Change navigation module LocalVector size_t uses to uint32_t

Changes navigation module LocalVector size_t uses to uint32_t.
This commit is contained in:
smix8 2025-04-01 23:44:43 +02:00
parent d52b84e472
commit 79ae9bf775
2 changed files with 16 additions and 16 deletions

View File

@ -256,7 +256,7 @@ void NavMeshQueries2D::_query_task_find_start_end_positions(NavMeshPathQueryTask
}
// For each triangle check the distance between the origin/destination.
for (size_t point_id = 2; point_id < p.points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < p.points.size(); point_id++) {
const Triangle2 triangle(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
Vector2 point = triangle.get_closest_point_to(p_query_task.start_position);
@ -372,7 +372,7 @@ void NavMeshQueries2D::_query_task_build_path_corridor(NavMeshPathQueryTask2D &p
// Set as end point the furthest reachable point.
end_poly = reachable_end;
real_t end_d = FLT_MAX;
for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
Triangle2 t(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos);
Vector2 spoint = t.get_closest_point_to(p_target_position);
real_t dpoint = spoint.distance_squared_to(p_target_position);
@ -384,7 +384,7 @@ void NavMeshQueries2D::_query_task_build_path_corridor(NavMeshPathQueryTask2D &p
// Search all faces of start polygon as well.
bool closest_point_on_start_poly = false;
for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
Triangle2 t(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
Vector2 spoint = t.get_closest_point_to(p_target_position);
real_t dpoint = spoint.distance_squared_to(p_target_position);
@ -443,7 +443,7 @@ void NavMeshQueries2D::_query_task_build_path_corridor(NavMeshPathQueryTask2D &p
if (!found_route) {
real_t end_d = FLT_MAX;
// Search all faces of the start polygon for the closest point to our target position.
for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
Triangle2 t(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
Vector2 spoint = t.get_closest_point_to(p_target_position);
real_t dpoint = spoint.distance_squared_to(p_target_position);
@ -743,7 +743,7 @@ ClosestPointQueryResult NavMeshQueries2D::map_iteration_get_closest_point_info(c
real_t closest = FLT_MAX;
bool inside = true;
Vector2 previous = polygon.points[polygon.points.size() - 1].pos;
for (size_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
for (uint32_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
Vector2 edge = polygon.points[point_id].pos - previous;
Vector2 to_point = p_point - previous;
real_t edge_to_point_cross = edge.cross(to_point);
@ -875,7 +875,7 @@ ClosestPointQueryResult NavMeshQueries2D::polygons_get_closest_point_info(const
real_t closest = FLT_MAX;
bool inside = true;
Vector2 previous = polygon.points[polygon.points.size() - 1].pos;
for (size_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
for (uint32_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
Vector2 edge = polygon.points[point_id].pos - previous;
Vector2 to_point = p_point - previous;
real_t edge_to_point_cross = edge.cross(to_point);

View File

@ -255,7 +255,7 @@ void NavMeshQueries3D::_query_task_find_start_end_positions(NavMeshPathQueryTask
}
// For each face check the distance between the origin/destination.
for (size_t point_id = 2; point_id < p.points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < p.points.size(); point_id++) {
const Face3 face(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
Vector3 point = face.get_closest_point_to(p_query_task.start_position);
@ -370,7 +370,7 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
// Set as end point the furthest reachable point.
end_poly = reachable_end;
real_t end_d = FLT_MAX;
for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
Face3 f(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos);
Vector3 spoint = f.get_closest_point_to(p_target_position);
real_t dpoint = spoint.distance_squared_to(p_target_position);
@ -382,7 +382,7 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
// Search all faces of start polygon as well.
bool closest_point_on_start_poly = false;
for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
Vector3 spoint = f.get_closest_point_to(p_target_position);
real_t dpoint = spoint.distance_squared_to(p_target_position);
@ -441,7 +441,7 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
if (!found_route) {
real_t end_d = FLT_MAX;
// Search all faces of the start polygon for the closest point to our target position.
for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
for (uint32_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
Vector3 spoint = f.get_closest_point_to(p_target_position);
real_t dpoint = spoint.distance_squared_to(p_target_position);
@ -726,7 +726,7 @@ Vector3 NavMeshQueries3D::map_iteration_get_closest_point_to_segment(const NavMa
for (const NavRegionIteration3D &region : regions) {
for (const Polygon &polygon : region.get_navmesh_polygons()) {
// For each face check the distance to the segment.
for (size_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
for (uint32_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
const Face3 face(polygon.points[0].pos, polygon.points[point_id - 1].pos, polygon.points[point_id].pos);
Vector3 intersection_point;
if (face.intersects_segment(p_from, p_to, &intersection_point)) {
@ -759,7 +759,7 @@ Vector3 NavMeshQueries3D::map_iteration_get_closest_point_to_segment(const NavMa
}
// Finally, check for a case when shortest distance is between some point located on a face's edge and some point located on a line segment.
if (!use_collision) {
for (size_t point_id = 0; point_id < polygon.points.size(); point_id += 1) {
for (uint32_t point_id = 0; point_id < polygon.points.size(); point_id += 1) {
Vector3 a, b;
Geometry3D::get_closest_points_between_segments(
@ -810,7 +810,7 @@ ClosestPointQueryResult NavMeshQueries3D::map_iteration_get_closest_point_info(c
real_t closest = FLT_MAX;
bool inside = true;
Vector3 previous = polygon.points[polygon.points.size() - 1].pos;
for (size_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
for (uint32_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
Vector3 edge = polygon.points[point_id].pos - previous;
Vector3 to_point = p_point - previous;
Vector3 edge_to_point_pormal = edge.cross(to_point);
@ -941,7 +941,7 @@ Vector3 NavMeshQueries3D::polygons_get_closest_point_to_segment(const LocalVecto
for (const Polygon &polygon : p_polygons) {
// For each face check the distance to the segment.
for (size_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
for (uint32_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
const Face3 face(polygon.points[0].pos, polygon.points[point_id - 1].pos, polygon.points[point_id].pos);
Vector3 intersection_point;
if (face.intersects_segment(p_from, p_to, &intersection_point)) {
@ -974,7 +974,7 @@ Vector3 NavMeshQueries3D::polygons_get_closest_point_to_segment(const LocalVecto
}
// Finally, check for a case when shortest distance is between some point located on a face's edge and some point located on a line segment.
if (!use_collision) {
for (size_t point_id = 0; point_id < polygon.points.size(); point_id += 1) {
for (uint32_t point_id = 0; point_id < polygon.points.size(); point_id += 1) {
Vector3 a, b;
Geometry3D::get_closest_points_between_segments(
@ -1017,7 +1017,7 @@ ClosestPointQueryResult NavMeshQueries3D::polygons_get_closest_point_info(const
real_t closest = FLT_MAX;
bool inside = true;
Vector3 previous = polygon.points[polygon.points.size() - 1].pos;
for (size_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
for (uint32_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
Vector3 edge = polygon.points[point_id].pos - previous;
Vector3 to_point = p_point - previous;
Vector3 edge_to_point_pormal = edge.cross(to_point);