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Yet some more compilation fixes for Mac and Linux
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parent
93218da473
commit
96f0c35b79
3 changed files with 9 additions and 10 deletions
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@ -91,12 +91,8 @@ render::ItemID FadeEditJob::findNearestItem(const render::RenderContextPointer&
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for (const auto& itemBound : inputs) {
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if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, isectDistance, face, normal)) {
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if (isectDistance>minDistance && isectDistance < minIsectDistance) {
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auto& item = scene->getItem(itemBound.id);
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// if (!item.getKey().isMeta()) {
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nearestItem = itemBound.id;
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minIsectDistance = isectDistance;
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// }
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nearestItem = itemBound.id;
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minIsectDistance = isectDistance;
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}
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}
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}
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@ -629,7 +625,7 @@ void FadeJob::update(const Config& config, const render::ScenePointer& scene, re
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case render::Transition::ELEMENT_ENTER_DOMAIN:
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case render::Transition::ELEMENT_LEAVE_DOMAIN:
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{
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transition.threshold = computeElementEnterRatio(transition.time, eventConfig.duration, timing);
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transition.threshold = computeElementEnterRatio(transition.time, eventDuration, timing);
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transition.baseOffset = transition.noiseOffset;
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transition.baseInvSize.x = 1.f / dimensions.x;
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transition.baseInvSize.y = 1.f / dimensions.y;
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@ -658,7 +654,7 @@ void FadeJob::update(const Config& config, const render::ScenePointer& scene, re
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case render::Transition::USER_ENTER_DOMAIN:
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case render::Transition::USER_LEAVE_DOMAIN:
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{
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transition.threshold = computeElementEnterRatio(transition.time, eventConfig.duration, timing);
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transition.threshold = computeElementEnterRatio(transition.time, eventDuration, timing);
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transition.baseOffset = transition.noiseOffset - dimensions.y / 2.f;
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transition.baseInvSize.y = 1.f / dimensions.y;
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transition.isFinished += (transition.threshold >= 1.f) & 1;
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@ -17,6 +17,9 @@
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using namespace render;
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const Item::ID Item::INVALID_ITEM_ID = 0;
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const ItemCell Item::INVALID_CELL = -1;
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const Item::Status::Value Item::Status::Value::INVALID = Item::Status::Value();
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const float Item::Status::Value::RED = 0.0f;
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@ -243,8 +243,8 @@ public:
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typedef std::vector<Item> Vector;
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typedef ItemID ID;
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static const ID INVALID_ITEM_ID = 0;
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static const ItemCell INVALID_CELL = -1;
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static const ID INVALID_ITEM_ID;
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static const ItemCell INVALID_CELL;
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// Convenient function to clear an ID or check it s valid
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static void clearID(ID& id) { id = INVALID_ITEM_ID; }
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