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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-11 16:30:48 +00:00
Simple pass over the codebase to standardize the platform types.
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189 changed files with 824 additions and 824 deletions
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@ -179,7 +179,7 @@ private:
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const domVertices* vertices = daeSafeCast<domVertices>(element);
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// Search for the input with the desired semantic
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const char* semantic = SourceTypeToSemantic( type );
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for (int iInput = 0; iInput < vertices->getInput_array().getCount(); iInput++)
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for (S32 iInput = 0; iInput < vertices->getInput_array().getCount(); iInput++)
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{
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domInputLocal* input = vertices->getInput_array().get(iInput);
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if (dStrEqual(input->getSemantic(), semantic))
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@ -230,12 +230,12 @@ public:
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*maxOffset = 0;
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// Clear output array
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for (int i = 0; i < NumStreams; i++)
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for (S32 i = 0; i < NumStreams; i++)
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sortedInputs[i] = 0;
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// Separate inputs by type, and sort by set (ie. lowest TEXCOORD set becomes UV,
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// next TEXCOORD set becomes UV2 etc)
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for (int iInput = 0; iInput < inputs.getCount(); iInput++) {
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for (S32 iInput = 0; iInput < inputs.getCount(); iInput++) {
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const T& input = inputs[iInput];
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const daeString semantic = input->getSemantic();
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@ -247,7 +247,7 @@ public:
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// The <vertices> element may contain multiple inputs (eg. POSITION, NORMAL etc)
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domInputLocalRef verticesInputs[NumStreams];
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classifyInputs(vertices->getInput_array(), verticesInputs);
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for (int iStream = 0; iStream < NumStreams; iStream++)
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for (S32 iStream = 0; iStream < NumStreams; iStream++)
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{
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if (verticesInputs[iStream] != 0)
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sortedInputs[iStream] = input;
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@ -367,7 +367,7 @@ bool ColladaAppMesh::animatesMatFrame(const AppSequence* appSeq)
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// - by animating the morph weights for morph targets with different UVs
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// Check if the MAYA profile texture transform is animated
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for (int iMat = 0; iMat < appMaterials.size(); iMat++) {
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for (S32 iMat = 0; iMat < appMaterials.size(); iMat++) {
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ColladaAppMaterial* appMat = static_cast<ColladaAppMaterial*>(appMaterials[iMat]);
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if (appMat->effectExt &&
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appMat->effectExt->animatesTextureTransform(appSeq->getStart(), appSeq->getEnd()))
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@ -379,7 +379,7 @@ bool ColladaAppMesh::animatesMatFrame(const AppSequence* appSeq)
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bool animated = false;
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bool differentUVs = false;
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if (const domMorph* morph = getMorph()) {
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for (int iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
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for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
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const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
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if (dStrEqual(input->getSemantic(), "MORPH_TARGET")) {
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// @todo: Check if morph targets have different UVs to base geometry
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@ -402,7 +402,7 @@ bool ColladaAppMesh::animatesFrame(const AppSequence* appSeq)
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// the morph weights are animated within the sequence interval
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bool animated = false;
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if (const domMorph* morph = getMorph()) {
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for (int iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
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for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
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const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
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if (dStrEqual(input->getSemantic(), "MORPH_WEIGHT")) {
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const domSource* source = daeSafeCast<domSource>(findInputSource(input));
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@ -441,7 +441,7 @@ S32 ColladaAppMesh::addMaterial(const char* symbol)
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instanceCtrl->getBind_material();
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if (binds) {
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const domInstance_material_Array& matArray = binds->getTechnique_common()->getInstance_material_array();
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for (int iBind = 0; iBind < matArray.getCount(); iBind++) {
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for (S32 iBind = 0; iBind < matArray.getCount(); iBind++) {
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if (dStrEqual(matArray[iBind]->getSymbol(), symbol)) {
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// Find the index of the bound material in the shape global list
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@ -488,7 +488,7 @@ void ColladaAppMesh::getPrimitives(const domGeometry* geometry)
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// about unsupported elements
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Vector<BasePrimitive*> meshPrims;
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const daeElementRefArray& contents = geometry->getMesh()->getContents();
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for (int iElem = 0; iElem < contents.getCount(); iElem++) {
