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Fix situation around aabbox3d default constructor (#15586)
Co-authored-by: JosiahWI <41302989+JosiahWI@users.noreply.github.com>
This commit is contained in:
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@ -134,7 +134,7 @@ public:
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//! Index buffer
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SIndexBuffer *Indices;
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//! Bounding box of this meshbuffer.
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core::aabbox3d<f32> BoundingBox;
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core::aabbox3d<f32> BoundingBox{{0, 0, 0}};
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//! Primitive type used for rendering (triangles, lines, ...)
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E_PRIMITIVE_TYPE PrimitiveType;
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};
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@ -108,7 +108,7 @@ public:
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if (!mesh)
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return true;
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bool result = true;
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core::aabbox3df bufferbox;
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core::aabbox3df bufferbox{{0, 0, 0}};
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for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
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result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
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if (boundingBoxUpdate) {
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@ -136,7 +136,7 @@ protected:
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if (!buffer)
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return true;
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core::aabbox3df bufferbox;
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core::aabbox3df bufferbox{{0, 0, 0}};
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for (u32 i = 0; i < buffer->getVertexCount(); ++i) {
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switch (buffer->getVertexType()) {
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case video::EVT_STANDARD: {
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@ -154,7 +154,7 @@ struct SAnimatedMesh final : public IAnimatedMesh
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std::vector<IMesh *> Meshes;
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//! The bounding box of this mesh
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core::aabbox3d<f32> Box;
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core::aabbox3d<f32> Box{{0.0f, 0.0f, 0.0f}};
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//! Default animation speed of this mesh.
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f32 FramesPerSecond;
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@ -133,7 +133,7 @@ struct SMesh final : public IMesh
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std::vector<u32> TextureSlots;
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//! The bounding box of this mesh
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core::aabbox3d<f32> BoundingBox;
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core::aabbox3d<f32> BoundingBox{{0, 0, 0}};
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};
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} // end namespace scene
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@ -228,7 +228,7 @@ public:
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video::SMaterial Material;
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video::E_VERTEX_TYPE VertexType;
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core::aabbox3d<f32> BoundingBox;
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core::aabbox3d<f32> BoundingBox{{0, 0, 0}};
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//! Primitive type used for rendering (triangles, lines, ...)
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E_PRIMITIVE_TYPE PrimitiveType;
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@ -117,7 +117,7 @@ struct SViewFrustum
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core::plane3d<f32> planes[VF_PLANE_COUNT];
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//! bounding box around the view frustum
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core::aabbox3d<f32> boundingBox;
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core::aabbox3d<f32> boundingBox{{0, 0, 0}};
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private:
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//! Hold a copy of important transform matrices
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@ -137,7 +137,7 @@ public:
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//! Moves the mesh into static position.
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void resetAnimation();
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virtual void updateBoundingBox();
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void updateBoundingBox();
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//! Recovers the joints from the mesh
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void recoverJointsFromMesh(std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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@ -370,7 +370,7 @@ protected:
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// doesn't allow taking a reference to individual elements.
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std::vector<std::vector<char>> Vertices_Moved;
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core::aabbox3d<f32> BoundingBox;
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core::aabbox3d<f32> BoundingBox{{0, 0, 0}};
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f32 EndFrame;
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f32 FramesPerSecond;
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@ -20,9 +20,7 @@ template <class T>
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class aabbox3d
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{
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public:
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//! Default Constructor.
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constexpr aabbox3d() :
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MinEdge(-1, -1, -1), MaxEdge(1, 1, 1) {}
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constexpr aabbox3d() = delete;
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//! Constructor with min edge and max edge.
