mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +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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@ -592,11 +592,11 @@ void TSShape::initObjects()
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if (mesh->mParentMesh >= 0 && mesh->mParentMesh < meshes.size())
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{
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mesh->parentMeshObject = meshes[mesh->mParentMesh];
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mesh->mParentMeshObject = meshes[mesh->mParentMesh];
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}
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else
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{
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mesh->parentMeshObject = NULL;
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mesh->mParentMeshObject = NULL;
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}
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mesh->mVertexFormat = &mVertexFormat;
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@ -623,7 +623,7 @@ void TSShape::initVertexBuffers()
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continue;
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destIndices += mesh->mIndices.size();
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destPrims += mesh->primitives.size();
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destPrims += mesh->mPrimitives.size();
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}
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// For HW skinning we can just use the static buffer
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@ -660,14 +660,14 @@ void TSShape::initVertexBuffers()
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AssertFatal(mesh->mVertOffset / mVertexSize == vertStart, "offset mismatch");
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vertStart += mesh->mNumVerts;
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primStart += mesh->primitives.size();
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primStart += mesh->mPrimitives.size();
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indStart += mesh->mIndices.size();
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mesh->mVB = mShapeVertexBuffer;
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mesh->mPB = mShapeVertexIndices;
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// Advance
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piInput += mesh->primitives.size();
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piInput += mesh->mPrimitives.size();
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ibIndices += mesh->mIndices.size();
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if (TSSkinMesh::smDebugSkinVerts && mesh->getMeshType() == TSMesh::SkinMeshType)
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@ -906,12 +906,12 @@ void TSShape::initVertexFeatures()
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mesh->mVertexData.setReady(true);
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#ifdef TORQUE_DEBUG
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AssertFatal(mesh->mNumVerts == mesh->verts.size(), "vert mismatch");
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AssertFatal(mesh->mNumVerts == mesh->mVerts.size(), "vert mismatch");
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for (U32 i = 0; i < mesh->mNumVerts; i++)
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{
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Point3F v1 = mesh->verts[i];
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Point3F v1 = mesh->mVerts[i];
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Point3F v2 = mesh->mVertexData.getBase(i).vert();
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AssertFatal(mesh->verts[i] == mesh->mVertexData.getBase(i).vert(), "vert data mismatch");
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AssertFatal(mesh->mVerts[i] == mesh->mVertexData.getBase(i).vert(), "vert data mismatch");
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}
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if (mesh->getMeshType() == TSMesh::SkinMeshType)
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@ -987,11 +987,11 @@ void TSShape::initMaterialList()
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if (!mesh)
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continue;
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for (k=0; k<mesh->primitives.size(); k++)
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for (k=0; k<mesh->mPrimitives.size(); k++)
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{
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if (mesh->primitives[k].matIndex & TSDrawPrimitive::NoMaterial)
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if (mesh->mPrimitives[k].matIndex & TSDrawPrimitive::NoMaterial)
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continue;
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S32 flags = materialList->getFlags(mesh->primitives[k].matIndex & TSDrawPrimitive::MaterialMask);
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S32 flags = materialList->getFlags(mesh->mPrimitives[k].matIndex & TSDrawPrimitive::MaterialMask);
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if (flags & TSMaterialList::AuxiliaryMap)
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continue;
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if (flags & TSMaterialList::Translucent)
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@ -1001,7 +1001,7 @@ void TSShape::initMaterialList()
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break;
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}
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}
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if (k!=mesh->primitives.size())
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if (k!=mesh->mPrimitives.size())
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break;
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}
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if (j!=obj.numMeshes)
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@ -1521,15 +1521,15 @@ void TSShape::assembleShape()
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// fill in location of verts, tverts, and normals for detail levels
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if (mesh && meshType!=TSMesh::DecalMeshType)
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{
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TSMesh::smVertsList[i] = mesh->verts.address();
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TSMesh::smTVertsList[i] = mesh->tverts.address();
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TSMesh::smVertsList[i] = mesh->mVerts.address();
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TSMesh::smTVertsList[i] = mesh->mTverts.address();
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if (smReadVersion >= 26)
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{
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TSMesh::smTVerts2List[i] = mesh->tverts2.address();
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TSMesh::smColorsList[i] = mesh->colors.address();
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TSMesh::smTVerts2List[i] = mesh->mTverts2.address();
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TSMesh::smColorsList[i] = mesh->mColors.address();
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}
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TSMesh::smNormsList[i] = mesh->norms.address();
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TSMesh::smEncodedNormsList[i] = mesh->encodedNorms.address();
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TSMesh::smNormsList[i] = mesh->mNorms.address();
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TSMesh::smEncodedNormsList[i] = mesh->mEncodedNorms.address();
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TSMesh::smDataCopied[i] = !skip; // as long as we didn't skip this mesh, the data should be in shape now
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if (meshType==TSMesh::SkinMeshType)
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{
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@ -1617,9 +1617,9 @@ void TSShape::assembleShape()
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if (skin)
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{
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TSMesh::smVertsList[i] = skin->batchData.initialVerts.address();
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TSMesh::smTVertsList[i] = skin->tverts.address();
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TSMesh::smTVertsList[i] = skin->mTverts.address();
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TSMesh::smNormsList[i] = skin->batchData.initialNorms.address();
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TSMesh::smEncodedNormsList[i] = skin->encodedNorms.address();
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TSMesh::smEncodedNormsList[i] = skin->mEncodedNorms.address();
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TSMesh::smDataCopied[i] = !skip; // as long as we didn't skip this mesh, the data should be in shape now
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TSSkinMesh::smInitTransformList[i] = skin->batchData.initialTransforms.address();
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TSSkinMesh::smVertexIndexList[i] = skin->vertexIndex.address();
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@ -1805,15 +1805,15 @@ bool TSShape::canWriteOldFormat() const
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continue;
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// Cannot use old format if using the new functionality (COLORs, 2nd UV set)
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if (meshes[i]->tverts2.size() || meshes[i]->colors.size())
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if (meshes[i]->mTverts2.size() || meshes[i]->mColors.size())
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return false;
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// Cannot use old format if any primitive has too many triangles
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// (ie. cannot fit in a S16)
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for (S32 j = 0; j < meshes[i]->primitives.size(); j++)
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for (S32 j = 0; j < meshes[i]->mPrimitives.size(); j++)
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{
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if ((meshes[i]->primitives[j].start +
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meshes[i]->primitives[j].numElements) >= (1 << 15))
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if ((meshes[i]->mPrimitives[j].start +
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meshes[i]->mPrimitives[j].numElements) >= (1 << 15))
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{
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return false;
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}
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