MSVC12 compiler compability fixes

This commit is contained in:
2015-10-06 15:27:11 +02:00
parent 6feb587380
commit 7173fdf396
12 changed files with 72 additions and 65 deletions
+1 -1
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@@ -163,7 +163,7 @@ void dd::World::Initialize()
}
}
int dd::World::CommitEntity(EntityID entity)
void dd::World::CommitEntity(EntityID entity)
{
for (auto pair : m_Systems)
{
+1 -1
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@@ -33,7 +33,7 @@ void dd::Systems::BallSystem::Initialize()
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
physics->Static = false;
physics->Category = CollisionLayer::Type::Ball;
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Pad | CollisionLayer::Brick | CollisionLayer::Wall);
physics->Calculate = true;
m_World->CommitEntity(ent);
+1 -1
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@@ -203,7 +203,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->GravityScale = 1.f;
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
+2 -1
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@@ -38,7 +38,7 @@ void dd::Systems::PadSystem::Initialize()
auto physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
physics->Category = CollisionLayer::Type::Pad;
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::PowerUp);
physics->Calculate = true;
auto cModel = m_World->AddComponent<Components::Model>(ent);
cModel->ModelFile = "Models/Submarine2.obj";
@@ -191,6 +191,7 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
*/
return false;
}
bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
+5 -5
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@@ -49,7 +49,7 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
Impulse i;
i.Body = body;
i.Impulse = impulse;
i.Vector = impulse;
i.Point = point;
m_Impulses.push_back(i);
@@ -102,7 +102,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
UpdateParticleEmitters(dt);
for (auto i : m_Impulses) {
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
i.Body->ApplyLinearImpulse(i.Vector, i.Point, true);
}
m_Impulses.clear();
@@ -150,7 +150,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
for (auto i : m_EntitiesToParticleHandle[e]){
EntityID entity = i.first;
b2ParticleHandle *particleH = i.second;
const b2ParticleHandle *particleH = i.second;
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
@@ -337,7 +337,7 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
{
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
auto e = m_ParticleEmitters.ParticleEmitter[i];
auto e = m_ParticleEmitters.Emitter[i];
auto pt = m_ParticleEmitters.ParticleTemplate[i];
auto ps = m_ParticleEmitters.ParticleSystem[i];
@@ -407,7 +407,7 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
}
//TODO: Skicka med fler flaggor till particlesystemet;
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
m_ParticleEmitters.ParticleEmitter.push_back(entity);
m_ParticleEmitters.Emitter.push_back(entity);
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
}