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constexpr aabbox3d(const vector3d<T> &min, const vector3d<T> &max) :
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MinEdge(min), MaxEdge(max) {}
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@ -145,7 +145,7 @@ private:
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void beginTransition();
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core::array<video::SMaterial> Materials;
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core::aabbox3d<f32> Box;
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core::aabbox3d<f32> Box{{0.0f, 0.0f, 0.0f}};
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IAnimatedMesh *Mesh;
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f32 StartFrame;
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@ -104,7 +104,7 @@ private:
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/** Note that we can't use the real boundingbox for culling because at that point
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the camera which is used to calculate the billboard is not yet updated. So we only
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know the real boundingbox after rendering - which is too late for culling. */
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core::aabbox3d<f32> BBoxSafe;
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core::aabbox3d<f32> BBoxSafe{{0.0f, 0.0f, 0.0f}};
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scene::SMeshBuffer *Buffer;
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};
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@ -60,7 +60,7 @@ private:
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u32 BoneIndex;
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core::aabbox3d<f32> Box;
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core::aabbox3d<f32> Box{-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
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E_BONE_ANIMATION_MODE AnimationMode;
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E_BONE_SKINNING_SPACE SkinningSpace;
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@ -48,7 +48,7 @@ private:
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void setPosition(const core::vector3df &newpos) override;
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core::matrix4 RelativeTransformationMatrix;
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core::aabbox3d<f32> Box;
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core::aabbox3d<f32> Box{{0, 0, 0}};
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};
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} // end namespace scene
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@ -33,7 +33,7 @@ public:
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ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) override;
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private:
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core::aabbox3d<f32> Box;
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core::aabbox3d<f32> Box{{0, 0, 0}};
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};
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} // end namespace scene
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@ -72,7 +72,7 @@ protected:
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void copyMaterials();
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core::array<video::SMaterial> Materials;
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core::aabbox3d<f32> Box;
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core::aabbox3d<f32> Box{{0, 0, 0}};
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video::SMaterial ReadOnlyMaterial;
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IMesh *Mesh;
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@ -307,7 +307,7 @@ const core::aabbox3d<f32> &CSceneManager::getBoundingBox() const
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{
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_IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
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static const core::aabbox3d<f32> dummy;
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static const core::aabbox3d<f32> dummy{{0.0f, 0.0f, 0.0f}};
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return dummy;
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}
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@ -573,7 +573,7 @@ SkinnedMesh *SkinnedMeshBuilder::finalize()
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return this;
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}
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void SkinnedMesh::updateBoundingBox(void)
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void SkinnedMesh::updateBoundingBox()
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{
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if (!SkinningBuffers)
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return;
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@ -101,7 +101,7 @@ std::vector<DistanceSortedActiveObject> ActiveObjectMgr::getActiveSelectableObje
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if (!obj)
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continue;
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aabb3f selection_box;
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aabb3f selection_box{{0.0f, 0.0f, 0.0f}};
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if (!obj->getSelectionBox(&selection_box))
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continue;
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@ -430,7 +430,7 @@ void ClientEnvironment::getSelectedActiveObjects(
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for (const auto &allObject : allObjects) {
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ClientActiveObject *obj = allObject.obj;
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aabb3f selection_box;
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aabb3f selection_box{{0.0f, 0.0f, 0.0f}};
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if (!obj->getSelectionBox(&selection_box))
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continue;
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@ -160,7 +160,7 @@ private:
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// Was the mesh ever generated?
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bool m_mesh_valid = false;
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aabb3f m_box;
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aabb3f m_box{{0.0f, 0.0f, 0.0f}};
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v2f m_origin;
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u16 m_cloud_radius_i;
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u32 m_seed;
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@ -3200,7 +3200,7 @@ PointedThing Game::updatePointedThing(
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hud->pointing_at_object = true;
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runData.selected_object = client->getEnv().getActiveObject(result.object_id);
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aabb3f selection_box;
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aabb3f selection_box{{0.0f, 0.0f, 0.0f}};
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if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
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runData.selected_object->getSelectionBox(&selection_box)) {
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v3f pos = runData.selected_object->getPosition();
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@ -75,10 +75,8 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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if (nodeboxes.empty())
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return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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aabb3f b_max;
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std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
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b_max = aabb3f(it->MinEdge, it->MaxEdge);
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auto it = nodeboxes.begin();
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aabb3f b_max(it->MinEdge, it->MaxEdge);
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++it;
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for (; it != nodeboxes.end(); ++it)
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@ -105,8 +105,7 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
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if (mesh == NULL)
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return;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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aabb3f bbox{{0.0f, 0.0f, 0.0f}};
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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@ -134,8 +133,7 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
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if (mesh == NULL)
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return;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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aabb3f bbox{{0.0f, 0.0f, 0.0f}};
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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@ -296,8 +294,7 @@ void rotateMeshBy6dFacedir(scene::IMesh *mesh, u8 facedir)
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void recalculateBoundingBox(scene::IMesh *src_mesh)
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{
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aabb3f bbox;
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bbox.reset(0,0,0);
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aabb3f bbox{{0.0f, 0.0f, 0.0f}};
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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buf->recalculateBoundingBox();
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@ -619,15 +619,22 @@ const core::aabbox3df &ParticleBuffer::getBoundingBox() const
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if (!m_bounding_box_dirty)
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return m_mesh_buffer->BoundingBox;
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core::aabbox3df box;
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core::aabbox3df box{{0, 0, 0}};
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bool first = true;
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for (u16 i = 0; i < m_count; i++) {
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// check if this index is used
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static_assert(quad_indices[1] != 0);
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if (m_mesh_buffer->getIndices()[6 * i + 1] == 0)
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continue;
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for (u16 j = 0; j < 4; j++)
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box.addInternalPoint(m_mesh_buffer->getPosition(i * 4 + j));
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for (u16 j = 0; j < 4; j++) {
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const auto pos = m_mesh_buffer->getPosition(i * 4 + j);
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if (first)
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box.reset(pos);
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else
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box.addInternalPoint(pos);
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first = false;
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}
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}
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m_mesh_buffer->BoundingBox = box;
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@ -50,8 +50,6 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
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m_seed = (u64)myrand() << 32 | myrand();
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setAutomaticCulling(scene::EAC_OFF);
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m_box.MaxEdge.set(0, 0, 0);
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m_box.MinEdge.set(0, 0, 0);
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m_sky_params = SkyboxDefaults::getSkyDefaults();
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m_sun_params = SkyboxDefaults::getSunDefaults();
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@ -122,7 +122,7 @@ public:
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}
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private:
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aabb3f m_box;
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aabb3f m_box{{0.0f, 0.0f, 0.0f}};
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video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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// How much sun & moon transition should affect horizon color
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float m_horizon_blend()
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@ -195,8 +195,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id):
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else
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g_extrusion_mesh_cache->grab();
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// Disable bounding box culling for this scene node
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// since we won't calculate the bounding box.
