2
0
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 struct BSPSurface
{ {
BSPMaterial material; BSPMaterial material;
int triCount; unsigned triCount;
int indexOfFirstVertex; unsigned indexOfFirstVertex;
int indexOfFirstIndex; unsigned indexOfFirstIndex;
}; };
struct BSPWorld struct BSPWorld

View File

@@ -4,7 +4,7 @@
namespace BSP 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( BSPObject::BSPObject(
const float xMin, const float yMin, const float zMin, const float xMax, const float yMax, const float zMax, const int objPartitionIndex) const float xMin, const float yMin, const float zMin, const float xMax, const float yMax, const float zMax, const int objPartitionIndex)

View File

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

View File

@@ -17,7 +17,7 @@ namespace BSP
void ClipMapLinker::loadDynEnts(clipMap_t& clipMap) const void ClipMapLinker::loadDynEnts(clipMap_t& clipMap) const
{ {
int dynEntCount = 0; uint16_t dynEntCount = 0;
clipMap.originalDynEntCount = dynEntCount; clipMap.originalDynEntCount = dynEntCount;
clipMap.dynEntCount[0] = clipMap.originalDynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame clipMap.dynEntCount[0] = clipMap.originalDynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
clipMap.dynEntCount[1] = 0; clipMap.dynEntCount[1] = 0;
@@ -495,9 +495,9 @@ namespace BSP
{ {
const auto indexOfFirstIndex = surface.indexOfFirstIndex; const auto indexOfFirstIndex = surface.indexOfFirstIndex;
const auto indexOfFirstVertex = surface.indexOfFirstVertex; 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); 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 // 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 indexOfFirstTri = surface.indexOfFirstIndex / 3;
const auto indexOfFirstVertex = surface.indexOfFirstVertex; const auto indexOfFirstVertex = surface.indexOfFirstVertex;
for (auto triIdx = 0; triIdx < surface.triCount; triIdx++) for (auto triIdx = 0u; triIdx < surface.triCount; triIdx++)
{ {
CollisionPartition partition; CollisionPartition partition;
partition.triCount = 1; partition.triCount = 1;
partition.firstTri = indexOfFirstTri + triIdx; partition.firstTri = static_cast<int>(indexOfFirstTri + triIdx);
partition.nuinds = 3; partition.nuinds = 3;
partition.fuind = static_cast<int>(uniqueIndicesVec.size()); partition.fuind = static_cast<int>(uniqueIndicesVec.size());

View File

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

View File

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