType type;
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glm::vec3 position;
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glm::vec3 radius;
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glm::vec3 position{};
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glm::vec3 radius{};
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};
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/**
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@ -102,34 +102,34 @@ public:
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* Creates an instance
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*/
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InstanceObject* createInstance(const uint16_t id, const glm::vec3& pos,
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const glm::quat& rot = glm::quat());
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f});
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/**
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* @brief Creates an InstanceObject for use in the current Cutscene.
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*/
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CutsceneObject* createCutsceneObject(const uint16_t id,
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const glm::vec3& pos,
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const glm::quat& rot = glm::quat());
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f});
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/**
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* Creates a vehicle
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*/
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VehicleObject* createVehicle(const uint16_t id, const glm::vec3& pos,
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const glm::quat& rot = glm::quat(),
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f},
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GameObjectID gid = 0);
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/**
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* Creates a pedestrian.
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*/
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CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos,
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const glm::quat& rot = glm::quat(),
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f},
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GameObjectID gid = 0);
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/**
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* Creates a player
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*/
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CharacterObject* createPlayer(const glm::vec3& pos,
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const glm::quat& rot = glm::quat(),
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f},
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GameObjectID gid = 0);
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/**
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@ -108,7 +108,7 @@ struct StructWeaponSlot {
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};
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struct StructPed {
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uint8_t unknown0_[52];
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glm::vec3 position;
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glm::vec3 position{};
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uint8_t unknown1[640];
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float health;
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float armour;
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@ -130,8 +130,8 @@ struct Block1PlayerPed {
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struct StructStoredCar {
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BlockDword modelId;
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glm::vec3 position;
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glm::vec3 rotation;
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glm::vec3 position{};
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glm::vec3 rotation{};
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BlockDword immunities;
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uint8_t colorFG;
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uint8_t colorBG;
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@ -186,8 +186,8 @@ struct StructGarage {
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float z2;
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float doorOpenStart;
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float doorOpenAngle;
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glm::vec2 unknownCoord1;
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glm::vec2 unknownCoord2;
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glm::vec2 unknownCoord1{};
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glm::vec2 unknownCoord2{};
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float doorAZ;
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float doorBZ;
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BlockDword unknown15;
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@ -228,7 +228,7 @@ struct Block2GarageData {
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struct Block3VehicleState {
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uint8_t unknown1[52];
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glm::vec3 position;
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glm::vec3 position{};
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uint8_t unknown2[1384];
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};
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@ -241,7 +241,7 @@ struct Block3Vehicle {
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struct Block3BoatState {
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uint8_t unknown1[52];
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glm::vec3 position;
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glm::vec3 position{};
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uint8_t unknown2[1092];
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};
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@ -255,7 +255,7 @@ struct Block3Boat {
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struct Block4Object {
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BlockWord modelId;
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BlockDword reference;
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glm::vec3 position;
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glm::vec3 position{};
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int8_t rotation[9]; /// @todo Confirm that this is: right, forward, down
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uint8_t unknown1[3];
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float unknown2;
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@ -277,7 +277,7 @@ struct Block6Crane {
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float y1Pickup;
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float x2Pickup;
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float y2Pickup;
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glm::vec3 dropoff;
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glm::vec3 dropoff{};
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float dropoffHeadingRads;
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float pickupArmRads;
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float dropoffArmRads;
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@ -288,8 +288,8 @@ struct Block6Crane {
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float armCurrentRads;
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float armCurrentDistance;
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float armCurrentHeight;
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glm::vec3 hookInitialPosition;
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glm::vec3 hookCurrentPosition;
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glm::vec3 hookInitialPosition{};
