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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
Replace clamp with std::clamp
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@@ -999,8 +999,8 @@ basic_section::cell( glm::dvec3 const &Location, const glm::ivec2 &offset ) {
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return
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m_cells[
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clamp( row, 0, ( EU07_SECTIONSIZE / EU07_CELLSIZE ) - 1 ) * ( EU07_SECTIONSIZE / EU07_CELLSIZE )
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+ clamp( column, 0, ( EU07_SECTIONSIZE / EU07_CELLSIZE ) - 1 ) ] ;
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std::clamp( row, 0, ( EU07_SECTIONSIZE / EU07_CELLSIZE ) - 1 ) * ( EU07_SECTIONSIZE / EU07_CELLSIZE )
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+ std::clamp( column, 0, ( EU07_SECTIONSIZE / EU07_CELLSIZE ) - 1 ) ] ;
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}
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@@ -1694,8 +1694,8 @@ basic_region::section( glm::dvec3 const &Location ) {
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auto §ion =
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m_sections[
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clamp( row, 0, EU07_REGIONSIDESECTIONCOUNT - 1 ) * EU07_REGIONSIDESECTIONCOUNT
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+ clamp( column, 0, EU07_REGIONSIDESECTIONCOUNT - 1 ) ] ;
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std::clamp( row, 0, EU07_REGIONSIDESECTIONCOUNT - 1 ) * EU07_REGIONSIDESECTIONCOUNT
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+ std::clamp( column, 0, EU07_REGIONSIDESECTIONCOUNT - 1 ) ] ;
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if( section == nullptr ) {
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// there's no guarantee the section exists at this point, so check and if needed, create it
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@@ -255,8 +255,8 @@ shape_node::import( cParser &Input, scene::node_data const &Nodedata ) {
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>> vertex.texture.s
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>> vertex.texture.t;
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// clamp texture coordinates if texture wrapping is off
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if( true == clamps ) { vertex.texture.s = clamp( vertex.texture.s, 0.001f, 0.999f ); }
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if( true == clampt ) { vertex.texture.t = clamp( vertex.texture.t, 0.001f, 0.999f ); }
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if( true == clamps ) { vertex.texture.s = std::clamp( vertex.texture.s, 0.001f, 0.999f ); }
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if( true == clampt ) { vertex.texture.t = std::clamp( vertex.texture.t, 0.001f, 0.999f ); }
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// convert all data to gl_triangles to allow data merge for matching nodes
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switch( nodetype ) {
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case triangles: {
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