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Day 44 complete
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@ -26,7 +26,7 @@ constexpr StrC fname_vec_header = txt("vectors.hpp");
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#pragma push_macro("scast")
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#pragma push_macro("scast")
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#undef scast
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#undef scast
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constexpr char const* vec2_ops = stringize(
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constexpr char const* vec2f_ops = stringize(
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template<>
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template<>
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constexpr <type> tmpl_zero< <type> >() {
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constexpr <type> tmpl_zero< <type> >() {
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return { 0, 0 };
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return { 0, 0 };
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@ -62,6 +62,116 @@ constexpr char const* vec2_ops = stringize(
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return result;
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return result;
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}
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}
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inline
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<unit_type> scalar_product( <type> a, <type> b )
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{
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<unit_type> result = a.x * b.x + a.y * b.y;
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return result;
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}
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inline
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<type> operator - ( <type> v ) {
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<type> result {
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- v.x,
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- v.y
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};
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return result;
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}
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inline
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<type> operator + ( <type> a, <type> b ) {
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<type> result {
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a.x + b.x,
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a.y + b.y
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};
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return result;
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}
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inline
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<type> operator - ( <type> a, <type> b ) {
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<type> result {
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a.x - b.x,
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a.y - b.y
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};
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return result;
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}
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inline
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<type> operator * ( <type> v, <unit_type> s ) {
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<type> result {
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v.x * s,
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v.y * s
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};
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return result;
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}
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inline
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<type> operator * ( <unit_type> s, <type> v ) {
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<type> result {
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v.x * s,
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v.y * s
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};
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return result;
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}
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inline
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<type> operator / ( <type> v, <unit_type> s ) {
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<type> result {
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v.x / s,
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v.y / s
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};
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return result;
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}
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inline
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<type>& operator += ( <type>& a, <type> b ) {
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a.x += b.x;
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a.y += b.y;
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return a;
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}
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inline
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<type>& operator -= ( <type>& a, <type> b ) {
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a.x -= b.x;
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a.y -= b.y;
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return a;
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}
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inline
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<type>& operator *= ( <type>& v, <unit_type> s ) {
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v.x *= s;
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v.y *= s;
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return v;
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}
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inline
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<type>& operator /= ( <type>& v, <unit_type> s ) {
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v.x /= s;
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v.y /= s;
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return v;
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}
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);
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constexpr char const* vec2i_ops = stringize(
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template<>
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constexpr <type> tmpl_zero< <type> >() {
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return { 0, 0 };
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}
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inline
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<type> abs( <type> v ) {
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<type> result {
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abs( v.x ),
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abs( v.y )
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};
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return result;
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}
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inline
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<unit_type> magnitude( <type> v ) {
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<unit_type> result = sqrt( v.x * v.x + v.y * v.y );
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return result;
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}
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inline