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glm::vec3 hookCurrentPosition{};
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float unknown1[2];
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BlockDword vehiclePtr;
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BlockDword gameTime;
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@ -317,7 +317,7 @@ struct Block7Pickup {
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BlockDword regenTime;
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BlockWord modelId;
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BlockWord flags;
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glm::vec3 position;
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glm::vec3 position{};
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};
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struct Block7Data {
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@ -333,7 +333,7 @@ struct Block8Data {
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};
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struct Block8Phone {
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glm::vec3 position;
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glm::vec3 position{};
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BlockDword messagePtr[6];
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BlockDword messageEndTime;
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BlockDword staticIndex;
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@ -343,7 +343,7 @@ struct Block8Phone {
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};
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struct Block9Restart {
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glm::vec3 position;
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glm::vec3 position{};
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float angle;
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};
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@ -367,7 +367,7 @@ struct Block10Blip {
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BlockDword entityHandle;
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float unknown1;
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float unknown2;
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glm::vec3 position;
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glm::vec3 position{};
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BlockWord unknown3;
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uint8_t brightness;
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uint8_t unknown4;
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@ -384,8 +384,8 @@ struct Block10Data {
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struct Block11Zone {
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char name[8];
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glm::vec3 coordA;
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glm::vec3 coordB;
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glm::vec3 coordA{};
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glm::vec3 coordB{};
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BlockDword type;
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BlockDword level;
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BlockWord dayZoneInfo;
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@ -435,7 +435,7 @@ struct Block12Data {
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struct Block13CarGenerator {
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BlockDword modelId;
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glm::vec3 position;
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glm::vec3 position{};
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float angle;
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BlockWord colourFG;
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BlockWord colourBG;
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@ -475,7 +475,7 @@ struct Block15AudioObject {
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BlockDword index;
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BlockWord soundIndex;
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uint8_t align[2];
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glm::vec3 position;
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glm::vec3 position{};
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BlockDword unknown1;
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};
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@ -37,15 +37,15 @@ struct ScreenTextEntry {
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/// After processing numbers
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GameString text;
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/// in the virtual 640x480 screen space
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glm::vec2 position;
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glm::vec2 position{};
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/// Font number
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int font;
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/// Font size
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int size;
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/// Background colour (or, if a == 0, shadow offset)
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glm::u8vec4 colourBG;
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glm::u8vec4 colourBG{};
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/// Foreground colour
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glm::u8vec3 colourFG;
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glm::u8vec3 colourFG{};
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/// Alignment (left = 0, center = 1, right = 2)
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unsigned char alignment;
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/// Onscreen duration
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@ -13,9 +13,9 @@
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#include <rw/forward.hpp>
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struct AnimationKeyframe {
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glm::quat rotation;
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glm::vec3 position;
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glm::vec3 scale;
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glm::quat rotation{1.0f,0.0f,0.0f,0.0f};
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glm::vec3 position{};
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glm::vec3 scale{1.0f};
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float starttime = 0.f;
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int id = 0;
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@ -120,7 +120,7 @@ void CharacterObject::destroyActor() {
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}
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glm::vec3 CharacterObject::updateMovementAnimation(float dt) {
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glm::vec3 animTranslate;
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glm::vec3 animTranslate{};
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if (motionBlockedByActivity) {
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// Clear any residual motion animation
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@ -61,8 +61,8 @@ private:
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void createActor(const glm::vec2& size = glm::vec2(0.45f, 1.2f));
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void destroyActor();
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glm::vec3 movement;
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glm::vec2 m_look;
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glm::vec3 movement{};
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glm::vec2 m_look{};
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bool running;
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bool jumped;
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@ -71,7 +71,7 @@ private:
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bool motionBlockedByActivity;
