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Disable unary operator- on Math::Vec2/Vec3/Vec4 for unsigned types.
It is unlikely we will ever use this without first doing a Cast to a signed type. Fixes 9 "unary minus operator applied to unsigned type, result still unsigned" warnings on MSVC2017.3
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d881dee818
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a321bce378
2 changed files with 9 additions and 5 deletions
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@ -31,6 +31,7 @@
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#pragma once
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#pragma once
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#include <cmath>
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#include <cmath>
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#include <type_traits>
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namespace Math {
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namespace Math {
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@ -90,7 +91,8 @@ public:
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y -= other.y;
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y -= other.y;
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}
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}
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Vec2<decltype(-T{})> operator-() const {
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template <typename U = T>
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Vec2<std::enable_if_t<std::is_signed<U>::value, U>> operator-() const {
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return MakeVec(-x, -y);
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return MakeVec(-x, -y);
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}
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}
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Vec2<decltype(T{} * T{})> operator*(const Vec2& other) const {
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Vec2<decltype(T{} * T{})> operator*(const Vec2& other) const {
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@ -247,7 +249,8 @@ public:
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z -= other.z;
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z -= other.z;
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}
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}
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Vec3<decltype(-T{})> operator-() const {
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template <typename U = T>
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Vec3<std::enable_if_t<std::is_signed<U>::value, U>> operator-() const {
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return MakeVec(-x, -y, -z);
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return MakeVec(-x, -y, -z);
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}
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}
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Vec3<decltype(T{} * T{})> operator*(const Vec3& other) const {
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Vec3<decltype(T{} * T{})> operator*(const Vec3& other) const {
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@ -462,7 +465,8 @@ public:
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w -= other.w;
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w -= other.w;
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}
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}
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Vec4<decltype(-T{})> operator-() const {
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template <typename U = T>
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Vec4<std::enable_if_t<std::is_signed<U>::value, U>> operator-() const {
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return MakeVec(-x, -y, -z, -w);
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return MakeVec(-x, -y, -z, -w);
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}
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}
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Vec4<decltype(T{} * T{})> operator*(const Vec4& other) const {
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Vec4<decltype(T{} * T{})> operator*(const Vec4& other) const {
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@ -720,4 +724,4 @@ static inline Vec4<T> MakeVec(const T& x, const Vec3<T>& yzw) {
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return MakeVec(x, yzw[0], yzw[1], yzw[2]);
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return MakeVec(x, yzw[0], yzw[1], yzw[2]);
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}
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}
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} // namespace
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} // namespace Math
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@ -98,7 +98,7 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
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auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
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if (Math::Dot(a, b) < float24::Zero())
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if (Math::Dot(a, b) < float24::Zero())
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a = -a;
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a = a * float24::FromFloat32(-1.0f);
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};
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};
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// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
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// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
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