mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShapeLoader
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9aeb4389f3
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@ -58,7 +58,7 @@ static char* TrimFirstWord(char* str)
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ColladaAppNode::ColladaAppNode(const domNode* node, ColladaAppNode* parent)
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: p_domNode(node), appParent(parent), nodeExt(new ColladaExtension_node(node)),
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lastTransformTime(TSShapeLoader::DefaultTime-1), defaultTransformValid(false),
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lastTransformTime(TSShapeLoader::smDefaultTime-1), defaultTransformValid(false),
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invertMeshes(false)
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{
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mName = dStrdup(_GetNameOrId(node));
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@ -178,7 +178,7 @@ bool ColladaAppNode::animatesTransform(const AppSequence* appSeq)
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MatrixF ColladaAppNode::getNodeTransform(F32 time)
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{
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// Avoid re-computing the default transform if possible
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if (defaultTransformValid && time == TSShapeLoader::DefaultTime)
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if (defaultTransformValid && time == TSShapeLoader::smDefaultTime)
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{
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return defaultNodeTransform;
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}
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@ -198,7 +198,7 @@ MatrixF ColladaAppNode::getNodeTransform(F32 time)
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}
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// Cache the default transform
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if (time == TSShapeLoader::DefaultTime)
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if (time == TSShapeLoader::smDefaultTime)
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{
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defaultTransformValid = true;
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defaultNodeTransform = nodeTransform;
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@ -157,7 +157,7 @@ public:
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public:
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ColladaExtension_effect(const domEffect* effect)
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: mLastAnimTime(TSShapeLoader::DefaultTime-1), mTextureTransform(true), mBumpSampler(0)
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: mLastAnimTime(TSShapeLoader::smDefaultTime-1), mTextureTransform(true), mBumpSampler(0)
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{
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//----------------------------------
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// <effect>
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@ -116,7 +116,7 @@ static void processNodeLights(AppNode* appNode, const MatrixF& offset, SimGroup*
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Con::printf("Adding <%s> light \"%s\" as a %s", lightType, lightName.c_str(), pLight->getClassName());
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MatrixF mat(offset);
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mat.mul(appNode->getNodeTransform(TSShapeLoader::DefaultTime));
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mat.mul(appNode->getNodeTransform(TSShapeLoader::smDefaultTime));
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pLight->setDataField(StringTable->insert("color"), 0,
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avar("%f %f %f %f", color.red, color.green, color.blue, color.alpha));
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@ -230,14 +230,14 @@ void ColladaShapeLoader::enumerateScene()
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for (S32 iClipLib = 0; iClipLib < root->getLibrary_animation_clips_array().getCount(); iClipLib++) {
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const domLibrary_animation_clips* libraryClips = root->getLibrary_animation_clips_array()[iClipLib];
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for (S32 iClip = 0; iClip < libraryClips->getAnimation_clip_array().getCount(); iClip++)
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appSequences.push_back(new ColladaAppSequence(libraryClips->getAnimation_clip_array()[iClip]));
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mAppSequences.push_back(new ColladaAppSequence(libraryClips->getAnimation_clip_array()[iClip]));
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}
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// Process all animations => this attaches animation channels to the targeted
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// Collada elements, and determines the length of the sequence if it is not
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// already specified in the Collada <animation_clip> element
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for (S32 iSeq = 0; iSeq < appSequences.size(); iSeq++) {
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ColladaAppSequence* appSeq = dynamic_cast<ColladaAppSequence*>(appSequences[iSeq]);
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for (S32 iSeq = 0; iSeq < mAppSequences.size(); iSeq++) {
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ColladaAppSequence* appSeq = dynamic_cast<ColladaAppSequence*>(mAppSequences[iSeq]);
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F32 maxEndTime = 0;
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F32 minFrameTime = 1000.0f;
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for (S32 iAnim = 0; iAnim < appSeq->getClip()->getInstance_animation_array().getCount(); iAnim++) {
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@ -251,7 +251,7 @@ void ColladaShapeLoader::enumerateScene()
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// Collada animations can be stored as sampled frames or true keyframes. For
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// sampled frames, use the same frame rate as the DAE file. For true keyframes,
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// resample at a fixed frame rate.