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glm::vec3 updateMovementAnimation(float dt);
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glm::vec3 currenteMovementStep;
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glm::vec3 currenteMovementStep{};
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AnimCycle cycle_;
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@ -161,12 +161,12 @@ public:
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/**
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* World position of damage
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*/
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glm::vec3 damageLocation;
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glm::vec3 damageLocation{};
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/**
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* World position of the source (used for direction)
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*/
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glm::vec3 damageSource;
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glm::vec3 damageSource{};
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/**
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* Magnitude of destruction
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@ -209,7 +209,7 @@ public:
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}
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glm::mat4 getTimeAdjustedTransform(float alpha) const {
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glm::mat4 t;
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glm::mat4 t{1.0f};
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t = glm::translate(t, glm::mix(_lastPosition, getPosition(), alpha));
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t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
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return t;
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@ -84,7 +84,7 @@ uint32_t PickupObject::behaviourFlags(PickupType type) {
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PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
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BaseModelInfo* modelinfo, PickupType type)
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: GameObject(world, position, glm::quat(), modelinfo)
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: GameObject(world, position, glm::quat{1.0f,0.0f,0.0f,0.0f}, modelinfo)
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, m_ghost(nullptr)
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, m_shape(nullptr)
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, m_enabled(false)
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||||
|
@ -113,7 +113,7 @@ void ProjectileObject::cleanup() {
|
||||
|
||||
ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
|
||||
const ProjectileObject::ProjectileInfo& info)
|
||||
: GameObject(world, position, glm::quat(), nullptr)
|
||||
: GameObject(world, position, glm::quat{1.0f,0.0f,0.0f,0.0f}, nullptr)
|
||||
, _info(info)
|
||||
, _body(nullptr)
|
||||
, _ghostBody(nullptr)
|
||||
|
@ -24,7 +24,7 @@ public:
|
||||
|
||||
struct ProjectileInfo {
|
||||
ProjectileType type;
|
||||
glm::vec3 direction;
|
||||
glm::vec3 direction{};
|
||||
float velocity;
|
||||
|
||||
/** Time to dentonation or removal */
|
||||
|
@ -19,8 +19,8 @@ struct VehicleHandlingInfo {
|
||||
|
||||
std::string ID;
|
||||
float mass;
|
||||
glm::vec3 dimensions;
|
||||
glm::vec3 centerOfMass;
|
||||
glm::vec3 dimensions{};
|
||||
glm::vec3 centerOfMass{};
|
||||
float percentSubmerged;
|
||||
float tractionMulti;
|
||||
float tractionLoss;
|
||||
@ -65,11 +65,11 @@ struct VehicleHandlingInfo {
|
||||
};
|
||||
|
||||
struct WheelInfo {
|
||||
glm::vec3 position;
|
||||
glm::vec3 position{};
|
||||
};
|
||||
|
||||
struct SeatInfo {
|
||||
glm::vec3 offset;
|
||||
glm::vec3 offset{};
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -351,7 +351,7 @@ void VehicleObject::tickPhysics(float dt) {
|
||||
for (auto& seat : seatOccupants) {
|
||||
auto character = static_cast<CharacterObject*>(seat.second);
|
||||
|
||||
glm::vec3 passPosition;
|
||||
glm::vec3 passPosition{};
|
||||
if (character->isEnteringOrExitingVehicle()) {
|
||||
passPosition = getSeatEntryPositionWorld(seat.first);
|
||||
} else {
|
||||
|
@ -328,7 +328,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 model;
|
||||
glm::mat4 model{1.0f};
|
||||
|
||||
if (blip.second.target > 0) {
|
||||
auto object = world->getBlipTarget(blip.second);
|
||||
@ -390,7 +390,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
|
||||
renderer->setUniform(skyProg.get(), "BottomColor",
|
||||
glm::vec4{weather.skyBottomColor, 1.f});
|
||||
|
||||
renderer->draw(glm::mat4(), &skyDbuff, dp);
|
||||
renderer->draw(glm::mat4(1.0f), &skyDbuff, dp);
|
||||
|
||||
profSky = renderer->popDebugGroup();
|
||||
|
||||
@ -471,7 +471,7 @@ void GameRenderer::renderPostProcess() {
|
||||
wdp.count = ssRectGeom.getCount();
|
||||
wdp.textures = {fbTextures[0]};
|
||||
|
||||
renderer->drawArrays(glm::mat4(), &ssRectDraw, wdp);
|
||||
renderer->drawArrays(glm::mat4(1.0f), &ssRectDraw, wdp);
|
||||
}
|
||||
|
||||
void GameRenderer::renderEffects(GameWorld* world) {
|
||||
|
@ -88,9 +88,9 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
|
||||
float worldScale = mi.screenSize / mi.worldSize;
|
||||
|
||||
auto proj = renderer->get2DProjection();
|
||||
glm::mat4 view, model;
|
||||
glm::mat4 view{1.0f}, model{1.0f};
|
||||
renderer->setUniform(rectProg.get(), "proj", proj);
|
||||
renderer->setUniform(rectProg.get(), "model", glm::mat4());
|
||||
renderer->setUniform(rectProg.get(), "model", glm::mat4(1.0f));
|
||||
renderer->setUniform(rectProg.get(), "colour", glm::vec4(0.f, 0.f, 0.f, 1.f));
|
||||
|
||||
view = glm::translate(view, glm::vec3(mi.screenPosition, 0.f));
|
||||
@ -104,7 +104,7 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glStencilMask(0xFF);
|
||||
glColorMask(0x00, 0x00, 0x00, 0x00);
|
||||
renderer->drawArrays(glm::mat4(), &circle, dp);
|
||||
renderer->drawArrays(glm::mat4(1.0f), &circle, dp);
|
||||
glColorMask(0xFF, 0xFF, 0xFF, 0xFF);
|
||||
glStencilFunc(GL_EQUAL, 1, 0xFF);
|
||||
}
|
||||
@ -140,11 +140,11 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
|
||||
|
||||
renderer->setUniform(rectProg.get(), "model", tilemodel);
|
||||
|
||||
renderer->drawArrays(glm::mat4(), &rect, dp);
|
||||
renderer->drawArrays(glm::mat4(1.0f), &rect, dp);
|
||||
}
|
||||
|
||||
// From here on out we will work in screenspace
|
||||
renderer->setUniform(rectProg.get(), "view", glm::mat4());
|
||||
renderer->setUniform(rectProg.get(), "view", glm::mat4(1.0f));
|
||||
|
||||
if (mi.clipToSize) {
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
@ -154,11 +154,11 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
|
||||
data->findSlotTexture("hud", "radardisc");
|
||||
dp.textures = {radarDisc->getName()};
|
||||
|
||||
glm::mat4 model;
|
||||
glm::mat4 model{1.0f};
|
||||
model = glm::translate(model, glm::vec3(mi.screenPosition, 0.0f));
|
||||
model = glm::scale(model, glm::vec3(mi.screenSize * 1.07f));
|
||||
renderer->setUniform(rectProg.get(), "model", model);
|
||||
renderer->drawArrays(glm::mat4(), &rect, dp);
|
||||
renderer->drawArrays(glm::mat4(1.0f), &rect, dp);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
|
||||
GL_ZERO);
|
||||
}
|
||||
@ -256,7 +256,7 @@ void MapRenderer::prepareBlip(const glm::vec2& coord, const glm::mat4& view,
|
||||
|
||||
glm::vec3 viewPos(
|
||||
view * glm::vec4(glm::vec2(1.f, -1.f) * adjustedCoord, 0.f, 1.f));
|
||||
glm::mat4 model;
|
||||
glm::mat4 model{1.0f};
|
||||
model = glm::translate(model, viewPos);
|
||||
model = glm::scale(model, glm::vec3(size));
|
||||
model = glm::rotate(model, heading, glm::vec3(0.f, 0.f, 1.f));
|
||||
|
@ -23,14 +23,14 @@ class MapRenderer {
|
||||
public:
|
||||
struct MapInfo {
|
||||
/// World coordinate center
|
||||
glm::vec2 worldCenter;
|
||||
glm::vec2 worldCenter{};
|
||||
/// World units to fit on the map
|
||||
float worldSize;
|
||||
|
||||
/// yaw of the map
|
||||
float rotation = 0.f;
|
||||
|
||||
glm::vec2 screenPosition;
|
||||
glm::vec2 screenPosition{};
|
||||
float screenSize;
|
||||
/// Make the map circular, or don't.
