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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

chore: use unsigned numeric types when applicable

This commit is contained in:
Jan Laupetin
2025-11-10 21:40:39 +01:00
parent 86ee478273
commit 683ef7ac38
6 changed files with 19 additions and 19 deletions

View File

@@ -34,9 +34,9 @@ namespace BSP
struct BSPSurface
{
BSPMaterial material;
int triCount;
int indexOfFirstVertex;
int indexOfFirstIndex;
unsigned triCount;
unsigned indexOfFirstVertex;
unsigned indexOfFirstIndex;
};
struct BSPWorld

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@@ -4,7 +4,7 @@
namespace BSP
{
constexpr int MAX_NODE_SIZE = 512; // maximum size a BSP node can be before it becomes a leaf
constexpr auto MAX_NODE_SIZE = 512u; // maximum size a BSP node can be before it becomes a leaf
BSPObject::BSPObject(
const float xMin, const float yMin, const float zMin, const float xMax, const float yMax, const float zMax, const int objPartitionIndex)

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@@ -61,9 +61,9 @@ namespace
BSPSurface surface;
size_t partTriangleNum = meshPart.num_triangles;
surface.triCount = static_cast<int>(partTriangleNum);
surface.indexOfFirstVertex = static_cast<int>(vertexVec.size());
surface.indexOfFirstIndex = static_cast<int>(indexVec.size());
surface.triCount = static_cast<unsigned>(partTriangleNum);
surface.indexOfFirstVertex = static_cast<unsigned>(vertexVec.size());
surface.indexOfFirstIndex = static_cast<unsigned>(indexVec.size());
if (mesh->materials.count == 0)
{

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@@ -17,7 +17,7 @@ namespace BSP
void ClipMapLinker::loadDynEnts(clipMap_t& clipMap) const
{
int dynEntCount = 0;
uint16_t dynEntCount = 0;
clipMap.originalDynEntCount = dynEntCount;
clipMap.dynEntCount[0] = clipMap.originalDynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
clipMap.dynEntCount[1] = 0;
@@ -495,9 +495,9 @@ namespace BSP
{
const auto indexOfFirstIndex = surface.indexOfFirstIndex;
const auto indexOfFirstVertex = surface.indexOfFirstVertex;
for (auto indexIdx = 0; indexIdx < surface.triCount * 3; indexIdx++)
for (auto indexIdx = 0u; indexIdx < surface.triCount * 3; indexIdx++)
{
auto triIndex = bsp.colWorld.indices[indexOfFirstIndex + indexIdx] + indexOfFirstVertex;
auto triIndex = static_cast<uint16_t>(bsp.colWorld.indices[indexOfFirstIndex + indexIdx] + indexOfFirstVertex);
triIndexVec.emplace_back(triIndex);
}
}
@@ -516,11 +516,11 @@ namespace BSP
// so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower
const auto indexOfFirstTri = surface.indexOfFirstIndex / 3;
const auto indexOfFirstVertex = surface.indexOfFirstVertex;
for (auto triIdx = 0; triIdx < surface.triCount; triIdx++)
for (auto triIdx = 0u; triIdx < surface.triCount; triIdx++)
{
CollisionPartition partition;
partition.triCount = 1;
partition.firstTri = indexOfFirstTri + triIdx;
partition.firstTri = static_cast<int>(indexOfFirstTri + triIdx);
partition.nuinds = 3;
partition.fuind = static_cast<int>(uniqueIndicesVec.size());

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@@ -24,7 +24,7 @@ namespace BSP
gameWorldMp->path.nodeTreeCount = 0;
// The game has 128 empty nodes allocated
const auto extraNodeCount = gameWorldMp->path.nodeCount + 128;
const auto extraNodeCount = gameWorldMp->path.nodeCount + 128u;
gameWorldMp->path.nodes = m_memory.Alloc<pathnode_t>(extraNodeCount);
gameWorldMp->path.basenodes = m_memory.Alloc<pathbasenode_t>(extraNodeCount);
gameWorldMp->path.pathVis = nullptr;

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@@ -75,9 +75,9 @@ namespace BSP
gfxSurface->flags = BSPEditableConstants::DEFAULT_SURFACE_FLAGS;
gfxSurface->tris.triCount = static_cast<uint16_t>(bspSurface.triCount);
gfxSurface->tris.baseIndex = bspSurface.indexOfFirstIndex;
gfxSurface->tris.baseIndex = static_cast<int>(bspSurface.indexOfFirstIndex);
gfxSurface->tris.vertexDataOffset0 = bspSurface.indexOfFirstVertex * sizeof(GfxPackedWorldVertex);
gfxSurface->tris.vertexDataOffset0 = static_cast<int>(bspSurface.indexOfFirstVertex * sizeof(GfxPackedWorldVertex));
gfxSurface->tris.vertexDataOffset1 = 0;
std::string surfMaterialName;
@@ -666,7 +666,7 @@ namespace BSP
void GfxWorldLinker::loadDynEntData(GfxWorld& gfxWorld) const
{
int dynEntCount = 0;
unsigned dynEntCount = 0u;
gfxWorld.dpvsDyn.dynEntClientCount[0] = dynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
gfxWorld.dpvsDyn.dynEntClientCount[1] = 0;
@@ -676,11 +676,11 @@ namespace BSP
gfxWorld.dpvsDyn.dynEntClientWordCount[1] = 0;
gfxWorld.dpvsDyn.usageCount = 0;
const auto dynEntCellBitsSize = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * gfxWorld.dpvsPlanes.cellCount;
const auto dynEntCellBitsSize = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * static_cast<unsigned>(gfxWorld.dpvsPlanes.cellCount);
gfxWorld.dpvsDyn.dynEntCellBits[0] = m_memory.Alloc<unsigned int>(dynEntCellBitsSize);
gfxWorld.dpvsDyn.dynEntCellBits[1] = nullptr;
const auto dynEntVisData0Size = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * 32;
const auto dynEntVisData0Size = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * 32u;
gfxWorld.dpvsDyn.dynEntVisData[0][0] = m_memory.Alloc<char>(dynEntVisData0Size);
gfxWorld.dpvsDyn.dynEntVisData[0][1] = m_memory.Alloc<char>(dynEntVisData0Size);
gfxWorld.dpvsDyn.dynEntVisData[0][2] = m_memory.Alloc<char>(dynEntVisData0Size);
@@ -688,7 +688,7 @@ namespace BSP
gfxWorld.dpvsDyn.dynEntVisData[1][1] = nullptr;
gfxWorld.dpvsDyn.dynEntVisData[1][2] = nullptr;
const auto dynEntShadowVisCount = gfxWorld.dpvsDyn.dynEntClientCount[0] * (gfxWorld.primaryLightCount - gfxWorld.sunPrimaryLightIndex - 1);
const auto dynEntShadowVisCount = gfxWorld.dpvsDyn.dynEntClientCount[0] * (gfxWorld.primaryLightCount - gfxWorld.sunPrimaryLightIndex - 1u);
gfxWorld.primaryLightDynEntShadowVis[0] = m_memory.Alloc<unsigned int>(dynEntShadowVisCount);
gfxWorld.primaryLightDynEntShadowVis[1] = nullptr;