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for (S32 iElem = 0; iElem < contents.getCount(); iElem++) {
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if (BasePrimitive::isPrimitive(contents[iElem])) {
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if (BasePrimitive::isSupportedPrimitive(contents[iElem]))
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@ -505,7 +505,7 @@ void ColladaAppMesh::getPrimitives(const domGeometry* geometry)
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VertTupleMap tupleMap;
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// Create Torque primitives
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for (int iPrim = 0; iPrim < meshPrims.size(); iPrim++) {
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for (S32 iPrim = 0; iPrim < meshPrims.size(); iPrim++) {
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// Primitive element must have at least 1 triangle
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const domListOfUInts* pTriData = meshPrims[iPrim]->getTriangleData();
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@ -619,7 +619,7 @@ void ColladaAppMesh::getPrimitives(const domGeometry* geometry)
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}
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}
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for (int iPrim = 0; iPrim < meshPrims.size(); iPrim++)
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for (S32 iPrim = 0; iPrim < meshPrims.size(); iPrim++)
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delete meshPrims[iPrim];
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}
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@ -641,7 +641,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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// Get the supported primitive elements for this geometry
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Vector<BasePrimitive*> meshPrims;
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const daeElementRefArray& contents = geometry->getMesh()->getContents();
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for (int iElem = 0; iElem < contents.getCount(); iElem++) {
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for (S32 iElem = 0; iElem < contents.getCount(); iElem++) {
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if (BasePrimitive::isSupportedPrimitive(contents[iElem]))
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meshPrims.push_back(BasePrimitive::get(contents[iElem]));
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}
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@ -659,7 +659,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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ColorI* colors_array = NULL;
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Point2F* uv2s_array = NULL;
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for (int iVert = 0; iVert < vertTuples.size(); iVert++) {
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
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const VertTuple& tuple = vertTuples[iVert];
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@ -751,7 +751,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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}
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}
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for (int iPrim = 0; iPrim < meshPrims.size(); iPrim++)
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for (S32 iPrim = 0; iPrim < meshPrims.size(); iPrim++)
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delete meshPrims[iPrim];
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}
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@ -768,7 +768,7 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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Vector<const domGeometry*> targetGeoms;
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domListOfFloats targetWeights;
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for (int iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
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for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
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const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
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const domSource* source = daeSafeCast<domSource>(findInputSource(input));
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@ -777,7 +777,7 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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_SourceReader srcTargets;
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srcTargets.initFromSource(source);
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for (int iTarget = 0; iTarget < srcTargets.size(); iTarget++) {
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for (S32 iTarget = 0; iTarget < srcTargets.size(); iTarget++) {
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// Lookup the element and add to the targets list
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daeIDRef idref(srcTargets.getStringValue(iTarget));
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idref.setContainer(morph->getDocument()->getDomRoot());
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@ -820,27 +820,27 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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if (morph->getMethod() == MORPHMETHODTYPE_NORMALIZED) {
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F32 weightSum = 0.0f;
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for (int iWeight = 0; iWeight < targetWeights.getCount(); iWeight++) {
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for (S32 iWeight = 0; iWeight < targetWeights.getCount(); iWeight++) {
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weightSum += targetWeights[iWeight];
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}
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// Result = Base*(1.0-w1-w2 ... -wN) + w1*Target1 + w2*Target2 ... + wN*TargetN
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weightSum = mClampF(1.0f - weightSum, 0.0f, 1.0f);
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for (int iVert = 0; iVert < vertTuples.size(); iVert++) {
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
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points_array[iVert] *= weightSum;
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norms_array[iVert] *= weightSum;
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uvs_array[iVert] *= weightSum;
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}
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if (uv2s_array) {
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for (int iVert = 0; iVert < vertTuples.size(); iVert++)
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++)
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uv2s_array[iVert] *= weightSum;
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}
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}
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// Interpolate using the target geometry and weights
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for (int iTarget = 0; iTarget < targetGeoms.size(); iTarget++) {
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for (S32 iTarget = 0; iTarget < targetGeoms.size(); iTarget++) {