|
||||
bool clipToSize = true;
|
||||
|
@ -204,7 +204,7 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
|
||||
}
|
||||
|
||||
// Render the atomic the instance thinks it should be
|
||||
renderAtomic(atomic.get(), glm::mat4(), instance, outList);
|
||||
renderAtomic(atomic.get(), glm::mat4(1.0f), instance, outList);
|
||||
}
|
||||
|
||||
void ObjectRenderer::renderCharacter(CharacterObject* pedestrian,
|
||||
@ -229,7 +229,7 @@ void ObjectRenderer::renderCharacter(CharacterObject* pedestrian,
|
||||
}
|
||||
}
|
||||
|
||||
renderClump(pedestrian->getClump().get(), glm::mat4(), nullptr, outList);
|
||||
renderClump(pedestrian->getClump().get(), glm::mat4(1.0f), nullptr, outList);
|
||||
|
||||
auto item = pedestrian->getActiveItem();
|
||||
const auto& weapon = pedestrian->engine->data->weaponData[item];
|
||||
@ -268,7 +268,7 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
|
||||
vehicle->getLowLOD()->setFlag(Atomic::ATOMIC_RENDER, !highLOD);
|
||||
}
|
||||
|
||||
renderClump(clump.get(), glm::mat4(), vehicle, outList);
|
||||
renderClump(clump.get(), glm::mat4(1.0f), vehicle, outList);
|
||||
|
||||
auto modelinfo = vehicle->getVehicle();
|
||||
auto woi =
|
||||
@ -295,7 +295,7 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
|
||||
btMatrix3x3(steerQ) * btMatrix3x3(rollQ) * basis,
|
||||
wi.m_chassisConnectionPointCS +
|
||||
wi.m_wheelDirectionCS * wi.m_raycastInfo.m_suspensionLength);
|
||||
glm::mat4 wheelM;
|
||||
glm::mat4 wheelM{1.0f};
|
||||
t.getOpenGLMatrix(glm::value_ptr(wheelM));
|
||||
wheelM = clump->getFrame()->getWorldTransform() * wheelM;
|
||||
wheelM = glm::scale(wheelM, glm::vec3(modelinfo->wheelscale_));
|
||||
@ -310,7 +310,7 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
|
||||
void ObjectRenderer::renderPickup(PickupObject* pickup, RenderList& outList) {
|
||||
if (!pickup->isEnabled()) return;
|
||||
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), pickup->getPosition());
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), pickup->getPosition());
|
||||
modelMatrix = glm::rotate(modelMatrix, m_world->getGameTime(),
|
||||
glm::vec3(0.f, 0.f, 1.f));
|
||||
|
||||
@ -328,7 +328,7 @@ void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
|
||||
|
||||
auto cutsceneOffset = m_world->state->currentCutscene->meta.sceneOffset +
|
||||
glm::vec3(0.f, 0.f, 1.f);
|
||||
glm::mat4 cutscenespace;
|
||||
glm::mat4 cutscenespace{1.0f};
|
||||
|
||||
cutscenespace = glm::translate(cutscenespace, cutsceneOffset);
|
||||
if (cutscene->getParentActor()) {
|
||||
|
@ -23,7 +23,7 @@ typedef uint64_t RenderKey;
|
||||
typedef std::uint32_t RenderIndex;
|
||||
|
||||
struct VertexP2 {
|
||||
glm::vec2 position;
|
||||
glm::vec2 position{};
|
||||
|
||||
static const AttributeList vertex_attributes() {
|
||||
return {{ATRS_Position, 2, sizeof(VertexP2), 0ul}};
|
||||
@ -39,7 +39,7 @@ struct VertexP2 {
|
||||
|
||||
|
||||
struct VertexP3 {
|
||||
glm::vec3 position;
|
||||
glm::vec3 position{};
|
||||
|
||||
static const AttributeList vertex_attributes() {
|
||||
return {
|
||||
@ -80,7 +80,7 @@ public:
|
||||
// Depth writing state
|
||||
bool depthWrite;
|
||||
/// Material
|
||||
glm::u8vec4 colour;
|
||||
glm::u8vec4 colour{};
|
||||
/// Material
|
||||
float ambient;
|
||||
/// Material
|
||||
@ -120,20 +120,20 @@ public:
|
||||
typedef std::vector<RenderInstruction> RenderList;
|
||||
|
||||
struct ObjectUniformData {
|
