Commit cad9bcb3be7c38811caf8ce9ae471c9cbb01aa9c

Authored by György Straub
1 parent e2a96a58

Fixed SVACE defects in Particles example.

Change-Id: Ie0c14f01aee1d63e20e20fcabaf51e6274fec1c5
Signed-off-by: György Straub <g.straub@partner.samsung.com>
examples/particles/particle-field.h
@@ -93,7 +93,10 @@ struct ParticleField @@ -93,7 +93,10 @@ struct ParticleField
93 for (size_t i = 0; i < numParticles; ++i) 93 for (size_t i = 0; i < numParticles; ++i)
94 { 94 {
95 Vertex v; 95 Vertex v;
96 - v.aPosition = Vector3((i % nx) * spacing.x, (i / nx) % ny * spacing.y, (i / nxy) * spacing.z) - offset; 96 + float x = float(i % nx);
  97 + float y = float((i / nx) % ny);
  98 + float z = float(i / nxy);
  99 + v.aPosition = Vector3(x, y, z) * spacing - offset;
97 100
98 Vector3 disperseDir(frandDisperse() - .5, frandDisperse() - .5, frandDisperse() - .5); 101 Vector3 disperseDir(frandDisperse() - .5, frandDisperse() - .5, frandDisperse() - .5);
99 disperseDir.Normalize(); 102 disperseDir.Normalize();
examples/particles/particle-view.cpp
@@ -262,18 +262,18 @@ ParticleView::ParticleView(const ParticleField&amp; field, Dali::Actor world, Dali:: @@ -262,18 +262,18 @@ ParticleView::ParticleView(const ParticleField&amp; field, Dali::Actor world, Dali::
262 262
263 // scatter variables 263 // scatter variables
264 char nameBuffer[64]; 264 char nameBuffer[64];
265 - char* writep = nameBuffer + sprintf(nameBuffer, "uScatter["); 265 + char* writep = nameBuffer + snprintf(nameBuffer, sizeof(nameBuffer), "uScatter[");
266 for (uint32_t i = 0; i < std::extent<decltype(mScatterProps)>::value; ++i) 266 for (uint32_t i = 0; i < std::extent<decltype(mScatterProps)>::value; ++i)
267 { 267 {
268 - char* writep2 = writep + sprintf(writep, "%d].", i); 268 + char* writep2 = writep + snprintf(writep, sizeof(nameBuffer) - std::distance(nameBuffer, writep), "%d].", i);
269 269
270 - sprintf(writep2, "radiusSqr"); 270 + snprintf(writep2, sizeof(nameBuffer) - std::distance(nameBuffer, writep2), "radiusSqr");
271 mScatterProps[i].mPropRadius = particleShader.RegisterProperty(nameBuffer, 0.f); 271 mScatterProps[i].mPropRadius = particleShader.RegisterProperty(nameBuffer, 0.f);
272 272
273 - sprintf(writep2, "amount"); 273 + snprintf(writep2, sizeof(nameBuffer) - std::distance(nameBuffer, writep2), "amount");
274 mScatterProps[i].mPropAmount = particleShader.RegisterProperty(nameBuffer, 0.f); 274 mScatterProps[i].mPropAmount = particleShader.RegisterProperty(nameBuffer, 0.f);
275 275
276 - sprintf(writep2, "ray"); 276 + snprintf(writep2, sizeof(nameBuffer) - std::distance(nameBuffer, writep2), "ray");
277 mScatterProps[i].mPropRay = particleShader.RegisterProperty(nameBuffer, Vector3::ZERO); 277 mScatterProps[i].mPropRay = particleShader.RegisterProperty(nameBuffer, Vector3::ZERO);
278 } 278 }
279 279
@@ -285,7 +285,7 @@ ParticleView::ParticleView(const ParticleField&amp; field, Dali::Actor world, Dali:: @@ -285,7 +285,7 @@ ParticleView::ParticleView(const ParticleField&amp; field, Dali::Actor world, Dali::
285 const uint32_t skip = GetSkipValue(POPULATION_GRANULARITY, prime); 285 const uint32_t skip = GetSkipValue(POPULATION_GRANULARITY, prime);
286 uint32_t next = 0; 286 uint32_t next = 0;
287 287
288 - writep = nameBuffer + sprintf(nameBuffer, "uOrderLookUp["); 288 + writep = nameBuffer + snprintf(nameBuffer, sizeof(nameBuffer), "uOrderLookUp[");
289 for (uint32_t i = 0; i < POPULATION_GRANULARITY; ++i) 289 for (uint32_t i = 0; i < POPULATION_GRANULARITY; ++i)
290 { 290 {
291 do { 291 do {
@@ -294,7 +294,7 @@ ParticleView::ParticleView(const ParticleField&amp; field, Dali::Actor world, Dali:: @@ -294,7 +294,7 @@ ParticleView::ParticleView(const ParticleField&amp; field, Dali::Actor world, Dali::
294 } 294 }
295 while (next == 0 || next > POPULATION_GRANULARITY); 295 while (next == 0 || next > POPULATION_GRANULARITY);
296 296
297 - sprintf(writep, "%d]", i); 297 + snprintf(writep, sizeof(nameBuffer) - std::distance(nameBuffer, writep), "%d]", i);
298 particleShader.RegisterProperty(nameBuffer, float(next - 1)); 298 particleShader.RegisterProperty(nameBuffer, float(next - 1));
299 } 299 }
300 300