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// This class doesn't render anything, so disable culling.
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setAutomaticCulling(scene::EAC_OFF);
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// Create the child scene node
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@ -134,7 +134,7 @@ private:
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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aabb3f m_bounding_box;
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aabb3f m_bounding_box{{0, 0, 0}};
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ShadowRenderer *m_shadow;
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};
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@ -262,7 +262,7 @@ static void add_object_boxes(Environment *env,
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{
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auto process_object = [&cinfo] (ActiveObject *object) {
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if (object && object->collideWithObjects()) {
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aabb3f box;
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aabb3f box{{0.0f, 0.0f, 0.0f}};
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if (object->getCollisionBox(&box))
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cinfo.emplace_back(object, 0, box);
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}
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@ -121,7 +121,7 @@ void NodeBox::deSerialize(std::istream &is)
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case NODEBOX_LEVELED: {
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u16 fixed_count = readU16(is);
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while(fixed_count--) {
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aabb3f box;
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aabb3f box{{0.0f, 0.0f, 0.0f}};
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box.MinEdge = readV3F32(is);
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box.MaxEdge = readV3F32(is);
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fixed.push_back(box);
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@ -115,9 +115,9 @@ struct NodeBox
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// NODEBOX_FIXED
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std::vector<aabb3f> fixed;
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// NODEBOX_WALLMOUNTED
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aabb3f wall_top;
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aabb3f wall_bottom;
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aabb3f wall_side; // being at the -X side
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aabb3f wall_top = dummybox;
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aabb3f wall_bottom = dummybox;
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aabb3f wall_side = dummybox; // being at the -X side
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// NODEBOX_CONNECTED
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// (kept externally to not bloat the structure)
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std::shared_ptr<NodeBoxConnected> connected;
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@ -139,6 +139,10 @@ struct NodeBox
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void reset();
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is);
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private:
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/// @note the actual defaults are in reset(), see nodedef.cpp
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static constexpr aabb3f dummybox = aabb3f({0, 0, 0});
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};
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struct MapNode;
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@ -810,14 +814,14 @@ private:
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* The union of all nodes' selection boxes.
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* Might be larger if big nodes are removed from the manager.
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*/
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aabb3f m_selection_box_union;
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aabb3f m_selection_box_union{{0.0f, 0.0f, 0.0f}};
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/*!
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* The smallest box in integer node coordinates that
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* contains all nodes' selection boxes.
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* Might be larger if big nodes are removed from the manager.
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*/
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core::aabbox3d<s16> m_selection_box_int_union;
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core::aabbox3d<s16> m_selection_box_int_union{{0, 0, 0}};
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/*!
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* NodeResolver instances to notify once node registration has finished.
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@ -302,7 +302,7 @@ private:
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v3s16 m_start; /**< source position */
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v3s16 m_destination; /**< destination position */
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core::aabbox3d<s16> m_limits; /**< position limits in real map coordinates */
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core::aabbox3d<s16> m_limits{{0, 0, 0}}; /**< position limits in real map coordinates */
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/** contains all map data already collected and analyzed.
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Access it via the getIndexElement/getIdxElem methods. */
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@ -326,7 +326,8 @@ bool is_color_table(lua_State *L, int index)
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aabb3f read_aabb3f(lua_State *L, int index, f32 scale)
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{
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aabb3f box;
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// default value for accidental/historical reasons
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aabb3f box{-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
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if(lua_istable(L, index)){
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lua_rawgeti(L, index, 1);
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box.MinEdge.X = lua_tonumber(L, -1) * scale;
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@ -85,7 +85,19 @@ bool read_color (lua_State *L, int index,
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video::SColor *color);
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bool is_color_table (lua_State *L, int index);
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/**
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* Read a floating-point axis-aligned box from Lua.
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*
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* @param L the Lua state
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* @param index the index of the Lua variable to read the box from. The
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* variable must contain a table of the form
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* {minx, miny, minz, maxx, maxy, maxz}.
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* @param scale factor to scale the bounding box by
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*
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* @return the box corresponding to lua table
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*/
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aabb3f read_aabb3f (lua_State *L, int index, f32 scale);
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v3s16 read_v3s16 (lua_State *L, int index);
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std::vector<aabb3f> read_aabb3f_vector (lua_State *L, int index, f32 scale);
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size_t read_stringlist (lua_State *L, int index,
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@ -1847,7 +1847,7 @@ void ServerEnvironment::getSelectedActiveObjects(
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auto process = [&] (ServerActiveObject *obj) -> bool {
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if (obj->isGone())
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return false;
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aabb3f selection_box;
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aabb3f selection_box{{0.0f, 0.0f, 0.0f}};
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if (!obj->getSelectionBox(&selection_box))
|
||||
return false;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user