From 79ae9bf77517c5bc9d1ded1a3416b25fb57989a8 Mon Sep 17 00:00:00 2001 From: smix8 <52464204+smix8@users.noreply.github.com> Date: Tue, 1 Apr 2025 23:44:43 +0200 Subject: [PATCH] Change navigation module LocalVector size_t uses to uint32_t Changes navigation module LocalVector size_t uses to uint32_t. --- .../navigation_2d/2d/nav_mesh_queries_2d.cpp | 12 +++++------ .../navigation_3d/3d/nav_mesh_queries_3d.cpp | 20 +++++++++---------- 2 files changed, 16 insertions(+), 16 deletions(-) diff --git a/modules/navigation_2d/2d/nav_mesh_queries_2d.cpp b/modules/navigation_2d/2d/nav_mesh_queries_2d.cpp index 650061d4417..0487d77648f 100644 --- a/modules/navigation_2d/2d/nav_mesh_queries_2d.cpp +++ b/modules/navigation_2d/2d/nav_mesh_queries_2d.cpp @@ -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); diff --git a/modules/navigation_3d/3d/nav_mesh_queries_3d.cpp b/modules/navigation_3d/3d/nav_mesh_queries_3d.cpp index 761fe9dfd14..f625df91437 100644 --- a/modules/navigation_3d/3d/nav_mesh_queries_3d.cpp +++ b/modules/navigation_3d/3d/nav_mesh_queries_3d.cpp @@ -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 ®ion : 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);