1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 02:12:45 +01:00

rwengine: iwyu: reduce warnings in objects subdirectory

This commit is contained in:
Anonymous Maarten 2017-11-01 03:13:07 +01:00 committed by Daniel Evans
parent 0fc83a97e4
commit d07beff43e
24 changed files with 203 additions and 103 deletions

View File

@ -8,8 +8,11 @@
{ "include": [ "@<glm/detail/.*>", "private", "<glm/glm.hpp>", "public"] },
{ "include": [ "@<glm/gtc/quaternion.\\inl>", "private", "<glm/gtc/quaternion.hpp>", "public"] },
{ "include": [ "@<glm/gtc/matrix_transform.\\inl>", "private", "<glm/gtc/matrix_transform.hpp>", "public"] },
{ "include": [ "@<glm/gtc/constants.\\inl>", "private", "<glm/gtc/constants.hpp>", "public"] },
{ "include": [ "@<glm/gtc/\\.\\./detail/.*>", "private", "<glm/glm.hpp>", "public"] },
{ "include": [ "@<glm/gtx/norm\\.inl>", "private", "<glm/gtx/norm.hpp>", "public"] },
{ "include": [ "@<glm/gtx/\\.\\./gtc/quaternion\\.hpp>", "public", "<glm/gtc/quaternion.hpp>", "public"] },
{ "include": [ "@<glm/gtx/\\.\\./gtx/quaternion\\.hpp>", "public", "<glm/gtx/quaternion.hpp>", "public"] },
# Boost filesystem:
{ "include": [ "@<boost/filesystem/.*>", "private", "<boost/filesystem.hpp>", "public"] },
# Boost iterator:

View File

@ -4,6 +4,7 @@
#include <limits>
#include <utility>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <btBulletDynamicsCommon.h>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/quaternion.hpp>

View File

@ -12,6 +12,7 @@
#include "engine/GameData.hpp"
#include "engine/GameState.hpp"
#include "engine/GameWorld.hpp"
#include "objects/CharacterObject.hpp"
#include "objects/GameObject.hpp"
#include "objects/VehicleObject.hpp"
#include "render/ViewCamera.hpp"

View File

@ -1,7 +1,6 @@
#include "engine/GameWorld.hpp"
//#include <LinearMath/btScalar.h>
//#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletDynamicsCommon.h>
#include <glm/gtx/norm.hpp>

View File

@ -1,21 +1,26 @@
#include <ai/CharacterController.hpp>
#include <engine/Animator.hpp>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
#include <rw/defines.hpp>
#include "loaders/LoaderIFP.hpp"
#include "objects/CharacterObject.hpp"
#include <algorithm>
#include <cctype>
#include <cstdlib>
#include <memory>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <btBulletDynamicsCommon.h>
// Required for BT_BULLET_VERSION
#include "LinearMath/btScalar.h"
#include <rw/defines.hpp>
#include "ai/CharacterController.hpp"
#include "engine/Animator.hpp"
#include "engine/GameData.hpp"
#include "engine/GameState.hpp"
#include "engine/GameWorld.hpp"
#include "loaders/LoaderIFP.hpp"
#include "objects/VehicleObject.hpp"
#ifndef BT_BULLET_VERSION
#warning Unable to find BT_BULLET_VERSION
#error Unable to find BT_BULLET_VERSION
#endif
const float CharacterObject::DefaultJumpSpeed = 2.f;

View File

@ -1,14 +1,26 @@
#pragma once
#ifndef _CHARACTEROBJECT_HPP_
#define _CHARACTEROBJECT_HPP_
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <btBulletCollisionCommon.h>
#ifndef _RWENGINE_CHARACTEROBJECT_HPP_
#define _RWENGINE_CHARACTEROBJECT_HPP_
#include <array>
#include <data/AnimGroup.hpp>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <string>
#include <glm/gtc/constants.hpp>
#include <glm/glm.hpp>
#include <rw/forward.hpp>
#include <data/AnimGroup.hpp>
#include <objects/GameObject.hpp>
class BaseModelInfo;
class CharacterController;
class btCapsuleShapeZ;
class btKinematicCharacterController;
class btPairCachingGhostObject;
constexpr int kMaxInventorySlots = 13;
// Animation slots used for character animation blending

View File

@ -1,5 +1,9 @@
#include <objects/CutsceneObject.hpp>
#include <engine/Animator.hpp>
#include "objects/CutsceneObject.hpp"
#include <data/Clump.hpp>
#include "data/ModelData.hpp"
#include "engine/Animator.hpp"
CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
const glm::quat &rot, ClumpPtr model,