||||
glm::mat4 model;
|
||||
glm::vec4 colour;
|
||||
glm::mat4 model{1.0f};
|
||||
glm::vec4 colour{1.0f};
|
||||
float diffuse;
|
||||
float ambient;
|
||||
float visibility;
|
||||
};
|
||||
|
||||
struct SceneUniformData {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 view;
|
||||
glm::vec4 ambient;
|
||||
glm::vec4 dynamic;
|
||||
glm::vec4 fogColour;
|
||||
glm::vec4 campos;
|
||||
glm::mat4 projection{1.0f};
|
||||
glm::mat4 view{1.0f};
|
||||
glm::vec4 ambient{};
|
||||
glm::vec4 dynamic{};
|
||||
glm::vec4 fogColour{};
|
||||
glm::vec4 campos{};
|
||||
float fogStart;
|
||||
float fogEnd;
|
||||
};
|
||||
@ -234,8 +234,8 @@ public:
|
||||
virtual const ProfileInfo& popDebugGroup() = 0;
|
||||
|
||||
private:
|
||||
glm::ivec2 viewport;
|
||||
glm::mat4 projection2D;
|
||||
glm::ivec2 viewport{};
|
||||
glm::mat4 projection2D{1.0f};
|
||||
|
||||
protected:
|
||||
int drawCounter;
|
||||
|
@ -302,7 +302,7 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti,
|
||||
dp.textures = {ftexture->getName()};
|
||||
dp.depthWrite = false;
|
||||
|
||||
renderer->getRenderer()->drawArrays(glm::mat4(), &db, dp);
|
||||
renderer->getRenderer()->drawArrays(glm::mat4(1.0f), &db, dp);
|
||||
|
||||
renderer->getRenderer()->popDebugGroup();
|
||||
}
|
||||
|
@ -35,13 +35,13 @@ public:
|
||||
/// Message to be displayed (including markup)
|
||||
GameString text;
|
||||
/// On screen position
|
||||
glm::vec2 screenPosition;
|
||||
glm::vec2 screenPosition{};
|
||||
/// font size
|
||||
float size;
|
||||
/// Base colour
|
||||
glm::u8vec3 baseColour;
|
||||
glm::u8vec3 baseColour{};
|
||||
/// Background colour
|
||||
glm::u8vec4 backgroundColour;
|
||||
glm::u8vec4 backgroundColour{};
|
||||
/// Horizontal Alignment
|
||||
TextAlignemnt align;
|
||||
/// Wrap width
|
||||
|
@ -11,7 +11,8 @@ public:
|
||||
glm::vec3 position;
|
||||
glm::quat rotation;
|
||||
|
||||
ViewCamera(const glm::vec3& pos = {}, const glm::quat& rot = {})
|
||||
ViewCamera(const glm::vec3& pos = {},
|
||||
const glm::quat& rot = {1.0f,0.0f,0.0f,0.0f})
|
||||
: frustum({0.1f, 5000.f, glm::radians(45.f), 1.f})
|
||||
, position(pos)
|
||||
, rotation(rot) {
|
||||
|
@ -12,8 +12,8 @@ class ViewFrustum {
|
||||
public:
|
||||
class ViewPlane {
|
||||
public:
|
||||
glm::vec3 normal;
|
||||
float distance;
|
||||
glm::vec3 normal{};
|
||||
float distance{};
|
||||
};
|
||||
|
||||
float near;
|
||||
|
@ -40,7 +40,7 @@ VisualFX::~VisualFX() {
|
||||
}
|
||||
|
||||
const glm::vec3& VisualFX::getPosition() const {
|
||||
static glm::vec3 errorRef;
|
||||
static glm::vec3 errorRef{};
|
||||
switch (type) {
|
||||
case VisualFX::Particle:
|
||||
return particle.position;
|
||||
|
@ -17,10 +17,10 @@ public:
|
||||
};
|
||||
struct ParticleData {
|
||||
/** Initial world position */
|
||||
glm::vec3 position;
|
||||
glm::vec3 position{};
|
||||
|
||||
/** Direction of particle */
|
||||
glm::vec3 direction;
|
||||
glm::vec3 direction{};
|
||||
|
||||
/** Particle orientation modes */
|
||||
enum Orientation {
|
||||
|
@ -99,7 +99,7 @@ public:
|
||||
*/
|
||||
int activeEntry;
|
||||
|
||||
glm::vec2 offset;
|
||||
glm::vec2 offset{};
|
||||
|
||||
void draw(GameRenderer* r) {
|
||||
glm::vec2 basis(offset);
|
||||
|
@ -43,7 +43,7 @@ class RWGame : public GameBase {
|
||||
};
|
||||
|
||||
DebugViewMode debugview_ = DebugViewMode::Disabled;
|
||||
int lastDraws; /// Number of draws issued for the last frame.