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inline
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<type> operator - ( <type> v ) {
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<type> operator - ( <type> v ) {
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<type> result {
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<type> result {
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@ -145,8 +255,8 @@ constexpr char const* vec2_ops = stringize(
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);
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);
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#pragma pop_macro("scast")
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#pragma pop_macro("scast")
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#define gen_vec2( vec_name, type ) gen__vec2( txt( stringize(vec_name) ), txt( stringize(type) ) )
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#define gen_vec2f( vec_name, type ) gen__vec2f( txt( stringize(vec_name) ), txt( stringize(type) ) )
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CodeBody gen__vec2( StrC vec_name, StrC type )
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CodeBody gen__vec2f( StrC vec_name, StrC type )
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{
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{
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CodeStruct vec_struct = parse_struct( token_fmt( "type", vec_name, "unit_type", type, stringize(
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CodeStruct vec_struct = parse_struct( token_fmt( "type", vec_name, "unit_type", type, stringize(
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struct <type>
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struct <type>
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@ -161,7 +271,33 @@ CodeBody gen__vec2( StrC vec_name, StrC type )
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};
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};
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)));
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)));
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CodeBody vec_ops = parse_global_body( token_fmt( "type", vec_name, "unit_type", type, vec2_ops) );
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CodeBody vec_ops = parse_global_body( token_fmt( "type", vec_name, "unit_type", type, vec2f_ops) );
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CodeBody vec_def = def_global_body( args(
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vec_struct,
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fmt_newline,
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vec_ops
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));
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return vec_def;
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}
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#define gen_vec2i( vec_name, type ) gen__vec2i( txt( stringize(vec_name) ), txt( stringize(type) ) )
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CodeBody gen__vec2i( StrC vec_name, StrC type )
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{
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CodeStruct vec_struct = parse_struct( token_fmt( "type", vec_name, "unit_type", type, stringize(
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struct <type>
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{
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union {
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struct {
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<unit_type> x;
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<unit_type> y;
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};
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<unit_type> Basis[2];
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};
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};
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)));
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CodeBody vec_ops = parse_global_body( token_fmt( "type", vec_name, "unit_type", type, vec2i_ops) );
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CodeBody vec_def = def_global_body( args(
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CodeBody vec_def = def_global_body( args(
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vec_struct,
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vec_struct,
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fmt_newline,
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fmt_newline,
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@ -208,7 +344,7 @@ Code gen__phys2( StrC type )
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}
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}
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);
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);
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CodeBody pos_struct = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
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CodeBody pos_struct = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
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CodeBody pos_ops = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, vec2_ops ));
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CodeBody pos_ops = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, vec2f_ops ));
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CodeBody dir_struct = parse_global_body( token_fmt(
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CodeBody dir_struct = parse_global_body( token_fmt(
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"type", (StrC)sym_dir,
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"type", (StrC)sym_dir,
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@ -270,10 +406,10 @@ Code gen__phys2( StrC type )
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)));
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)));
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CodeBody vel_struct = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
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CodeBody vel_struct = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
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CodeBody vel_ops = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, vec2_ops ));
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CodeBody vel_ops = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, vec2f_ops ));
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CodeBody accel_struct = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
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CodeBody accel_struct = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
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CodeBody accel_ops = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, vec2_ops ));
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CodeBody accel_ops = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, vec2f_ops ));
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// TODO(Ed): Is there a better name for this?
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// TODO(Ed): Is there a better name for this?
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Code ops = parse_global_body( token_fmt(
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Code ops = parse_global_body( token_fmt(
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@ -383,16 +519,11 @@ int gen_main()
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CodeUsing using_vec2 = parse_using( code( using Vec2 = Vec2_f32; ));
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CodeUsing using_vec2 = parse_using( code( using Vec2 = Vec2_f32; ));
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CodeUsing using_vec2i = parse_using( code( using Vec2i = Vec2_s32; ));
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CodeUsing using_vec2i = parse_using( code( using Vec2i = Vec2_s32; ));
