diff --git a/libs/generic/vector.h b/libs/generic/vector.h index c90e3492..8d511bdb 100644 --- a/libs/generic/vector.h +++ b/libs/generic/vector.h @@ -70,10 +70,9 @@ explicit BasicVector3( const BasicVector2& vec2 ){ y() = static_cast( vec2.y() ); z() = 0; } -BasicVector3( const Element& x_, const Element& y_, const Element& z_ ){ - x() = x_; - y() = y_; - z() = z_; +BasicVector3( const Element& x_, const Element& y_, const Element& z_ ) : m_elements{ x_, y_, z_ }{ +} +explicit BasicVector3( const Element& value ) : m_elements{ value, value, value }{ } Element& x(){ @@ -109,9 +108,8 @@ const Element* data() const { return m_elements; } -BasicVector3& set( const Element value ){ +void set( const Element value ){ x() = y() = z() = value; - return *this; } }; @@ -189,9 +187,8 @@ const BasicVector3& vec3() const { return reinterpret_cast&>( x() ); } -BasicVector4& set( const Element value ){ +void set( const Element value ){ x() = y() = z() = w() = value; - return *this; } }; diff --git a/tools/quake3/common/polylib.cpp b/tools/quake3/common/polylib.cpp index cc175da5..c829e24a 100644 --- a/tools/quake3/common/polylib.cpp +++ b/tools/quake3/common/polylib.cpp @@ -164,7 +164,7 @@ void WindingExtendBounds( const winding_t *w, MinMax& minmax ){ ============= */ Vector3 WindingCenter( const winding_t *w ){ - Vector3 center( 0, 0, 0 ); + Vector3 center( 0 ); for ( int i = 0 ; i < w->numpoints ; i++ ) center += w->p[i]; @@ -817,7 +817,7 @@ winding_t *ChopWinding( winding_t *in, const Plane3f& plane ){ } -inline const MinMax c_worldMinmax( Vector3().set( MIN_WORLD_COORD ), Vector3().set( MAX_WORLD_COORD ) ); +inline const MinMax c_worldMinmax( Vector3( MIN_WORLD_COORD ), Vector3( MAX_WORLD_COORD ) ); /* ================= CheckWinding diff --git a/tools/quake3/q3map2/decals.cpp b/tools/quake3/q3map2/decals.cpp index 671be516..610e1939 100644 --- a/tools/quake3/q3map2/decals.cpp +++ b/tools/quake3/q3map2/decals.cpp @@ -247,10 +247,7 @@ static bool MakeTextureMatrix( decalProjector_t *dp, const Plane3f& projection, note: non-normalized axes will screw up the plane transform */ -static void TransformDecalProjector( decalProjector_t *in, Vector3 axis[ 3 ], const Vector3& origin, decalProjector_t *out ){ - int i; - - +static void TransformDecalProjector( decalProjector_t *in, const Vector3 (&axis)[ 3 ], const Vector3& origin, decalProjector_t *out ){ /* copy misc stuff */ out->si = in->si; out->numPlanes = in->numPlanes; @@ -263,7 +260,7 @@ static void TransformDecalProjector( decalProjector_t *in, Vector3 axis[ 3 ], co out->radius2 = in->radius2; /* translate planes */ - for ( i = 0; i < in->numPlanes; i++ ) + for ( int i = 0; i < in->numPlanes; i++ ) { out->planes[ i ].a = vector3_dot( in->planes[ i ].normal(), axis[ 0 ] ); out->planes[ i ].b = vector3_dot( in->planes[ i ].normal(), axis[ 1 ] ); @@ -272,7 +269,7 @@ static void TransformDecalProjector( decalProjector_t *in, Vector3 axis[ 3 ], co } /* translate texture matrix */ - for ( i = 0; i < 2; i++ ) + for ( int i = 0; i < 2; i++ ) { out->texMat[ i ][ 0 ] = vector3_dot( in->texMat[ i ].vec3(), axis[ 0 ] ); out->texMat[ i ][ 1 ] = vector3_dot( in->texMat[ i ].vec3(), axis[ 1 ] ); @@ -739,7 +736,6 @@ void MakeEntityDecals( entity_t *e ){ int i, j, f, fOld, start; decalProjector_t dp; mapDrawSurface_t *ds; - Vector3 identityAxis[ 3 ] = { g_vector3_axis_x, g_vector3_axis_y, g_vector3_axis_z }; /* note it */ @@ -763,7 +759,7 @@ void MakeEntityDecals( entity_t *e ){ } /* get projector */ - TransformDecalProjector( &projectors[ i ], identityAxis, e->origin, &dp ); + TransformDecalProjector( &projectors[ i ], g_vector3_axes, e->origin, &dp ); /* walk the list of surfaces in the entity */ for ( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ ) diff --git a/tools/quake3/q3map2/fog.cpp b/tools/quake3/q3map2/fog.cpp index 25a77cac..d6e5387d 100644 --- a/tools/quake3/q3map2/fog.cpp +++ b/tools/quake3/q3map2/fog.cpp @@ -632,8 +632,8 @@ int FogForBounds( const MinMax& minmax, float epsilon ){ brush_t *brush = mapFogs[ i ].brush; /* get bounds */ - const MinMax fogMinmax( brush->minmax.mins - Vector3().set( epsilon ), - brush->minmax.maxs + Vector3().set( epsilon ) ); + const MinMax fogMinmax( brush->minmax.mins - Vector3( epsilon ), + brush->minmax.maxs + Vector3( epsilon ) ); /* check against bounds */ if( !minmax.test( fogMinmax ) ){ continue; /* no overlap */ diff --git a/tools/quake3/q3map2/light.cpp b/tools/quake3/q3map2/light.cpp index 296fc755..c950182c 100644 --- a/tools/quake3/q3map2/light.cpp +++ b/tools/quake3/q3map2/light.cpp @@ -605,7 +605,7 @@ void SetEntityOrigins( void ){ dm = &bspModels[ modelnum ]; /* get entity origin */ - Vector3 origin( 0, 0, 0 ); + Vector3 origin( 0 ); if ( !e.read_keyvalue( origin, "origin" ) ) { continue; } diff --git a/tools/quake3/q3map2/light_bounce.cpp b/tools/quake3/q3map2/light_bounce.cpp index 435e393a..28804512 100644 --- a/tools/quake3/q3map2/light_bounce.cpp +++ b/tools/quake3/q3map2/light_bounce.cpp @@ -265,7 +265,7 @@ static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, textureColor.alpha() = 255.0f; } const float avgcolor = ( textureColor[ 0 ] + textureColor[ 1 ] + textureColor[ 2 ] ) / 3; - color = ( ( textureColor.rgb() * bounceColorRatio + Vector3().set( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( rw->verts[ samples ].color[ lightmapNum ].rgb() / 255.0f ); + color = ( ( textureColor.rgb() * bounceColorRatio + Vector3( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( rw->verts[ samples ].color[ lightmapNum ].rgb() / 255.0f ); // color = ( textureColor.rgb / 255 ) * ( rw->verts[ samples ].color[ lightmapNum ].rgb / 255.0f ); minmax.extend( color ); @@ -333,7 +333,7 @@ static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, textureColor.alpha() = 255; } const float avgcolor = ( textureColor[ 0 ] + textureColor[ 1 ] + textureColor[ 2 ] ) / 3; - color = ( ( textureColor.rgb() * bounceColorRatio + Vector3().set( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel / 255 ); + color = ( ( textureColor.rgb() * bounceColorRatio + Vector3( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel / 255 ); //Sys_Printf( "%i %i %i %i %i \n", (int) textureColor.rgb[ 0 ], (int) textureColor.rgb[ 1 ], (int) textureColor.rgb[ 2 ], (int) avgcolor, (int) color[ i ] ); minmax.extend( color ); average += color; diff --git a/tools/quake3/q3map2/light_trace.cpp b/tools/quake3/q3map2/light_trace.cpp index 95eaa5f1..c83e1480 100644 --- a/tools/quake3/q3map2/light_trace.cpp +++ b/tools/quake3/q3map2/light_trace.cpp @@ -594,7 +594,7 @@ static void SubdivideTraceNode_r( int nodeNum, int depth ){ /* bound the node */ node->minmax.clear(); - DoubleVector3 average( 0, 0, 0 ); + DoubleVector3 average( 0 ); count = 0; for ( i = 0; i < node->numItems; i++ ) { @@ -1112,13 +1112,13 @@ static void PopulateTraceNodes( void ){ e->vectorForKey( "origin", origin ); /* get scale */ - Vector3 scale = { 1.f, 1.f, 1.f }; + Vector3 scale( 1 ); if( !e->read_keyvalue( scale, "modelscale_vec" ) ) if( e->read_keyvalue( scale[0], "modelscale" ) ) scale[1] = scale[2] = scale[0]; /* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */ - Vector3 angles = { 0.f, 0.f, 0.f }; + Vector3 angles( 0 ); if ( !e->read_keyvalue( value, "angles" ) || 3 != sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] ) ) e->read_keyvalue( angles[ 2 ], "angle" ); diff --git a/tools/quake3/q3map2/light_ydnar.cpp b/tools/quake3/q3map2/light_ydnar.cpp index 0e60fc60..846c2d99 100644 --- a/tools/quake3/q3map2/light_ydnar.cpp +++ b/tools/quake3/q3map2/light_ydnar.cpp @@ -157,13 +157,12 @@ Vector3b ColorToBytes( const Vector3& color, float scale ){ #define EQUAL_NORMAL_EPSILON 0.01f void SmoothNormals( void ){ - int i, j, k, f, numVerts, numVotes, fOld, start; + int i, j, k, f, fOld, start; float shadeAngle, defaultShadeAngle, maxShadeAngle; bspDrawSurface_t *ds; shaderInfo_t *si; float *shadeAngles; byte *smoothed; - Vector3 average; int indexes[ MAX_SAMPLES ]; Vector3 votes[ MAX_SAMPLES ]; @@ -239,9 +238,9 @@ void SmoothNormals( void ){ } /* clear */ - average.set( 0 ); - numVerts = 0; - numVotes = 0; + Vector3 average( 0 ); + int numVerts = 0; + int numVotes = 0; /* build a table of coincident vertexes */ for ( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ ) @@ -396,7 +395,7 @@ static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, Vector3& pNormal } /* remap sampled normal from [0,255] to [-1,-1] */ - bump.rgb() = ( bump.rgb() - Vector3().set( 127.0f ) ) * ( 1.0f / 127.5f ); + bump.rgb() = ( bump.rgb() - Vector3( 127.0f ) ) * ( 1.0f / 127.5f ); /* scale tangent vectors and add to original normal */ pNormal = dv->normal + stv[ 0 ] * bump[ 0 ] + ttv[ 0 ] * bump[ 1 ] + dv->normal * bump[ 2 ]; @@ -1676,7 +1675,7 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, const Vector Vector3 deluxel[ 4 ]; Vector3 origin[ 4 ], normal[ 4 ]; float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } }; - Vector3 color, direction( 0, 0, 0 ), total( 0, 0, 0 ); + Vector3 color, direction( 0 ), total( 0 ); /* limit check */ @@ -1795,7 +1794,7 @@ static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, const