Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -23,132 +23,132 @@ class PhysicsBody;
class OpenVRTrackedObjectData : public GameBaseData {
public:
typedef GameBaseData Parent;
typedef GameBaseData Parent;
StringTableEntry mShapeFile;
Resource<TSShape> mShape; ///< Torque model
StringTableEntry mShapeFile;
Resource<TSShape> mShape; ///< Torque model
Point3F mCollisionBoxMin;
Point3F mCollisionBoxMax;
Point3F mCollisionBoxMin;
Point3F mCollisionBoxMax;
public:
OpenVRTrackedObjectData();
~OpenVRTrackedObjectData();
OpenVRTrackedObjectData();
~OpenVRTrackedObjectData();
DECLARE_CONOBJECT(OpenVRTrackedObjectData);
DECLARE_CONOBJECT(OpenVRTrackedObjectData);
bool onAdd();
bool preload(bool server, String &errorStr);
bool onAdd();
bool preload(bool server, String &errorStr);
static void initPersistFields();
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
/// Implements a GameObject which tracks an OpenVR controller
class OpenVRTrackedObject : public GameBase
{
typedef GameBase Parent;
typedef GameBase Parent;
enum MaskBits
{
UpdateMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
enum MaskBits
{
UpdateMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
struct RenderModelSlot
{
StringTableEntry componentName; ///< Component name
S16 mappedNodeIdx; ///< Mapped node idx in mShape
OpenVRRenderModel *nativeModel; ///< Native model
};
struct RenderModelSlot
{
StringTableEntry componentName; ///< Component name
S16 mappedNodeIdx; ///< Mapped node idx in mShape
OpenVRRenderModel *nativeModel; ///< Native model
};
OpenVRTrackedObjectData *mDataBlock;
OpenVRTrackedObjectData *mDataBlock;
/// @name Rendering
/// {
TSShapeInstance *mShapeInstance; ///< Shape used to render controller (uses native model otherwise)
StringTableEntry mModelName;
OpenVRRenderModel *mBasicModel; ///< Basic model
Vector<RenderModelSlot> mRenderComponents;
/// }
/// @name Rendering
/// {
TSShapeInstance *mShapeInstance; ///< Shape used to render controller (uses native model otherwise)
StringTableEntry mModelName;
OpenVRRenderModel *mBasicModel; ///< Basic model
Vector<RenderModelSlot> mRenderComponents;
/// }
S32 mDeviceIndex; ///< Controller idx in openvr (for direct updating)
S32 mMappedMoveIndex; ///< Movemanager move index for rotation
S32 mDeviceIndex; ///< Controller idx in openvr (for direct updating)
S32 mMappedMoveIndex; ///< Movemanager move index for rotation
vr::VRControllerState_t mCurrentControllerState;
vr::VRControllerState_t mPreviousControllerState;
vr::VRControllerState_t mCurrentControllerState;
vr::VRControllerState_t mPreviousControllerState;
IDevicePose mPose; ///< Current openvr pose data, or reconstructed data from the client
IDevicePose mPose; ///< Current openvr pose data, or reconstructed data from the client
Convex* mConvexList;
EarlyOutPolyList mClippedList;
PhysicsBody *mPhysicsRep;
Convex* mConvexList;
EarlyOutPolyList mClippedList;
PhysicsBody *mPhysicsRep;
SimObjectPtr<SceneObject> mCollisionObject; ///< Object we're currently colliding with
SimObjectPtr<SceneObject> mInteractObject; ///< Object we've designated as important to interact with
SimObjectPtr<SceneObject> mCollisionObject; ///< Object we're currently colliding with
SimObjectPtr<SceneObject> mInteractObject; ///< Object we've designated as important to interact with
bool mHoldInteractedObject; ///< Performs pickup logic with mInteractObject
bool mIgnoreParentRotation; ///< Ignores the rotation of the parent object
bool mHoldInteractedObject; ///< Performs pickup logic with mInteractObject
bool mIgnoreParentRotation; ///< Ignores the rotation of the parent object
static bool smDebugControllerPosition; ///< Shows latest controller position in DebugDrawer
static bool smDebugControllerMovePosition; ///< Shows move position in DebugDrawer
static U32 sServerCollisionMask;
static U32 sClientCollisionMask;
static bool smDebugControllerPosition; ///< Shows latest controller position in DebugDrawer
static bool smDebugControllerMovePosition; ///< Shows move position in DebugDrawer
static U32 sServerCollisionMask;
static U32 sClientCollisionMask;
public:
OpenVRTrackedObject();
virtual ~OpenVRTrackedObject();
OpenVRTrackedObject();
virtual ~OpenVRTrackedObject();
void updateRenderData();
void setupRenderDataFromModel(bool loadComponentModels);
void updateRenderData();
void setupRenderDataFromModel(bool loadComponentModels);
void clearRenderData();
void clearRenderData();
DECLARE_CONOBJECT(OpenVRTrackedObject);
DECLARE_CONOBJECT(OpenVRTrackedObject);
static void initPersistFields();
static void initPersistFields();
virtual void inspectPostApply();
virtual void inspectPostApply();
bool onAdd();
void onRemove();
bool onAdd();
void onRemove();
void _updatePhysics();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
void _updatePhysics();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
void setInteractObject(SceneObject* object, bool holding);
void setInteractObject(SceneObject* object, bool holding);
void setTransform(const MatrixF &mat);
void setModelName(String &modelName);
void setTransform(const MatrixF &mat);
void setModelName(String &modelName);
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData(GameConnection *conn, BitStream *stream);
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData(GameConnection *conn, BitStream *stream);
void prepRenderImage(SceneRenderState *state);
void prepRenderImage(SceneRenderState *state);
MatrixF getTrackedTransform();
MatrixF getLastTrackedTransform();
MatrixF getBaseTrackingTransform();
MatrixF getTrackedTransform();
MatrixF getLastTrackedTransform();
MatrixF getBaseTrackingTransform();
U32 getCollisionMask();
void updateWorkingCollisionSet();
U32 getCollisionMask();
void updateWorkingCollisionSet();
// Time management
void updateMove(const Move *move);
void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
// Time management
void updateMove(const Move *move);
void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
// Collision
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
void buildConvex(const Box3F& box, Convex* convex);
bool testObject(SceneObject* enter);
// Collision
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
void buildConvex(const Box3F& box, Convex* convex);
bool testObject(SceneObject* enter);
};