View File

@ -1,8 +1,15 @@
#pragma once
#ifndef _CUTSCENEOBJECT_HPP_
#define _CUTSCENEOBJECT_HPP_
#ifndef _RWENGINE_CUTSCENEOBJECT_HPP_
#define _RWENGINE_CUTSCENEOBJECT_HPP_
#include <glm/glm.hpp>
#include <rw/forward.hpp>
#include <objects/GameObject.hpp>
class BaseModelInfo;
class GameWorld;
class ModelFrame;
/**
* @brief Object type used for cutscene animations.
*/

View File

@ -1,8 +1,8 @@
#include <engine/Animator.hpp>
#include <glm/gtc/quaternion.hpp>
#include <loaders/LoaderDFF.hpp>
#include <loaders/LoaderIFP.hpp>
#include <objects/GameObject.hpp>
#include "objects/GameObject.hpp"
#include <glm/gtc/constants.hpp>
#include "engine/Animator.hpp"
GameObject::~GameObject() {
if (animator) {

View File

@ -1,17 +1,18 @@
#pragma once
#ifndef _GAMEOBJECT_HPP_
#define _GAMEOBJECT_HPP_
#ifndef _RWENGINE_GAMEOBJECT_HPP_
#define _RWENGINE_GAMEOBJECT_HPP_
#include <data/Clump.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <limits>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIPL.hpp>
#include <memory>
#include <objects/ObjectTypes.hpp>
#include <rw/types.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <rw/defines.hpp>
#include <rw/forward.hpp>
#include <data/ModelData.hpp>
#include <objects/ObjectTypes.hpp>
class CharacterController;
class Animator;
class GameWorld;

View File

@ -1,9 +1,17 @@
#include <data/CollisionModel.hpp>
#include <dynamics/CollisionInstance.hpp>
#include <engine/Animator.hpp>
#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <objects/InstanceObject.hpp>
#include "objects/InstanceObject.hpp"
#include <cstdint>
#include <string>
#include <btBulletDynamicsCommon.h>
#include <glm/gtc/quaternion.hpp>
#include <rw/types.hpp>
#include "dynamics/CollisionInstance.hpp"
#include "engine/Animator.hpp"
#include "engine/GameData.hpp"
#include "engine/GameWorld.hpp"
InstanceObject::InstanceObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const glm::vec3& scale,

View File

@ -1,10 +1,16 @@
#pragma once
#ifndef _OBJECTINSTANCE_HPP_
#define _OBJECTINSTANCE_HPP_
#include <btBulletDynamicsCommon.h>
#ifndef _RWENGINE_INSTANCEOBJECT_HPP_
#define _RWENGINE_INSTANCEOBJECT_HPP_
#include <memory>
#include <glm/glm.hpp>
#include <rw/forward.hpp>
#include <objects/GameObject.hpp>
class BaseModelInfo;
class CollisionInstance;
class GameWorld;
/**
* @struct InstanceObject

View File

@ -1,9 +1,8 @@
#include <data/WeaponData.hpp>
#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/ItemPickup.hpp>
#include <rw/defines.hpp>
#include "objects/ItemPickup.hpp"
#include "data/WeaponData.hpp"
#include "objects/CharacterObject.hpp"
#include "objects/PickupObject.hpp"
ItemPickup::ItemPickup(GameWorld *world, const glm::vec3 &position,
BaseModelInfo *modelinfo, PickupType type,

View File

@ -1,10 +1,15 @@
#pragma once
#ifndef _ITEMPICKUP_HPP_
#define _ITEMPICKUP_HPP_
#include <data/WeaponData.hpp>
#ifndef _RWENGINE_ITEMPICKUP_HPP_
#define _RWENGINE_ITEMPICKUP_HPP_
#include <glm/glm.hpp>
#include <objects/PickupObject.hpp>
class BaseModelInfo;
class CharacterObject;
class GameWorld;
struct WeaponData;
/**
* @brief The ItemPickup class
* Inserts an item into a characters inventory on pickup.

View File

@ -1,10 +1,14 @@
#include "objects/PickupObject.hpp"
#include <btBulletDynamicsCommon.h>
#include <cmath>
#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <objects/CharacterObject.hpp>
#include <btBulletDynamicsCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <glm/gtc/quaternion.hpp>
#include "engine/GameData.hpp"
#include "engine/GameWorld.hpp"
#include "objects/CharacterObject.hpp"
uint32_t colours[14] = {
0xff0000, // bat, detonator, adrenaline

View File

@ -1,13 +1,20 @@
#pragma once
#ifndef _PICKUPOBJECT_HPP_
#define _PICKUPOBJECT_HPP_
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletCollisionCommon.h>
#ifndef _RWENGINE_PICKUPOBJECT_HPP_
#define _RWENGINE_PICKUPOBJECT_HPP_
#include <cstdint>
#include <glm/glm.hpp>
#include <rw/defines.hpp>
#include <objects/GameObject.hpp>
class VisualFX;
class btPairCachingGhostObject;
class btSphereShape;
class BaseModelInfo;
class GameWorld;
class CharacterObject;
class VisualFX;
/**
* @brief The PickupObject class

