Fixed warnings and errors in Vector2/3 and GameObject
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32a68d22ae
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@ -139,8 +139,8 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/* Constructors */
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/*---------------------------------------------------------------------------------*/
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GameObject::GameObject(EntityID entity)
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: entity { entity }
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GameObject::GameObject(const SHEntity& entity)
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: entity { entity.GetEID() }
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{}
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GameObject::GameObject(Entity entity)
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@ -207,7 +207,7 @@ namespace SHADE
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/// <param name="entity">
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/// The ECS Entity that this GameObject should represent.
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/// </param>
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GameObject(SHEntity entity);
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GameObject(const SHEntity& entity);
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/// <summary>
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/// Constructor for the GameObject.
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/// </summary>
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@ -204,11 +204,11 @@ namespace SHADE
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return target;
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// Calculate new position
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const Vector2 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
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Vector2 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
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Vector2 newPos = current + DELTA;
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// Check if check if is behind or ahead of target
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const Vector2 DIFF = target - newPos;
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Vector2 DIFF = target - newPos;
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if (Dot(DELTA, DIFF) < 0.0)
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{
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newPos = target;
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@ -37,37 +37,37 @@ namespace SHADE
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///<summary>
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/// Shorthand for writing Vector2(0, -1).
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///</summary>
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static const Vector2 Down = Vector2(0.0, -1.0);
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static Vector2 Down = Vector2(0.0, -1.0);
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///<summary>
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/// Shorthand for writing Vector2(-1, 0).
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///</summary>
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static const Vector2 Left = Vector2(-1.0, 0.0);
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static Vector2 Left = Vector2(-1.0, 0.0);
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///<summary>
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/// Shorthand for writing Vector2(double.NegativeInfinity,
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/// double.NegativeInfinity).
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///</summary>
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static const Vector2 NegativeInfinity = Vector2(std::numeric_limits<double>::lowest(), std::numeric_limits<double>::lowest());
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static Vector2 NegativeInfinity = Vector2(std::numeric_limits<double>::lowest(), std::numeric_limits<double>::lowest());
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///<summary>
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/// Shorthand for writing Vector2(1, 1).
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///</summary>
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static const Vector2 One = Vector2(1.0, 1.0);
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static Vector2 One = Vector2(1.0, 1.0);
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///<summary>
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/// Shorthand for writing Vector2(double.PositiveInfinity,
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/// double.PositiveInfinity).
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///</summary>
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static const Vector2 PositiveInfinity = Vector2(std::numeric_limits<double>::max(), std::numeric_limits<double>::max());
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static Vector2 PositiveInfinity = Vector2(std::numeric_limits<double>::max(), std::numeric_limits<double>::max());
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///<summary>
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/// Shorthand for writing Vector2(1, 0).
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///</summary>
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static const Vector2 Right = Vector2(1.0, 0.0);
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static Vector2 Right = Vector2(1.0, 0.0);
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///<summary>
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/// Shorthand for writing Vector2(0, 1).
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///</summary>
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static const Vector2 Up = Vector2(0.0, 1.0);
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static Vector2 Up = Vector2(0.0, 1.0);
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///<summary>
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/// Shorthand for writing Vector2(0, 0).
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///</summary>
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static const Vector2 Zero = Vector2(0.0, 0.0);
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static Vector2 Zero = Vector2(0.0, 0.0);
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#pragma endregion
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/*-----------------------------------------------------------------------------*/
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@ -201,11 +201,11 @@ namespace SHADE
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return target;
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// Calculate new position
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const Vector3 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
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Vector3 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
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Vector3 newPos = current + DELTA;
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// Check if check if is behind or ahead of target
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const Vector3 DIFF = target - newPos;
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Vector3 DIFF = target - newPos;
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if (Dot(DELTA, DIFF) < 0.0)
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{
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newPos = target;
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