|
||||
int lastDraws{}; /// Number of draws issued for the last frame.
|
||||
|
||||
std::string cheatInputWindow = std::string(32, ' ');
|
||||
|
||||
|
@ -24,7 +24,7 @@ void BenchmarkState::enter() {
|
||||
game->getWorld()->state->basic.gameMinute = clockMinute;
|
||||
|
||||
float time = 0.f;
|
||||
glm::vec3 tmpPos;
|
||||
glm::vec3 tmpPos{};
|
||||
while (benchstream) {
|
||||
TrackPoint point;
|
||||
benchstream >> point.time;
|
||||
|
@ -6,8 +6,8 @@
|
||||
class BenchmarkState : public State {
|
||||
struct TrackPoint {
|
||||
float time;
|
||||
glm::vec3 position;
|
||||
glm::quat angle;
|
||||
glm::vec3 position{};
|
||||
glm::quat angle{1.0f,0.0f,0.0f,0.0f};
|
||||
};
|
||||
std::vector<TrackPoint> track;
|
||||
|
||||
|
@ -352,7 +352,7 @@ void DebugState::spawnFollower(unsigned int id) {
|
||||
|
||||
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
|
||||
|
||||
glm::vec3 hit, normal;
|
||||
glm::vec3 hit{}, normal{};
|
||||
if (game->hitWorldRay(ch->position + (fwd * 10.f), {0.f, 0.f, -2.f}, hit,
|
||||
normal)) {
|
||||
auto spawnPos = hit + normal;
|
||||
|
@ -5,8 +5,8 @@
|
||||
|
||||
class DebugState : public State {
|
||||
ViewCamera _debugCam;
|
||||
glm::vec3 _movement;
|
||||
glm::vec2 _debugLook;
|
||||
glm::vec3 _movement{};
|
||||
glm::vec2 _debugLook{};
|
||||
bool _freeLook = false;
|
||||
bool _sonicMode = false;
|
||||
bool _invertedY;
|
||||
@ -19,7 +19,7 @@ class DebugState : public State {
|
||||
|
||||
public:
|
||||
DebugState(RWGame* game, const glm::vec3& vp = {},
|
||||
const glm::quat& vd = {});
|
||||
const glm::quat& vd = {1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
void enter() override;
|
||||
|
||||
|
@ -193,7 +193,7 @@ void IngameState::tick(float dt) {
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 movement;
|
||||
glm::vec3 movement{};
|
||||
movement.x = input(GameInputState::GoForward) -
|
||||
input(GameInputState::GoBackwards),
|
||||
movement.y =
|
||||
|
@ -20,13 +20,13 @@ class IngameState : public State {
|
||||
std::string save;
|
||||
bool newgame;
|
||||
ViewCamera _look;
|
||||
glm::vec3 cameraPosition;
|
||||
glm::vec3 cameraPosition{};
|
||||
/** Timer to hold user camera position */
|
||||
float autolookTimer;
|
||||
CameraMode camMode;
|
||||
|
||||
/// Player camera input since the last update
|
||||
glm::vec2 cameradelta_;
|
||||
glm::vec2 cameradelta_{};
|
||||
/// Invert Y axis movement
|
||||
bool m_invertedY;
|
||||
/// Free look in vehicles.
