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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency
This commit is contained in:
parent
b55db9a143
commit
4615bd6db8
13 changed files with 293 additions and 293 deletions
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@ -246,9 +246,9 @@ void MeshFit::addSourceMesh( const TSShape::Object& obj, const TSMesh* mesh )
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{
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// Add indices
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S32 indicesBase = mIndices.size();
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for ( S32 i = 0; i < mesh->primitives.size(); i++ )
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for ( S32 i = 0; i < mesh->mPrimitives.size(); i++ )
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{
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const TSDrawPrimitive& draw = mesh->primitives[i];
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const TSDrawPrimitive& draw = mesh->mPrimitives[i];
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if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
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{
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mIndices.merge( &mesh->mIndices[draw.start], draw.numElements );
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@ -282,7 +282,7 @@ void MeshFit::addSourceMesh( const TSShape::Object& obj, const TSMesh* mesh )
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S32 count, stride;
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U8* pVert;
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if ( mesh->mVertexData.isReady() && mesh->verts.size() == 0 )
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if ( mesh->mVertexData.isReady() && mesh->mVerts.size() == 0 )
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{
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count = mesh->mVertexData.size();
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stride = mesh->mVertexData.vertSize();
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@ -290,9 +290,9 @@ void MeshFit::addSourceMesh( const TSShape::Object& obj, const TSMesh* mesh )
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}
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else
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{
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count = mesh->verts.size();
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count = mesh->mVerts.size();
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stride = sizeof(Point3F);
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pVert = (U8*)mesh->verts.address();
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pVert = (U8*)mesh->mVerts.address();
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}
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MatrixF objMat;
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@ -337,12 +337,12 @@ TSMesh* MeshFit::createTriMesh( F32* verts, S32 numVerts, U32* indices, S32 numT
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mesh->mIndices.push_back( indices[i*3 + 1] );
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}
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mesh->verts.set( verts, numVerts );
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mesh->mVerts.set( verts, numVerts );
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// Compute mesh normals
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mesh->norms.setSize( mesh->verts.size() );
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for (S32 iNorm = 0; iNorm < mesh->norms.size(); iNorm++)
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mesh->norms[iNorm] = Point3F::Zero;
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mesh->mNorms.setSize( mesh->mVerts.size() );
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for (S32 iNorm = 0; iNorm < mesh->mNorms.size(); iNorm++)
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mesh->mNorms[iNorm] = Point3F::Zero;
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// Sum triangle normals for each vertex
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for (S32 iInd = 0; iInd < mesh->mIndices.size(); iInd += 3)
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@ -352,38 +352,38 @@ TSMesh* MeshFit::createTriMesh( F32* verts, S32 numVerts, U32* indices, S32 numT
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S32 idx1 = mesh->mIndices[iInd + 1];
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S32 idx2 = mesh->mIndices[iInd + 2];
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const Point3F& v0 = mesh->verts[idx0];
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const Point3F& v1 = mesh->verts[idx1];
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const Point3F& v2 = mesh->verts[idx2];
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const Point3F& v0 = mesh->mVerts[idx0];
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const Point3F& v1 = mesh->mVerts[idx1];
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const Point3F& v2 = mesh->mVerts[idx2];
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Point3F n;
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mCross(v2 - v0, v1 - v0, &n);
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n.normalize(); // remove this to use 'weighted' normals (large triangles will have more effect)
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mesh->norms[idx0] += n;
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mesh->norms[idx1] += n;
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mesh->norms[idx2] += n;
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mesh->mNorms[idx0] += n;
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mesh->mNorms[idx1] += n;
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mesh->mNorms[idx2] += n;
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}
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// Normalize the vertex normals (this takes care of averaging the triangle normals)
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for (S32 iNorm = 0; iNorm < mesh->norms.size(); iNorm++)
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mesh->norms[iNorm].normalize();
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for (S32 iNorm = 0; iNorm < mesh->mNorms.size(); iNorm++)
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mesh->mNorms[iNorm].normalize();
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// Set some dummy UVs
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mesh->tverts.setSize( numVerts );
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for ( S32 j = 0; j < mesh->tverts.size(); j++ )
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mesh->tverts[j].set( 0, 0 );
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mesh->mTverts.setSize( numVerts );
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for ( S32 j = 0; j < mesh->mTverts.size(); j++ )
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mesh->mTverts[j].set( 0, 0 );
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// Add a single triangle-list primitive
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mesh->primitives.increment();
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mesh->primitives.last().start = 0;
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mesh->primitives.last().numElements = mesh->mIndices.size();
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mesh->primitives.last().matIndex = TSDrawPrimitive::Triangles |
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mesh->mPrimitives.increment();
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mesh->mPrimitives.last().start = 0;
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mesh->mPrimitives.last().numElements = mesh->mIndices.size();
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mesh->mPrimitives.last().matIndex = TSDrawPrimitive::Triangles |
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TSDrawPrimitive::Indexed |
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TSDrawPrimitive::NoMaterial;
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mesh->createTangents( mesh->verts, mesh->norms );
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mesh->encodedNorms.set( NULL,0 );
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mesh->createTangents( mesh->mVerts, mesh->mNorms);
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mesh->mEncodedNorms.set( NULL,0 );
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return mesh;
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}
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@ -404,13 +404,13 @@ void MeshFit::addBox( const Point3F& sides, const MatrixF& mat )
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if ( !mesh )
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return;
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if (mesh->verts.size() > 0)
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if (mesh->mVerts.size() > 0)
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{
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for (S32 i = 0; i < mesh->verts.size(); i++)
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for (S32 i = 0; i < mesh->mVerts.size(); i++)
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{
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Point3F v = mesh->verts[i];
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Point3F v = mesh->mVerts[i];
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v.convolve(sides);
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mesh->verts[i] = v;
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mesh->mVerts[i] = v;
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}
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mesh->mVertexData.setReady(false);
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@ -799,7 +799,7 @@ DefineTSShapeConstructorMethod( addPrimitive, bool, ( const char* meshName, cons
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MatrixF mat( txfm.getMatrix() );
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// Transform the mesh vertices
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if ( mesh->mVertexData.isReady() && mesh->verts.size() == 0 )
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if ( mesh->mVertexData.isReady() && mesh->mVerts.size() == 0 )
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{
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for (S32 i = 0; i < mesh->mVertexData.size(); i++)
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{
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@ -811,10 +811,10 @@ DefineTSShapeConstructorMethod( addPrimitive, bool, ( const char* meshName, cons
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}
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else
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{
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for (S32 i = 0; i < mesh->verts.size(); i++)
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for (S32 i = 0; i < mesh->mVerts.size(); i++)
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{
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Point3F v(mesh->verts[i]);
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mat.mulP( v, &mesh->verts[i] );
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Point3F v(mesh->mVerts[i]);
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mat.mulP( v, &mesh->mVerts[i] );
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}
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}
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