View File

@ -1,7 +1,13 @@
#include <data/WeaponData.hpp>
#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <objects/ProjectileObject.hpp>
#include "objects/ProjectileObject.hpp"
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletDynamicsCommon.h>
#include <glm/gtc/quaternion.hpp>
#include "data/WeaponData.hpp"
#include "engine/GameData.hpp"
#include "engine/GameWorld.hpp"
#include "render/VisualFX.hpp"
void ProjectileObject::checkPhysicsContact() {
btManifoldArray manifoldArray;

View File

@ -1,11 +1,16 @@
#pragma once
#ifndef _PROJECTILEOBJECT_HPP_
#define _PROJECTILEOBJECT_HPP_
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletDynamicsCommon.h>
#include <data/WeaponData.hpp>
#ifndef _RWENGINE_PROJECTILEOBJECT_HPP_
#define _RWENGINE_PROJECTILEOBJECT_HPP_
#include <glm/glm.hpp>
#include <objects/GameObject.hpp>
class GameWorld;
class btPairCachingGhostObject;
class btRigidBody;
class btSphereShape;
struct WeaponData;
/**
* @brief Implements weapon projectile (e.g. molotovs, RPGs etc.)
*/

View File

@ -1,11 +1,14 @@
#pragma once
#ifndef _VEHICLE_INFO_HPP_
#define _VEHICLE_INFO_HPP_
#include <glm/glm.hpp>
#ifndef _RWENGINE_VEHICLEINFO_HPP_
#define _RWENGINE_VEHICLEINFO_HPP_
#include <cstddef>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include <glm/glm.hpp>
/**
* @brief Stores data loaded from handling.cfg
*/

View File

@ -1,17 +1,22 @@
#include "objects/VehicleObject.hpp"
#include <algorithm>
#include <limits>
#include <cmath>
#include <cstdlib>
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
#include <glm/gtx/quaternion.hpp>
#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
#include <data/Clump.hpp>
#include <data/CollisionModel.hpp>
#include <dynamics/CollisionInstance.hpp>
#include <dynamics/RaycastCallbacks.hpp>
#include <engine/Animator.hpp>
#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <objects/CharacterObject.hpp>
#include <rw/types.hpp>
#include "dynamics/CollisionInstance.hpp"
#include "dynamics/RaycastCallbacks.hpp"
#include "engine/GameData.hpp"
#include "engine/GameWorld.hpp"
#include "objects/CharacterObject.hpp"
#define PART_CLOSE_VELOCITY 0.25f
constexpr float kVehicleMaxExitVelocity = 0.15f;
@ -225,8 +230,6 @@ void VehicleObject::updateTransform(const glm::vec3& pos,
getClump()->getFrame()->setTranslation(pos);
}
#include <glm/gtc/type_ptr.hpp>
void VehicleObject::tick(float dt) {
RW_UNUSED(dt);
// Moved to tickPhysics

View File

@ -1,17 +1,30 @@
#pragma once
#ifndef _VEHICLEOBJECT_HPP_
#define _VEHICLEOBJECT_HPP_
#ifndef _RWENGINE_VEHICLEOBJECT_HPP_
#define _RWENGINE_VEHICLEOBJECT_HPP_
#include <cstddef>
#include <cstdint>
#include <map>
#include <objects/CharacterObject.hpp>
#include <memory>
#include <string>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <data/ModelData.hpp>
#include <objects/GameObject.hpp>
#include <objects/VehicleInfo.hpp>
class Atomic;
class CharacterObject;
class CollisionInstance;
class GameWorld;
class ModelFrame;
class btCollisionShape;
struct btVehicleRaycaster;
class btRaycastVehicle;
class btRigidBody;
class btHingeConstraint;
class btTransform;
/**
* @class VehicleObject

View File

@ -1,10 +1,12 @@
#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
#include <data/Clump.hpp>
#include <data/CutsceneData.hpp>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <render/ObjectRenderer.hpp>
#include "data/WeaponData.hpp"
// Objects that we know how to turn into renderlist entries
#include <objects/CharacterObject.hpp>
#include <objects/CutsceneObject.hpp>

View File

@ -2,6 +2,10 @@
#define RWGAME_RWGAME_HPP
#include <chrono>
//FIXME: should be in rwengine, deeply hidden
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>

View File

@ -21,6 +21,8 @@
#include <glm/gtx/norm.hpp>
#include <glm/gtx/matrix_major_storage.hpp>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
constexpr float kAutoLookTime = 2.f;
constexpr float kAutolookMinVelocity = 0.2f;
const float kInGameFOV = glm::half_pi<float>();