Ve int b, mapped = 0; int cluster; Vector3 origin, normal; - Vector3 total( 0, 0, 0 ), totaldirection( 0, 0, 0 ); + Vector3 total( 0 ), totaldirection( 0 ); float dx, dy; for ( b = 0; b < lightSamples; ++b ) @@ -1918,7 +1917,7 @@ void IlluminateRawLightmap( int rawLightmapNum ){ /* color the luxel with lightmap axis? */ else if ( debugAxis ) { - luxel.value = ( lm->axis + Vector3( 1, 1, 1 ) ) * 127.5f; + luxel.value = ( lm->axis + Vector3( 1 ) ) * 127.5f; } /* color the luxel with luxel cluster? */ @@ -1935,7 +1934,7 @@ void IlluminateRawLightmap( int rawLightmapNum ){ /* color the luxel with the normal */ else if ( normalmap ) { - luxel.value = ( lm->getSuperNormal( x, y ) + Vector3( 1, 1, 1 ) ) * 127.5f; + luxel.value = ( lm->getSuperNormal( x, y ) + Vector3( 1 ) ) * 127.5f; } /* otherwise clear it */ @@ -2126,7 +2125,7 @@ void IlluminateRawLightmap( int rawLightmapNum ){ /* setup */ mapped = 0; lighted = 0; - Vector3 total( 0, 0, 0 ); + Vector3 total( 0 ); /* test 2x2 stamp */ for ( t = 0; t < 4; t++ ) @@ -2372,7 +2371,7 @@ void IlluminateRawLightmap( int rawLightmapNum ){ //% if( lm->getSuperCluster( x, y ) < 0 ) //% continue; - lm->getSuperLuxel( lightmapNum, x, y ).value = lm->getSuperNormal( x, y ) * 127 + Vector3( 127, 127, 127 ); + lm->getSuperLuxel( lightmapNum, x, y ).value = lm->getSuperNormal( x, y ) * 127 + Vector3( 127 ); } } } @@ -2634,7 +2633,7 @@ void IlluminateVertexes( int num ){ /* color the luxel with the normal */ else if ( normalmap ) { - radVertLuxel = ( verts[ i ].normal + Vector3( 1, 1, 1 ) ) * 127.5f; + radVertLuxel = ( verts[ i ].normal + Vector3( 1 ) ) * 127.5f; } else if ( info->si->noVertexLight ) { @@ -2712,7 +2711,7 @@ void IlluminateVertexes( int num ){ z1 = ( ( z >> 1 ) ^ ( z & 1 ? -1 : 0 ) ) + ( z & 1 ); /* nudge origin */ - trace.origin = verts[ i ].xyz + Vector3( x1, y1, z1 ) * Vector3().set( VERTEX_NUDGE ); + trace.origin = verts[ i ].xyz + Vector3( x1, y1, z1 ) * Vector3( VERTEX_NUDGE ); /* try at nudged origin */ trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] ); @@ -2857,7 +2856,7 @@ void IlluminateVertexes( int num ){ /* color the luxel with the normal? */ if ( normalmap ) { - radVertLuxel = ( verts[ i ].normal + Vector3( 1, 1, 1 ) ) * 127.5f; + radVertLuxel = ( verts[ i ].normal + Vector3( 1 ) ) * 127.5f; } /* color the luxel with surface num? */ diff --git a/tools/quake3/q3map2/lightmaps_ydnar.cpp b/tools/quake3/q3map2/lightmaps_ydnar.cpp index 147943b3..b67c32df 100644 --- a/tools/quake3/q3map2/lightmaps_ydnar.cpp +++ b/tools/quake3/q3map2/lightmaps_ydnar.cpp @@ -1271,7 +1271,7 @@ void StitchSurfaceLightmaps( void ){ } /* walk candidate luxels */ - Vector3 average( 0, 0, 0 ); + Vector3 average( 0 ); numLuxels = 0; totalColor = 0.0f; for ( y2 = 0; y2 < b->sh && numLuxels < MAX_STITCH_LUXELS; y2++ ) @@ -2182,7 +2182,7 @@ static void FindOutLightmaps( rawLightmap_t *lm, bool fastAllocate ){ if ( deluxemap ) { /* normalize average light direction */ const Vector3 direction = VectorNormalized( lm->getBspDeluxel( x, y ) * 1000.0f ) * 