|
||||
|
@ -23,7 +23,7 @@ ModelFrame::ModelFrame(unsigned int index, glm::mat3 dR, glm::vec3 dT)
|
||||
}
|
||||
|
||||
void ModelFrame::reset() {
|
||||
matrix = glm::translate(glm::mat4(), defaultTranslation) *
|
||||
matrix = glm::translate(glm::mat4(1.0f), defaultTranslation) *
|
||||
glm::mat4(defaultRotation);
|
||||
updateHierarchyTransform();
|
||||
}
|
||||
|
@ -22,14 +22,14 @@ class ModelFrame {
|
||||
unsigned int index;
|
||||
glm::mat3 defaultRotation;
|
||||
glm::vec3 defaultTranslation;
|
||||
glm::mat4 matrix;
|
||||
glm::mat4 worldtransform_;
|
||||
glm::mat4 matrix{1.0f};
|
||||
glm::mat4 worldtransform_{1.0f};
|
||||
ModelFrame* parent_;
|
||||
std::string name;
|
||||
std::vector<ModelFramePtr> children_;
|
||||
|
||||
public:
|
||||
ModelFrame(unsigned int index = 0, glm::mat3 dR = glm::mat3(),
|
||||
ModelFrame(unsigned int index = 0, glm::mat3 dR = glm::mat3{1.0f},
|
||||
glm::vec3 dT = glm::vec3());
|
||||
|
||||
void reset();
|
||||
@ -114,10 +114,10 @@ struct SubGeometry {
|
||||
};
|
||||
|
||||
struct GeometryVertex {
|
||||
glm::vec3 position; /* 0 */
|
||||
glm::vec3 normal; /* 24 */
|
||||
glm::vec2 texcoord; /* 48 */
|
||||
glm::u8vec4 colour; /* 64 */
|
||||
glm::vec3 position{}; /* 0 */
|
||||
glm::vec3 normal{}; /* 24 */
|
||||
glm::vec2 texcoord{}; /* 48 */
|
||||
glm::u8vec4 colour{}; /* 64 */
|
||||
|
||||
/** @see GeometryBuffer */
|
||||
static const AttributeList vertex_attributes() {
|
||||
@ -155,7 +155,7 @@ struct Geometry {
|
||||
|
||||
struct Material {
|
||||
std::vector<Texture> textures;
|
||||
glm::u8vec4 colour;
|
||||
glm::u8vec4 colour{};
|
||||
|
||||
uint8_t flags;
|
||||
|
||||
|
@ -69,7 +69,7 @@ void ViewerWidget::initGL() {
|
||||
}
|
||||
|
||||
void ViewerWidget::drawModel(GameRenderer& r, ClumpPtr& model) {
|
||||
glm::mat4 view, proj;
|
||||
glm::mat4 view{1.0f}, proj{1.0f};
|
||||
const auto& vc = OrbitCamera({width(), height()},
|
||||
viewAngles,
|
||||
viewDistance,
|
||||
@ -83,7 +83,7 @@ void ViewerWidget::drawModel(GameRenderer& r, ClumpPtr& model) {
|
||||
|
||||
ObjectRenderer _renderer(world(), vc, 1.f, 0);
|
||||
RenderList renders;
|
||||
_renderer.renderClump(model.get(), glm::mat4(), nullptr, renders);
|
||||
_renderer.renderClump(model.get(), glm::mat4(1.0f), nullptr, renders);
|
||||
r.getRenderer()->drawBatched(renders);
|
||||
|
||||
drawFrameWidget(model->getFrame().get());
|
||||
@ -91,7 +91,7 @@ void ViewerWidget::drawModel(GameRenderer& r, ClumpPtr& model) {
|
||||
}
|
||||
|
||||
void ViewerWidget::drawObject(GameRenderer &r, GameObject *object) {
|
||||
glm::mat4 view, proj;
|
||||
glm::mat4 view{1.0f}, proj{1.0f};
|
||||
const auto& vc = OrbitCamera({width(), height()},
|
||||
viewAngles,
|
||||
viewDistance,
|
||||
@ -263,7 +263,7 @@ void ViewerWidget::exportModel() {
|
||||
void ViewerWidget::keyPressEvent(QKeyEvent* e) {
|
||||
if (e->key() == Qt::Key_Shift) moveFast = true;
|
||||
|
||||
glm::vec3 movement;
|
||||
glm::vec3 movement{};
|
||||
if (e->key() == Qt::Key_W) movement.y += moveFast ? 10.f : 1.f;
|
||||
if (e->key() == Qt::Key_S) movement.y -= moveFast ? 10.f : 1.f;
|
||||
if (e->key() == Qt::Key_A) movement.x -= moveFast ? 10.f : 1.f;
|
||||
|
@ -85,12 +85,12 @@ protected:
|
||||
|
||||
|
||||
float viewDistance;
|
||||
glm::vec2 viewAngles;
|
||||
glm::vec3 viewPosition;
|
||||
glm::vec2 viewAngles{};
|
||||
glm::vec3 viewPosition{};
|
||||
|
||||
bool dragging;
|
||||
QPointF dstart;
|
||||
glm::vec2 dastart;
|
||||
glm::vec2 dastart{};
|
||||
bool moveFast;
|
||||
|
||||
DrawBuffer* _frameWidgetDraw;
|
||||
|
@ -26,8 +26,8 @@ BOOST_AUTO_TEST_CASE(test_matrix) {
|
||||
1.0f,
|
||||
AnimationBone::RT0,
|
||||
{
|
||||
{glm::quat(), glm::vec3(0.f, 0.f, 0.f), glm::vec3(), 0.f, 0},
|
||||
{glm::quat(), glm::vec3(0.f, 1.f, 0.f), glm::vec3(), 1.0f, 1},
|
||||
{glm::quat{1.0f,0.0f,0.0f,0.0f}, glm::vec3(0.f, 0.f, 0.f), glm::vec3(), 0.f, 0},
|
||||
{glm::quat{1.0f,0.0f,0.0f,0.0f}, glm::vec3(0.f, 1.f, 0.f), glm::vec3(), 1.0f, 1},
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -9,7 +9,7 @@ BOOST_AUTO_TEST_CASE(test_vehicle_buoyancy) {
|
||||
glm::vec2 tpos(-WATER_WORLD_SIZE / 2.f + 10.f);
|
||||
{
|
||||
