Fix more GCC warnings
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b846194bea
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@ -285,7 +285,7 @@ void VoxelLodTerrain::_on_stream_params_changed() {
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}
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// The whole map might change, so make all area dirty
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for (int i = 0; i < get_lod_count(); ++i) {
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for (unsigned int i = 0; i < get_lod_count(); ++i) {
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Lod &lod = _lods[i];
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lod.last_view_distance_data_blocks = 0;
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lod.last_view_distance_mesh_blocks = 0;
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@ -547,7 +547,7 @@ void VoxelLodTerrain::reset_maps() {
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// Don't reset while streaming, the result can be dirty?
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//CRASH_COND(_stream_thread != nullptr);
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for (int lod_index = 0; lod_index < (int)_lods.size(); ++lod_index) {
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for (unsigned int lod_index = 0; lod_index < _lods.size(); ++lod_index) {
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Lod &lod = _lods[lod_index];
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// Instance new maps if we have more lods, or clear them otherwise
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@ -598,7 +598,7 @@ int VoxelLodTerrain::get_mesh_block_region_extent() const {
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Vector3 VoxelLodTerrain::voxel_to_data_block_position(Vector3 vpos, int lod_index) const {
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ERR_FAIL_COND_V(lod_index < 0, Vector3());
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ERR_FAIL_COND_V(lod_index >= get_lod_count(), Vector3());
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ERR_FAIL_COND_V(lod_index >= static_cast<int>(get_lod_count()), Vector3());
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const Lod &lod = _lods[lod_index];
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Vector3i bpos = lod.data_map.voxel_to_block(Vector3i(vpos)) >> lod_index;
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return bpos.to_vec3();
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@ -606,7 +606,7 @@ Vector3 VoxelLodTerrain::voxel_to_data_block_position(Vector3 vpos, int lod_inde
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Vector3 VoxelLodTerrain::voxel_to_mesh_block_position(Vector3 vpos, int lod_index) const {
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ERR_FAIL_COND_V(lod_index < 0, Vector3());
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ERR_FAIL_COND_V(lod_index >= get_lod_count(), Vector3());
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ERR_FAIL_COND_V(lod_index >= static_cast<int>(get_lod_count()), Vector3());
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const Lod &lod = _lods[lod_index];
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Vector3i bpos = lod.mesh_map.voxel_to_block(Vector3i(vpos)) >> lod_index;
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return bpos.to_vec3();
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@ -912,7 +912,7 @@ bool VoxelLodTerrain::check_block_mesh_updated(VoxelMeshBlock *block) {
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void VoxelLodTerrain::send_block_data_requests() {
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// Blocks to load
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const bool request_instances = _instancer != nullptr;
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for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
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for (unsigned int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
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Lod &lod = _lods[lod_index];
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for (unsigned int i = 0; i < lod.blocks_to_load.size(); ++i) {
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@ -969,7 +969,7 @@ void VoxelLodTerrain::_process(float delta) {
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// Ignore largest lod because it can extend a little beyond due to the view distance setting.
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// Instead, those blocks are unloaded by the octree forest management.
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// Iterating from big to small LOD so we can exit earlier if bounds don't intersect.
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for (int lod_index = get_lod_count() - 2; lod_index >= 0; --lod_index) {
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for (unsigned int lod_index = get_lod_count() - 2; lod_index >= 0; --lod_index) {
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VOXEL_PROFILE_SCOPE();
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Lod &lod = _lods[lod_index];
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@ -1053,7 +1053,7 @@ void VoxelLodTerrain::_process(float delta) {
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// Ignore largest lod because it can extend a little beyond due to the view distance setting.
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// Instead, those blocks are unloaded by the octree forest management.
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// Iterating from big to small LOD so we can exit earlier if bounds don't intersect.
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for (int lod_index = get_lod_count() - 2; lod_index >= 0; --lod_index) {
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for (unsigned int lod_index = get_lod_count() - 2; lod_index >= 0; --lod_index) {
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VOXEL_PROFILE_SCOPE();
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Lod &lod = _lods[lod_index];
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@ -1148,7 +1148,7 @@ void VoxelLodTerrain::_process(float delta) {
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OctreeItem &item = E->value();
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const Vector3i block_pos_maxlod = E->key();
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const int last_lod_index = self->get_lod_count() - 1;
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const unsigned int last_lod_index = self->get_lod_count() - 1;
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// We just drop the octree and hide blocks it was considering as visible.
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// Normally such octrees shouldn't bee too deep as they will likely be at the edge
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@ -1441,7 +1441,7 @@ void VoxelLodTerrain::_process(float delta) {
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const int render_to_data_factor = get_mesh_block_size() / get_data_block_size();
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for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
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for (unsigned int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
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VOXEL_PROFILE_SCOPE();
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Lod &lod = _lods[lod_index];
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@ -1811,7 +1811,7 @@ void VoxelLodTerrain::set_instancer(VoxelInstancer *instancer) {
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void VoxelLodTerrain::unload_data_block(Vector3i block_pos, int lod_index) {
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VOXEL_PROFILE_SCOPE();
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ERR_FAIL_COND(lod_index >= get_lod_count());
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ERR_FAIL_COND(lod_index >= static_cast<unsigned int>(get_lod_count()));
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Lod &lod = _lods[lod_index];
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@ -1830,7 +1830,7 @@ void VoxelLodTerrain::unload_data_block(Vector3i block_pos, int lod_index) {
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void VoxelLodTerrain::unload_mesh_block(Vector3i block_pos, int lod_index) {
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VOXEL_PROFILE_SCOPE();
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ERR_FAIL_COND(lod_index >= get_lod_count());
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ERR_FAIL_COND(lod_index >= static_cast<unsigned int>(get_lod_count()));
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Lod &lod = _lods[lod_index];
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@ -2150,7 +2150,7 @@ Array VoxelLodTerrain::debug_raycast_mesh_block(Vector3 world_origin, Vector3 wo
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Dictionary VoxelLodTerrain::debug_get_data_block_info(Vector3 fbpos, int lod_index) const {
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Dictionary d;
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ERR_FAIL_COND_V(lod_index < 0, d);
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ERR_FAIL_COND_V(lod_index >= get_lod_count(), d);
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ERR_FAIL_COND_V(lod_index >= static_cast<int>(get_lod_count()), d);
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const Lod &lod = _lods[lod_index];
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Vector3i bpos = Vector3i::from_floored(fbpos);
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@ -2172,7 +2172,7 @@ Dictionary VoxelLodTerrain::debug_get_data_block_info(Vector3 fbpos, int lod_ind
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Dictionary VoxelLodTerrain::debug_get_mesh_block_info(Vector3 fbpos, int lod_index) const {
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Dictionary d;
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ERR_FAIL_COND_V(lod_index < 0, d);
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ERR_FAIL_COND_V(lod_index >= get_lod_count(), d);
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ERR_FAIL_COND_V(lod_index >= static_cast<int>(get_lod_count()), d);
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const Lod &lod = _lods[lod_index];
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Vector3i bpos = Vector3i::from_floored(fbpos);
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@ -2326,7 +2326,7 @@ Array VoxelLodTerrain::_b_debug_print_sdf_top_down(Vector3 center, Vector3 exten
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Array image_array;
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image_array.resize(get_lod_count());
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for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
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for (unsigned int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
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const Rect3i world_box = Rect3i::from_center_extents(Vector3i(center) >> lod_index, Vector3i(extents) >> lod_index);
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if (world_box.size.volume() == 0) {
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