diff --git a/source/graphics/CinemaManager.cpp b/source/graphics/CinemaManager.cpp index 8ac6b00f25..541dd02b57 100644 --- a/source/graphics/CinemaManager.cpp +++ b/source/graphics/CinemaManager.cpp @@ -92,12 +92,12 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device if (spline.GetAllNodes().size() == 2) smoothness = 2; - const float start = spline.m_MaxDistance.ToFloat() / smoothness; + const float start = spline.GetMaxDistance().ToFloat() / smoothness; std::vector line; for (int i = 0; i <= smoothness; ++i) { - const float time = start * i / spline.m_MaxDistance.ToFloat(); + const float time = start * i / spline.GetMaxDistance().ToFloat(); line.emplace_back(spline.GetPosition(time)); } @@ -108,7 +108,7 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device { for (int i = 0; i <= smoothness; ++i) { - const float time = start * i / spline.m_MaxDistance.ToFloat(); + const float time = start * i / spline.GetMaxDistance().ToFloat(); const CVector3D tmp = spline.GetPosition(time); const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z); g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false); diff --git a/source/maths/NUSpline.cpp b/source/maths/NUSpline.cpp index 1ebb0ab196..a92aff050a 100644 --- a/source/maths/NUSpline.cpp +++ b/source/maths/NUSpline.cpp @@ -52,10 +52,7 @@ CVector3D GetPositionOnCubic(const CVector3D& startPos, const CVector3D& startVe /*********************************** R N S **************************************************/ -RNSpline::RNSpline() - : m_NodeCount(0) -{ -} +RNSpline::RNSpline() = default; RNSpline::~RNSpline() = default; diff --git a/source/maths/NUSpline.h b/source/maths/NUSpline.h index 43a818f20c..c2714ac614 100644 --- a/source/maths/NUSpline.h +++ b/source/maths/NUSpline.h @@ -63,11 +63,11 @@ public: CVector3D GetRotation(float time) const; const std::vector& GetAllNodes() const; - fixed m_MaxDistance; - int m_NodeCount; + fixed GetMaxDistance() const { return m_MaxDistance; } protected: - + fixed m_MaxDistance; + int m_NodeCount{0}; std::vector m_Nodes; CVector3D GetStartVelocity(int index); CVector3D GetEndVelocity(int index); diff --git a/source/simulation2/helpers/CinemaPath.cpp b/source/simulation2/helpers/CinemaPath.cpp index 3ac487aff8..0e9b1830ff 100644 --- a/source/simulation2/helpers/CinemaPath.cpp +++ b/source/simulation2/helpers/CinemaPath.cpp @@ -90,7 +90,7 @@ fixed CCinemaPath::GetNodeDuration(const int index) const fixed CCinemaPath::GetDuration() const { - return m_MaxDistance; + return GetMaxDistance(); } float CCinemaPath::GetNodeFraction() const @@ -121,8 +121,8 @@ void CCinemaPath::MoveToPointAt(float t, float nodet, const CVector3D& startRota if (m_LookAtTarget) { - if (m_TimeElapsed <= m_TargetSpline.m_MaxDistance.ToFloat()) - camera.LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.m_MaxDistance.ToFloat()), CVector3D(0, 1, 0)); + if (m_TimeElapsed <= m_TargetSpline.GetMaxDistance().ToFloat()) + camera.LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.GetMaxDistance().ToFloat()), CVector3D(0, 1, 0)); else camera.LookAt(pos, m_TargetSpline.GetAllNodes().back().Position, CVector3D(0, 1, 0)); }