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// Ignore empty weights
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if (targetWeights[iTarget] == 0.0f)
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@ -866,18 +866,18 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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getVertexData(targetGeoms[iTarget], time, objectOffset, targetPoints, targetNorms, targetColors, targetUvs, targetUv2s, false);
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// Combine with base geometry
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for (int iVert = 0; iVert < vertTuples.size(); iVert++) {
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
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points_array[iVert] += targetPoints[iVert] * targetWeights[iTarget];
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norms_array[iVert] += targetNorms[iVert] * targetWeights[iTarget];
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uvs_array[iVert] += targetUvs[iVert] * targetWeights[iTarget];
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}
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if (uv2s_array) {
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for (int iVert = 0; iVert < vertTuples.size(); iVert++)
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++)
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uv2s_array[iVert] += targetUv2s[iVert] * targetWeights[iTarget];
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}
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if (colors_array) {
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for (int iVert = 0; iVert < vertTuples.size(); iVert++)
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++)
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colors_array[iVert] += targetColors[iVert] * (F32)targetWeights[iTarget];
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}
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}
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@ -963,7 +963,7 @@ void ColladaAppMesh::lookupSkinData()
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// vertex may have multiple [bone, weight] pairs in the array)
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Vector<U32> vindicesOffset;
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const domInt* vindices = (domInt*)weights_v.getRaw(0);
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for (int iWeight = 0; iWeight < weights_vcount.getCount(); iWeight++) {
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for (S32 iWeight = 0; iWeight < weights_vcount.getCount(); iWeight++) {
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// Store the offset into the vindices array for this vertex
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vindicesOffset.push_back(vindices - (domInt*)weights_v.getRaw(0));
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vindices += (weights_vcount[iWeight]*2); // 2 indices [bone, weight] per vert
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@ -971,14 +971,14 @@ void ColladaAppMesh::lookupSkinData()
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// Set vertex weights
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bool tooManyWeightsWarning = false;
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for (int iVert = 0; iVert < vertsPerFrame; iVert++) {
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for (S32 iVert = 0; iVert < vertsPerFrame; iVert++) {
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const domUint* vcount = (domUint*)weights_vcount.getRaw(0);
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const domInt* vindices = (domInt*)weights_v.getRaw(0);
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vindices += vindicesOffset[vertTuples[iVert].vertex];
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S32 nonZeroWeightCount = 0;
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for (int iWeight = 0; iWeight < vcount[vertTuples[iVert].vertex]; iWeight++) {
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for (S32 iWeight = 0; iWeight < vcount[vertTuples[iVert].vertex]; iWeight++) {
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S32 bIndex = vindices[iWeight*2];
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F32 bWeight = streams.weights.getFloatValue( vindices[iWeight*2 + 1] );
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@ -1027,12 +1027,12 @@ void ColladaAppMesh::lookupSkinData()
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}
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// Normalize vertex weights (force weights for each vert to sum to 1)
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int iWeight = 0;
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S32 iWeight = 0;
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while (iWeight < weight.size()) {
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// Find the last weight with the same vertex number, and sum all weights for
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// that vertex
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F32 invTotalWeight = 0;
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int iLast;
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S32 iLast;
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for (iLast = iWeight; iLast < weight.size(); iLast++) {
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if (vertexIndex[iLast] != vertexIndex[iWeight])
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break;
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@ -1048,7 +1048,7 @@ void ColladaAppMesh::lookupSkinData()
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// Add dummy AppNodes to allow Collada joints to be mapped to 3space nodes
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bones.setSize(streams.joints.size());
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initialTransforms.setSize(streams.joints.size());
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for (int iJoint = 0; iJoint < streams.joints.size(); iJoint++)
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for (S32 iJoint = 0; iJoint < streams.joints.size(); iJoint++)
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{
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const char* jointName = streams.joints.getStringValue(iJoint);
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@ -1056,7 +1056,7 @@ void ColladaAppMesh::lookupSkinData()
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const domNode* joint = 0;
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if (instanceCtrl->getSkeleton_array().getCount()) {
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// Search for the node using the <skeleton> as the base element
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for (int iSkel = 0; iSkel < instanceCtrl->getSkeleton_array().getCount(); iSkel++) {
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for (S32 iSkel = 0; iSkel < instanceCtrl->getSkeleton_array().getCount(); iSkel++) {
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xsAnyURI skeleton = instanceCtrl->getSkeleton_array()[iSkel]->getValue();
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daeSIDResolver resolver(skeleton.getElement(), jointName);
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joint = daeSafeCast<domNode>(resolver.getElement());
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