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https://github.com/TorqueGameEngines/Torque3D.git
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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSSkinMesh
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parent
e2545c359c
commit
2112c81446
6 changed files with 110 additions and 110 deletions
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@ -485,10 +485,10 @@ bool TSShape::addNode(const String& name, const String& parentName, const Point3
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if (meshes[i] && (meshes[i]->getMeshType() == TSMesh::SkinMeshType))
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{
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TSSkinMesh* skin = dynamic_cast<TSSkinMesh*>(meshes[i]);
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for (S32 j = 0; j < skin->batchData.nodeIndex.size(); j++)
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for (S32 j = 0; j < skin->mBatchData.nodeIndex.size(); j++)
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{
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if (skin->batchData.nodeIndex[j] >= nodeIndex)
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skin->batchData.nodeIndex[j]++;
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if (skin->mBatchData.nodeIndex[j] >= nodeIndex)
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skin->mBatchData.nodeIndex[j]++;
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}
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}
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}
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@ -613,12 +613,12 @@ bool TSShape::removeNode(const String& name)
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if (meshes[i] && (meshes[i]->getMeshType() == TSMesh::SkinMeshType))
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{
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TSSkinMesh* skin = dynamic_cast<TSSkinMesh*>(meshes[i]);
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for (S32 j = 0; j < skin->batchData.nodeIndex.size(); j++)
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for (S32 j = 0; j < skin->mBatchData.nodeIndex.size(); j++)
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{
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if (skin->batchData.nodeIndex[j] == nodeIndex)
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skin->batchData.nodeIndex[j] = nodeParentIndex;
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if (skin->batchData.nodeIndex[j] > nodeIndex)
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skin->batchData.nodeIndex[j]--;
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if (skin->mBatchData.nodeIndex[j] == nodeIndex)
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skin->mBatchData.nodeIndex[j] = nodeParentIndex;
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if (skin->mBatchData.nodeIndex[j] > nodeIndex)
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skin->mBatchData.nodeIndex[j]--;
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}
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}
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}
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@ -876,14 +876,14 @@ TSMesh* TSShape::copyMesh( const TSMesh* srcMesh ) const
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// Copy skin elements
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const TSSkinMesh *srcSkin = dynamic_cast<const TSSkinMesh*>(srcMesh);
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skin->weight = srcSkin->weight;
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skin->vertexIndex = srcSkin->vertexIndex;
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skin->boneIndex = srcSkin->boneIndex;
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skin->mWeight = srcSkin->mWeight;
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skin->mVertexIndex = srcSkin->mVertexIndex;
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skin->mBoneIndex = srcSkin->mBoneIndex;
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skin->batchData.nodeIndex = srcSkin->batchData.nodeIndex;
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skin->batchData.initialTransforms = srcSkin->batchData.initialTransforms;
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skin->batchData.initialVerts = srcSkin->batchData.initialVerts;
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skin->batchData.initialNorms = srcSkin->batchData.initialNorms;
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skin->mBatchData.nodeIndex = srcSkin->mBatchData.nodeIndex;
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skin->mBatchData.initialTransforms = srcSkin->mBatchData.initialTransforms;
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skin->mBatchData.initialVerts = srcSkin->mBatchData.initialVerts;
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skin->mBatchData.initialNorms = srcSkin->mBatchData.initialNorms;
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mesh = static_cast<TSMesh*>(skin);
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}
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@ -1073,9 +1073,9 @@ bool TSShape::addMesh(TSShape* srcShape, const String& srcMeshName, const String
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for (S32 i = 0; i < srcShape->nodes.size(); i++)
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nodeMap.push_back( findNode( srcShape->getName(srcShape->nodes[i].nameIndex) ) );
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for (S32 i = 0; i < srcSkin->boneIndex.size(); i++)
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for (S32 i = 0; i < srcSkin->mBoneIndex.size(); i++)
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{
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S32 srcNode = srcSkin->boneIndex[i];
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S32 srcNode = srcSkin->mBoneIndex[i];
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if (nodeMap[srcNode] == -1)
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{
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const char* name = srcShape->getName(srcShape->nodes[srcNode].nameIndex).c_str();
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@ -1088,9 +1088,9 @@ bool TSShape::addMesh(TSShape* srcShape, const String& srcMeshName, const String
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TSSkinMesh *skin = dynamic_cast<TSSkinMesh*>(mesh);
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// Remap node indices
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skin->batchData.nodeIndex = srcSkin->batchData.nodeIndex;
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for (S32 i = 0; i < skin->batchData.nodeIndex.size(); i++)
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skin->batchData.nodeIndex[i] = nodeMap[skin->batchData.nodeIndex[i]];
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skin->mBatchData.nodeIndex = srcSkin->mBatchData.nodeIndex;
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for (S32 i = 0; i < skin->mBatchData.nodeIndex.size(); i++)
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skin->mBatchData.nodeIndex[i] = nodeMap[skin->mBatchData.nodeIndex[i]];
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}
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// Add the copied mesh to the shape
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