127.5f; - olm->bspDirBytes[ oy * olm->customWidth + ox ] = direction + Vector3().set( 127.5f ); + olm->bspDirBytes[ oy * olm->customWidth + ox ] = direction + Vector3( 127.5f ); } } } @@ -2282,7 +2282,7 @@ void FillOutLightmap( outLightmap_t *olm ){ continue; } cnt = 0; - Vector3 dir_sum( 0, 0, 0 ), light_sum( 0, 0, 0 ); + Vector3 dir_sum( 0 ), light_sum( 0 ); /* try all four neighbors */ ofs = ( ( y + olm->customHeight - 1 ) % olm->customHeight ) * olm->customWidth + x; diff --git a/tools/quake3/q3map2/map.cpp b/tools/quake3/q3map2/map.cpp index cada75ce..e18f2720 100644 --- a/tools/quake3/q3map2/map.cpp +++ b/tools/quake3/q3map2/map.cpp @@ -305,7 +305,7 @@ void SnapPlaneImproved( Plane3f& plane, int numPoints, const Vector3 *points ){ if ( SnapNormal( plane.normal() ) ) { if ( numPoints > 0 ) { // Adjust the dist so that the provided points don't drift away. - Vector3 center( 0, 0, 0 ); + Vector3 center( 0 ); for ( int i = 0; i < numPoints; i++ ) { center += points[i]; diff --git a/tools/quake3/q3map2/mesh.cpp b/tools/quake3/q3map2/mesh.cpp index b32c6bde..0985a1b8 100644 --- a/tools/quake3/q3map2/mesh.cpp +++ b/tools/quake3/q3map2/mesh.cpp @@ -247,7 +247,7 @@ void MakeMeshNormals( mesh_t in ){ } } - Vector3 sum( 0, 0, 0 ); + Vector3 sum( 0 ); for ( k = 0 ; k < 8 ; k++ ) { if ( !good[k] || !good[( k + 1 ) & 7] ) { continue; // didn't get two points diff --git a/tools/quake3/q3map2/model.cpp b/tools/quake3/q3map2/model.cpp index 7a8cb7b6..5f3d9315 100644 --- a/tools/quake3/q3map2/model.cpp +++ b/tools/quake3/q3map2/model.cpp @@ -500,7 +500,7 @@ void InsertModel( const char *name, int skin, int frame, const Matrix4& transfor double normalEpsilon_save; bool snpd; MinMax minmax; - Vector3 avgDirection( 0, 0, 0 ); + Vector3 avgDirection( 0 ); int axis; #define nonax_clip_dbg 0 @@ -1318,14 +1318,14 @@ void AddTriangleModels( entity_t *eparent ){ origin -= eparent->origin; /* offset by parent */ /* get scale */ - Vector3 scale( 1, 1, 1 ); + Vector3 scale( 1 ); if( !e->read_keyvalue( scale, "modelscale_vec" ) ) if( e->read_keyvalue( scale[0], "modelscale" ) ) scale[1] = scale[2] = scale[0]; /* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */ const char *value; - Vector3 angles( 0, 0, 0 ); + Vector3 angles( 0 ); if ( !e->read_keyvalue( value, "angles" ) || 3 != sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] ) ) e->read_keyvalue( angles[ 2 ], "angle" ); diff --git a/tools/quake3/q3map2/portals.cpp b/tools/quake3/q3map2/portals.cpp index ed57263a..1a1cbc41 100644 --- a/tools/quake3/q3map2/portals.cpp +++ b/tools/quake3/q3map2/portals.cpp @@ -183,8 +183,8 @@ void MakeHeadnodePortals( tree_t *tree ){ node = tree->headnode; // pad with some space so there will never be null volume leafs - const MinMax bounds( tree->minmax.mins - Vector3().set( SIDESPACE ), - tree->minmax.maxs + Vector3().set( SIDESPACE ) ); + const MinMax bounds( tree->minmax.mins - Vector3( SIDESPACE ), + tree->minmax.maxs + Vector3( SIDESPACE ) ); if ( !bounds.valid() ) { Error( "Backwards tree volume" ); } @@ -632,13 +632,13 @@ EFloodEntities FloodEntities( tree_t *tree ){ skybox = true; /* get scale */ - Vector3 scale( 64, 64, 64 ); + Vector3 scale( 64 ); if( !e.read_keyvalue( scale, "_scale" ) ) if( e.read_keyvalue( scale[0], "_scale" ) ) scale[1] = scale[2] = scale[0]; /* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */ - Vector3 angles( 0, 0, 0 ); + Vector3 angles( 0 ); if ( !e.read_keyvalue( value, "angles" ) || 3 != sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] ) ) e.read_keyvalue( angles[ 2 ], "angle" ); diff --git a/tools/quake3/q3map2/q3map2.h b/tools/quake3/q3map2/q3map2.h index 3669d66e..4fd7174e 100644 --- a/tools/quake3/q3map2/q3map2.h +++ b/tools/quake3/q3map2/q3map2.h @@ -626,7 +626,7 @@ struct shaderInfo_t bool tcGen; /* ydnar: has explicit texcoord generation */ Vector3 vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */ tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */ - Vector3 lightmapAxis = { 0, 0, 0 }; /* ydnar: explicit lightmap axis projection */ + Vector3 lightmapAxis{ 0 }; /* ydnar: explicit lightmap axis projection */ colorMod_t *colorMod; /* ydnar: q3map_rgb/color/alpha/Set/Mod support */ int furNumLayers; /* ydnar: number of fur layers */ @@ -671,7 +671,7 @@ struct shaderInfo_t int skyLightIterations; /* ydnar */ sun_t *sun; /* ydnar */ - Vector3 color = { 0, 0, 0 }; /* normalized color */ + Vector3 color{ 0 }; /* normalized color */ Color4f averageColor = { 0, 0, 0, 0 }; byte lightStyle; @@ -689,7 +689,7 @@ struct shaderInfo_t int shaderWidth, shaderHeight; /* ydnar */ Vector2 stFlat; - Vector3 fogDir = { 0, 0, 0 }; /* ydnar */ + Vector3 fogDir{ 0 }; /* ydnar */ char *shaderText; /* ydnar */ bool custom; @@ -2127,7 +2127,7 @@ Q_EXTERN int allocatedmapplanes Q_ASSIGN( 0 ); Q_EXTERN int numMapPatches; Q_EXTERN MinMax g_mapMinmax; -inline const MinMax c_worldMinmax( Vector3().set( MIN_WORLD_COORD ), Vector3().set( MAX_WORLD_COORD ) ); +inline const MinMax c_worldMinmax( Vector3( MIN_WORLD_COORD ), Vector3( MAX_WORLD_COORD ) ); Q_EXTERN int defaultFogNum Q_ASSIGN( -1 ); /* ydnar: cleaner fog handling */ Q_EXTERN int numMapFogs Q_ASSIGN( 0 ); diff --git a/tools/quake3/q3map2/surface.cpp b/tools/quake3/q3map2/surface.cpp index d0e5b437..b7c5427f 100644 --- a/tools/quake3/q3map2/surface.cpp +++ b/tools/quake3/q3map2/surface.cpp @@ -1183,7 +1183,7 @@ mapDrawSurface_t *DrawSurfaceForShader( const char *shader ){ */ static void AddSurfaceFlare( mapDrawSurface_t *ds, const Vector3& entityOrigin ){ - Vector3 origin( 0, 0, 0 ); + Vector3 origin( 0 ); /* find centroid */ for ( int i = 0; i < ds->numVerts; i++ ) origin += ds->verts[ i ].xyz; @@ -1227,7 +1227,7 @@ static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_ /* split the face */ for ( axis = 0; axis < 3; axis++ ) { - Vector3 planePoint( 0, 0, 0 ); + Vector3 planePoint( 0 ); Plane3f plane( 0, 0, 0, 0 ); @@ -2866,8 +2866,8 @@ void MakeFogHullSurfs( entity_t *e, tree_t *tree, const char *shader ){ Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" ); /* get hull bounds */ - const Vector3 