VehicleObject* vehicle = Global::get().e->createVehicle(
|
||||
90u, glm::vec3(tpos, 100.f), glm::quat());
|
||||
90u, glm::vec3(tpos, 100.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
|
||||
|
@ -58,7 +58,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
|
||||
}
|
||||
{
|
||||
VehicleObject* vehicle = Global::get().e->createVehicle(
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
BOOST_REQUIRE(vehicle->getModel() != nullptr);
|
||||
|
||||
|
@ -12,7 +12,7 @@ BOOST_AUTO_TEST_CASE(instance_test_damage)
|
||||
std::shared_ptr<ObjectData> object(new ObjectData);
|
||||
InstanceObject inst(Global::get().e,
|
||||
glm::vec3(0.f, 0.f, 0.f),
|
||||
glm::quat(), nullptr,
|
||||
glm::quat{1.0f,0.0f,0.0f,0.0f}, nullptr,
|
||||
glm::vec3(1.f),
|
||||
object, nullptr, nullptr
|
||||
);
|
||||
@ -35,7 +35,7 @@ BOOST_AUTO_TEST_CASE(instance_test_destroy)
|
||||
std::shared_ptr<ObjectData> object(new ObjectData);
|
||||
InstanceObject inst(Global::get().e,
|
||||
glm::vec3(0.f, 0.f, 0.f),
|
||||
glm::quat(), nullptr,
|
||||
glm::quat{1.0f,0.0f,0.0f,0.0f}, nullptr,
|
||||
glm::vec3(1.f),
|
||||
object, nullptr, nullptr
|
||||
);
|
||||
|
@ -34,7 +34,7 @@ BOOST_AUTO_TEST_CASE(test_available_nodes) {
|
||||
{PathNode::EXTERNAL, -1, {-10.f, 10.f, 0.f}, 1.f, 0, 0},
|
||||
}};
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat(), path);
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
@ -66,7 +66,7 @@ BOOST_AUTO_TEST_CASE(test_node_not_blocking) {
|
||||
{PathNode::EXTERNAL, 1, {10.f, 10.f, 0.f}, 1.f, 0, 0},
|
||||
}};
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat(), path);
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
@ -93,7 +93,7 @@ BOOST_AUTO_TEST_CASE(test_node_blocking) {
|
||||
{PathNode::EXTERNAL, 1, {10.f, 10.f, 0.f}, 1.f, 0, 0},
|
||||
}};
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat(), path);
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
@ -120,7 +120,7 @@ BOOST_AUTO_TEST_CASE(test_node_density) {
|
||||
{PathNode::EXTERNAL, 1, {10.f, 10.f, 0.f}, 1.f, 0, 0},
|
||||
}};
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat(), path);
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
@ -154,7 +154,7 @@ BOOST_AUTO_TEST_CASE(test_create_traffic) {
|
||||
{PathNode::EXTERNAL, 1, {10.f, 10.f, 0.f}, 1.f, 0, 0},
|
||||
}};
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat(), path);
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
|
@ -8,7 +8,7 @@ BOOST_AUTO_TEST_SUITE(VehicleTests)
|
||||
#if RW_TEST_WITH_DATA
|
||||
BOOST_AUTO_TEST_CASE(test_create_vehicle) {
|
||||
VehicleObject* vehicle =
|
||||
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat());
|
||||
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
|
||||
@ -28,7 +28,7 @@ BOOST_AUTO_TEST_CASE(test_create_vehicle) {
|
||||
|
||||
BOOST_AUTO_TEST_CASE(vehicle_parts) {
|
||||
VehicleObject* vehicle =
|
||||
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat());
|
||||
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
BOOST_REQUIRE(vehicle->getModel() != nullptr);
|
||||
@ -51,7 +51,7 @@ BOOST_AUTO_TEST_CASE(vehicle_parts) {
|
||||
|
||||
BOOST_AUTO_TEST_CASE(vehicle_part_vis) {
|
||||
VehicleObject* vehicle =
|
||||
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat());
|
||||
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
BOOST_REQUIRE(vehicle->getModel() != nullptr);
|
||||
@ -73,7 +73,7 @@ BOOST_AUTO_TEST_CASE(vehicle_part_vis) {
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_door_position) {
|
||||
VehicleObject* vehicle = Global::get().e->createVehicle(
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
|
||||
@ -87,7 +87,7 @@ BOOST_AUTO_TEST_CASE(test_door_position) {
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_hinges) {
|
||||
VehicleObject* vehicle = Global::get().e->createVehicle(
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
|
||||
@ -113,7 +113,7 @@ BOOST_AUTO_TEST_CASE(test_hinges) {
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_open_part) {
|
||||
VehicleObject* vehicle = Global::get().e->createVehicle(
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
|
||||
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user