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https://github.com/panda3d/panda3d.git
synced 2025-10-01 01:07:51 -04:00
Fix more compiler warnings
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parent
2ea7149e42
commit
1082e75d87
@ -56,24 +56,23 @@ add_vertex(const LPoint3 &vert) {
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_vertices.push_back(vert);
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}
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INLINE const unsigned int CollisionFloorMesh::
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INLINE unsigned int CollisionFloorMesh::
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get_num_vertices() const {
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return _vertices.size();
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}
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INLINE const LPoint3 CollisionFloorMesh::
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INLINE const LPoint3 &CollisionFloorMesh::
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get_vertex(unsigned int index) const {
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return _vertices[index];
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}
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INLINE const unsigned int CollisionFloorMesh::
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INLINE unsigned int CollisionFloorMesh::
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get_num_triangles() const {
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return _triangles.size();
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}
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INLINE const LPoint3d CollisionFloorMesh::
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INLINE LPoint3i CollisionFloorMesh::
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get_triangle(unsigned int index) const {
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CollisionFloorMesh::TriangleIndices tri = _triangles[index];
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return LPoint3d(tri.p1, tri.p2, tri.p3);
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return LPoint3i(tri.p1, tri.p2, tri.p3);
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}
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@ -41,7 +41,6 @@ public:
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PN_stdfloat max_y;
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} TriangleIndices;
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PUBLISHED:
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INLINE CollisionFloorMesh();
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@ -49,11 +48,11 @@ PUBLISHED:
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INLINE void add_vertex(const LPoint3 &vert);
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void add_triangle(unsigned int pointA, unsigned int pointB, unsigned int pointC);
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INLINE const unsigned int get_num_vertices() const;
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INLINE const LPoint3 get_vertex(unsigned int index) const;
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INLINE unsigned int get_num_vertices() const;
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INLINE const LPoint3 &get_vertex(unsigned int index) const;
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MAKE_SEQ(get_vertices, get_num_vertices, get_vertex);
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INLINE const unsigned int get_num_triangles() const;
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INLINE const LPoint3d get_triangle(unsigned int index) const;
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INLINE unsigned int get_num_triangles() const;
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INLINE LPoint3i get_triangle(unsigned int index) const;
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MAKE_SEQ(get_triangles, get_num_triangles, get_triangle);
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virtual LPoint3 get_collision_origin() const;
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@ -122,5 +121,3 @@ private:
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#include "collisionFloorMesh.I"
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#endif
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@ -18,8 +18,7 @@
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#include "pandabase.h"
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#include "collisionSolid.h"
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class LensNode;
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#include "lensNode.h"
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////////////////////////////////////////////////////////////////////
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// Class : CollisionRay
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@ -235,8 +235,8 @@ get_num_colliders() const {
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////////////////////////////////////////////////////////////////////
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NodePath CollisionTraverser::
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get_collider(int n) const {
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nassertr(_ordered_colliders.size() == _colliders.size(), NULL);
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nassertr(n >= 0 && n < (int)_ordered_colliders.size(), NULL);
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nassertr(_ordered_colliders.size() == _colliders.size(), NodePath());
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nassertr(n >= 0 && n < (int)_ordered_colliders.size(), NodePath());
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return _ordered_colliders[n]._node_path;
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}
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@ -92,7 +92,7 @@ get_text(const ShaderType &type) const {
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// error. This doesn't tell you whether or not the
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// shader is supported on the current video card.
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////////////////////////////////////////////////////////////////////
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INLINE const bool Shader::
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INLINE bool Shader::
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get_error_flag() const {
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return _error_flag;
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}
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@ -98,7 +98,7 @@ PUBLISHED:
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INLINE Filename get_filename(const ShaderType &type = ST_none) const;
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INLINE const string &get_text(const ShaderType &type = ST_none) const;
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INLINE const bool get_error_flag() const;
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INLINE bool get_error_flag() const;
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INLINE ShaderLanguage get_language() const;
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INLINE static ShaderUtilization get_shader_utilization();
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