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vec_header.print( gen_vec2( Vec2_f32, f32) );
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vec_header.print( gen_vec2f( Vec2_f32, f32) );
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vec_header.print( gen_vec2( Vec2_s32, s32) );
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vec_header.print( gen_vec2i( Vec2_s32, s32) );
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vec_header.print( using_vec2 );
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vec_header.print( using_vec2 );
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vec_header.print( using_vec2i );
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vec_header.print( using_vec2i );
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CodeUsing using_vec3 = parse_using( code( using Vec2 = Vec3_f32; ));
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CodeUsing using_vec3i = parse_using( code( using Vec2i = Vec3_f32; ));
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// vec_header.print( using_vec3 );
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// vec_header.print_fmt( "NS_ENGINE_END\n" );
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// vec_header.print_fmt( "NS_ENGINE_END\n" );
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vec_header.write();
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vec_header.write();
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}
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}
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@ -23,16 +23,17 @@ using namespace gen;
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#include "platform/generics.hpp"
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#include "platform/generics.hpp"
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#include "platform/types.hpp"
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#include "platform/types.hpp"
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#include "platform/intrinsics.hpp"
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#include "platform/intrinsics.hpp"
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#include "platform/float_ops.hpp"
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#include "platform/strings.hpp"
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#include "platform/strings.hpp"
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#include "platform/platform.hpp"
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#include "platform/platform.hpp"
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#include "engine/engine_module.hpp"
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#include "engine/engine_module.hpp"
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#include "engine/gen/vectors.hpp"
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#include "engine/gen/vectors.hpp"
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#include "engine/gen/physics.hpp"
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#include "engine/input.hpp"
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#include "engine/input.hpp"
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#include "engine/tile_map.hpp"
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#include "engine/tile_map.hpp"
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#include "engine/engine.hpp"
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#include "engine/engine.hpp"
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#include "engine/engine_to_platform_api.hpp"
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#include "engine/engine_to_platform_api.hpp"
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#include "engine/gen/physics.hpp"
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constexpr StrC fname_handmade_engine_symbols = txt("handmade_engine.symbols");
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constexpr StrC fname_handmade_engine_symbols = txt("handmade_engine.symbols");
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@ -892,13 +892,18 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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player->move_velocity += player_move_accel * 0.5f;
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player->move_velocity += player_move_accel * 0.5f;
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new_player_pos += player->move_velocity;
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new_player_pos += player->move_velocity;
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b32 valid_new_pos = true;
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b32 collision_nw = false;
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b32 collision_ne = false;
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b32 collision_sw = false;
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b32 collision_se = false;
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do
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{
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{
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TileMapPos test_pos = {
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// Base position
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new_player_pos.x, new_player_pos.y,
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//TileMapPos test_pos = {
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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//new_player_pos.x, new_player_pos.y,
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};
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//player->position.tile_x, player->position.tile_y, player->position.tile_z
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test_pos = recannonicalize_position( tile_map, test_pos );
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//};
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//test_pos = recannonicalize_position( tile_map, test_pos );
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// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
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// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
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@ -907,32 +912,66 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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};
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};
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test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
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test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
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valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_nw );
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collision_nw = ! TileMap_is_point_empty( tile_map, test_pos_nw );
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TileMapPos test_pos_ne {
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TileMapPos test_pos_ne {
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new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
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new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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};
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};
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test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
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test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
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valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_ne );
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collision_ne = ! TileMap_is_point_empty( tile_map, test_pos_ne );
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TileMapPos test_pos_sw {
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TileMapPos test_pos_sw {