fogMins = g_mapMinmax.mins - Vector3( 128, 128, 128 ); - const Vector3 fogMaxs = g_mapMinmax.maxs + Vector3( 128, 128, 128 ); + const Vector3 fogMins = g_mapMinmax.mins - Vector3( 128 ); + const Vector3 fogMaxs = g_mapMinmax.maxs + Vector3( 128 ); /* get foghull shader */ si = ShaderInfoForShader( shader ); @@ -2969,7 +2969,7 @@ int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, const surfaceModel_t& mo /* calculate scale */ r = model.minScale + Random() * ( model.maxScale - model.minScale ); - const Vector3 scale( r, r, r ); + const Vector3 scale( r ); /* calculate angle */ angle = model.minAngle + Random() * ( model.maxAngle - model.minAngle ); diff --git a/tools/quake3/q3map2/surface_foliage.cpp b/tools/quake3/q3map2/surface_foliage.cpp index 6b1fb8c1..4e4f2fe2 100644 --- a/tools/quake3/q3map2/surface_foliage.cpp +++ b/tools/quake3/q3map2/surface_foliage.cpp @@ -255,7 +255,7 @@ void Foliage( mapDrawSurface_t *src ){ oldNumMapDrawSurfs = numMapDrawSurfs; /* add the model to the bsp */ - InsertModel( foliage.model.c_str(), 0, 0, matrix4_scale_for_vec3( Vector3().set( foliage.scale ) ), NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale, 0, 0, clipDepthGlobal ); + InsertModel( foliage.model.c_str(), 0, 0, matrix4_scale_for_vec3( Vector3( foliage.scale ) ), NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale, 0, 0, clipDepthGlobal ); /* walk each new surface */ for ( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ ) diff --git a/tools/quake3/q3map2/surface_meta.cpp b/tools/quake3/q3map2/surface_meta.cpp index 68680e84..850958e0 100644 --- a/tools/quake3/q3map2/surface_meta.cpp +++ b/tools/quake3/q3map2/surface_meta.cpp @@ -1095,12 +1095,11 @@ void FixMetaTJunctions( void ){ #define EQUAL_NORMAL_EPSILON 0.01f void SmoothMetaTriangles( void ){ - int i, j, k, f, fOld, start, numVerts, numVotes, numSmoothed; + int i, j, k, f, fOld, start, numSmoothed; float shadeAngle, defaultShadeAngle, maxShadeAngle; metaTriangle_t *tri; float *shadeAngles; byte *smoothed; - Vector3 average; int indexes[ MAX_SAMPLES ]; Vector3 votes[ MAX_SAMPLES ]; @@ -1177,9 +1176,9 @@ void SmoothMetaTriangles( void ){ } /* clear */ - average.set( 0 ); - numVerts = 0; - numVotes = 0; + Vector3 average( 0 ); + int numVerts = 0; + int numVotes = 0; /* build a table of coincident vertexes */ for ( j = i; j < numMetaVerts && numVerts < MAX_SAMPLES; j++ ) @@ -1727,8 +1726,8 @@ struct CompareMetaTriangles /* then position in world */ /* find mins */ - Vector3 aMins( 999999, 999999, 999999 ); - Vector3 bMins( 999999, 999999, 999999 ); + Vector3 aMins( 999999 ); + Vector3 bMins( 999999 ); for ( int i = 0; i < 3; i++ ) { const int av = a.indexes[ i ]; diff --git a/tools/quake3/q3map2/vis.cpp b/tools/quake3/q3map2/vis.cpp index f2281941..39d882b7 100644 --- a/tools/quake3/q3map2/vis.cpp +++ b/tools/quake3/q3map2/vis.cpp @@ -359,7 +359,7 @@ void CalcVis( void ){ ================== */ void SetPortalSphere( vportal_t *p ){ - Vector3 total( 0, 0, 0 ); + Vector3 total( 0 ); fixedWinding_t *w; w = p->winding;