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appSeq->fps = mClamp(1.0f / minFrameTime + 0.5f, TSShapeLoader::MinFrameRate, TSShapeLoader::MaxFrameRate);
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appSeq->fps = mClamp(1.0f / minFrameTime + 0.5f, TSShapeLoader::smMinFrameRate, TSShapeLoader::smMaxFrameRate);
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}
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// First grab all of the top-level nodes
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@ -308,7 +308,7 @@ void ColladaShapeLoader::enumerateScene()
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}
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// Make sure that the scene has a bounds node (for getting the root scene transform)
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if (!boundsNode)
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if (!mBoundsNode)
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{
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domVisual_scene* visualScene = root->getLibrary_visual_scenes_array()[0]->getVisual_scene_array()[0];
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domNode* dombounds = daeSafeCast<domNode>( visualScene->createAndPlace( "node" ) );
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@ -359,24 +359,24 @@ void ColladaShapeLoader::computeBounds(Box3F& bounds)
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bounds.maxExtents += shapeOffset;
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// Now adjust all positions for root level nodes (nodes with no parent)
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for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
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for (S32 iNode = 0; iNode < mShape->nodes.size(); iNode++)
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{
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if ( !appNodes[iNode]->isParentRoot() )
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if ( !mAppNodes[iNode]->isParentRoot() )
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continue;
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// Adjust default translation
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shape->defaultTranslations[iNode] += shapeOffset;
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mShape->defaultTranslations[iNode] += shapeOffset;
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// Adjust animated translations
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for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
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for (S32 iSeq = 0; iSeq < mShape->sequences.size(); iSeq++)
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{
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const TSShape::Sequence& seq = shape->sequences[iSeq];
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const TSShape::Sequence& seq = mShape->sequences[iSeq];
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if ( seq.translationMatters.test(iNode) )
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{
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
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shape->nodeTranslations[index] += shapeOffset;
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mShape->nodeTranslations[index] += shapeOffset;
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}
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}
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}
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@ -47,7 +47,7 @@ void AppMesh::computeBounds(Box3F& bounds)
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boneTransforms.setSize( mNodeIndex.size() );
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for (S32 iBone = 0; iBone < boneTransforms.size(); iBone++)
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{
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MatrixF nodeMat = mBones[iBone]->getNodeTransform( TSShapeLoader::DefaultTime );
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MatrixF nodeMat = mBones[iBone]->getNodeTransform( TSShapeLoader::smDefaultTime );
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TSShapeLoader::zapScale(nodeMat);
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boneTransforms[iBone].mul( nodeMat, mInitialTransforms[iBone] );
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}
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@ -74,7 +74,7 @@ void AppMesh::computeBounds(Box3F& bounds)
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}
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else
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{
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MatrixF transform = getMeshTransform(TSShapeLoader::DefaultTime);
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MatrixF transform = getMeshTransform(TSShapeLoader::smDefaultTime);
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TSShapeLoader::zapScale(transform);
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for (S32 iVert = 0; iVert < mPoints.size(); iVert++)
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File diff suppressed because it is too large
Load diff
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@ -81,31 +81,31 @@ protected:
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};
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public:
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static const F32 DefaultTime;
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static const F64 MinFrameRate;
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static const F64 MaxFrameRate;
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static const F64 AppGroundFrameRate;
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static const F32 smDefaultTime;
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static const F64 smMinFrameRate;
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static const F64 smMaxFrameRate;
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static const F64 smAppGroundFrameRate;
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protected:
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// Variables used during loading that must be held until the shape is deleted
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TSShape* shape;
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Vector<AppMesh*> appMeshes;
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TSShape* mShape;
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Vector<AppMesh*> mAppMeshes;
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// Variables used during loading, but that can be discarded afterwards
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static Torque::Path shapePath;
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static Torque::Path smShapePath;
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AppNode* boundsNode;
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Vector<AppNode*> appNodes; ///< Nodes in the loaded shape
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Vector<AppSequence*> appSequences;
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AppNode* mBoundsNode;
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Vector<AppNode*> mAppNodes; ///< Nodes in the loaded shape
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Vector<AppSequence*> mAppSequences;
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Vector<Subshape*> subshapes;
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Vector<Subshape*> mSubShapes;
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Vector<QuatF*> nodeRotCache;
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Vector<Point3F*> nodeTransCache;
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Vector<QuatF*> nodeScaleRotCache;
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Vector<Point3F*> nodeScaleCache;
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Vector<QuatF*> mNodeRotCache;
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Vector<Point3F*> mNodeTransCache;
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Vector<QuatF*> mNodeScaleRotCache;
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Vector<Point3F*> mNodeScaleCache;
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Point3F shapeOffset; ///< Offset used to translate the shape origin
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Point3F mShapeOffset; ///< Offset used to translate the shape origin
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//--------------------------------------------------------------------------
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@ -170,10 +170,10 @@ protected:
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void install();
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public:
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TSShapeLoader() : boundsNode(0) { }
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TSShapeLoader() : mBoundsNode(0) { }
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virtual ~TSShapeLoader();
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static const Torque::Path& getShapePath() { return shapePath; }
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static const Torque::Path& getShapePath() { return smShapePath; }
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static void zapScale(MatrixF& mat);
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