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new_player_pos.x - player_half_width, new_player_pos.y,
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new_player_pos.x - player_half_width, new_player_pos.y,
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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};
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};
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test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
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test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
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valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_sw );
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collision_sw = ! TileMap_is_point_empty( tile_map, test_pos_sw );
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TileMapPos test_pos_se {
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TileMapPos test_pos_se {
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new_player_pos.x + player_half_width, new_player_pos.y,
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new_player_pos.x + player_half_width, new_player_pos.y,
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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};
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};
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test_pos_se = recannonicalize_position( tile_map, test_pos_se );
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test_pos_se = recannonicalize_position( tile_map, test_pos_se );
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valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_se );
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collision_se = ! TileMap_is_point_empty( tile_map, test_pos_se );
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}
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while(0);
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if ( collision_se || collision_sw || collision_ne || collision_nw )
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{
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// Should be colliding with a wall
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Vec2 wall_vector = { 0, 0 };
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if ( collision_nw && collision_sw )
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{
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wall_vector = { 1.f, 0.f };
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}
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if ( collision_ne && collision_se )
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{
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wall_vector = { -1.f, 0.f };
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}
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if ( collision_nw && collision_ne )
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{
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wall_vector = { 0.f, 1.f };
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}
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if ( collision_se && collision_sw )
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{
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wall_vector = { 0.f, -1.f };
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}
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//if ( collision_nw && !collision_ne && !collision_sw && !collision_se )
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//{
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// wall_vector = { 1.f, 1.f };
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//}
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// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
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player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->move_velocity ), wall_vector ) * wall_vector );
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||||||
|
|
||||||
|
|
||||||
|
new_player_pos = { player->position.rel_pos.x, player->position.rel_pos.y };
|
||||||
|
new_player_pos += player->move_velocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( valid_new_pos )
|
|
||||||
{
|
|
||||||
TileMapPos new_pos = {
|
TileMapPos new_pos = {
|
||||||
new_player_pos.x, new_player_pos.y,
|
new_player_pos.x, new_player_pos.y,
|
||||||
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
||||||
@ -972,7 +1011,6 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
|||||||
{
|
{
|
||||||
game_state->hero_direction = HeroBitmaps_Left;
|
game_state->hero_direction = HeroBitmaps_Left;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if ( player->jump_time > 0.f )
|
if ( player->jump_time > 0.f )
|
||||||
{
|
{
|
||||||
|
@ -60,6 +60,12 @@ inline Pos2_f32 normalize( Pos2_f32 v )
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline f32 scalar_product( Pos2_f32 a, Pos2_f32 b )
|
||||||
|
{
|
||||||
|
f32 result = a.x * b.x + a.y * b.y;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
inline Pos2_f32 operator-( Pos2_f32 v )
|
inline Pos2_f32 operator-( Pos2_f32 v )
|
||||||
{
|
{
|
||||||
Pos2_f32 result { -v.x, -v.y };
|
Pos2_f32 result { -v.x, -v.y };
|
||||||
@ -189,6 +195,12 @@ inline Vel2_f32 normalize( Vel2_f32 v )
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline f32 scalar_product( Vel2_f32 a, Vel2_f32 b )
|
||||||
|
{
|
||||||
|
f32 result = a.x * b.x + a.y * b.y;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
inline Vel2_f32 operator-( Vel2_f32 v )
|
inline Vel2_f32 operator-( Vel2_f32 v )
|
||||||
{
|
{
|
||||||
Vel2_f32 result { -v.x, -v.y };
|
Vel2_f32 result { -v.x, -v.y };
|
||||||
@ -308,6 +320,12 @@ inline Accel2_f32 normalize( Accel2_f32 v )
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline f32 scalar_product( Accel2_f32 a, Accel2_f32 b )
|
||||||
|
{
|
||||||
|
f32 result = a.x * b.x + a.y * b.y;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
inline Accel2_f32 operator-( Accel2_f32 v )
|
inline Accel2_f32 operator-( Accel2_f32 v )
|
||||||
{
|
{
|
||||||
Accel2_f32 result { -v.x, -v.y };
|
Accel2_f32 result { -v.x, -v.y };
|
||||||
|
@ -49,6 +49,12 @@ inline Vec2_f32 normalize( Vec2_f32 v )
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline f32 scalar_product( Vec2_f32 a, Vec2_f32 b )
|
||||||
|
{
|
||||||
|
f32 result = a.x * b.x + a.y * b.y;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
inline Vec2_f32 operator-( Vec2_f32 v )
|
inline Vec2_f32 operator-( Vec2_f32 v )
|
||||||
{
|
{
|
||||||
Vec2_f32 result { -v.x, -v.y };
|
Vec2_f32 result { -v.x, -v.y };
|
||||||
@ -145,18 +151,6 @@ inline s32 magnitude( Vec2_s32 v )
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline Vec2_s32 normalize( Vec2_s32 v )
|
|
||||||
{
|
|
||||||
s32 square_size = v.x * v.x + v.y * v.y;
|
|
||||||
if ( square_size < scast( s32, 1e-4 ) )
|
|
||||||
{
|
|
||||||
return Zero( Vec2_s32 );
|
|
||||||
}
|
|
||||||
s32 mag = sqrt( square_size );
|
|
||||||
Vec2_s32 result { v.x / mag, v.y / mag };
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline Vec2_s32 operator-( Vec2_s32 v )
|
inline Vec2_s32 operator-( Vec2_s32 v )
|
||||||
{
|
{
|
||||||
Vec2_s32 result { -v.x, -v.y };
|
Vec2_s32 result { -v.x, -v.y };
|
||||||
|
@ -15,6 +15,7 @@
|
|||||||
#pragma warning( disable: 4710 ) // Support automatic inline expansion
|
#pragma warning( disable: 4710 ) // Support automatic inline expansion
|
||||||
#pragma warning( disable: 4805 ) // Support comparisons of s32 to bool.
|
#pragma warning( disable: 4805 ) // Support comparisons of s32 to bool.
|
||||||
#pragma warning( disable: 5246 ) // Support for initialization of subobject without braces.
|
#pragma warning( disable: 5246 ) // Support for initialization of subobject without braces.
|
||||||
|
#pragma warning( disable: 4701 ) // Support for potentially uninitalized variables
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef __clang__
|
#ifdef __clang__
|
||||||
|
Loading…
Reference in New Issue
Block a user