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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-23 00:23:46 +00:00
Simple pass over the codebase to standardize the platform types.
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c75d6feb20
commit
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189 changed files with 824 additions and 824 deletions
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@ -90,7 +90,7 @@ ColladaAppNode::ColladaAppNode(const domNode* node, ColladaAppNode* parent)
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dFree( properties );
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// Create vector of transform elements
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for (int iChild = 0; iChild < node->getContents().getCount(); iChild++) {
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for (S32 iChild = 0; iChild < node->getContents().getCount(); iChild++) {
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switch (node->getContents()[iChild]->getElementType()) {
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case COLLADA_TYPE::TRANSLATE:
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case COLLADA_TYPE::ROTATE:
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@ -109,7 +109,7 @@ ColladaAppNode::ColladaAppNode(const domNode* node, ColladaAppNode* parent)
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void ColladaAppNode::buildChildList()
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{
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// Process children: collect <node> and <instance_node> elements
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for (int iChild = 0; iChild < p_domNode->getContents().getCount(); iChild++) {
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for (S32 iChild = 0; iChild < p_domNode->getContents().getCount(); iChild++) {
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daeElement* child = p_domNode->getContents()[iChild];
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switch (child->getElementType()) {
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@ -139,7 +139,7 @@ void ColladaAppNode::buildChildList()
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void ColladaAppNode::buildMeshList()
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{
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// Process children: collect <instance_geometry> and <instance_controller> elements
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for (int iChild = 0; iChild < p_domNode->getContents().getCount(); iChild++) {
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for (S32 iChild = 0; iChild < p_domNode->getContents().getCount(); iChild++) {
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daeElement* child = p_domNode->getContents()[iChild];
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switch (child->getElementType()) {
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@ -167,7 +167,7 @@ bool ColladaAppNode::animatesTransform(const AppSequence* appSeq)
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{
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// Check if any of this node's transform elements are animated during the
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// sequence interval
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for (int iTxfm = 0; iTxfm < nodeTransforms.size(); iTxfm++) {
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for (S32 iTxfm = 0; iTxfm < nodeTransforms.size(); iTxfm++) {
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if (nodeTransforms[iTxfm].isAnimated(appSeq->getStart(), appSeq->getEnd()))
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return true;
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}
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@ -227,7 +227,7 @@ MatrixF ColladaAppNode::getTransform(F32 time)
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}
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// Multiply by local node transform elements
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for (int iTxfm = 0; iTxfm < nodeTransforms.size(); iTxfm++) {
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for (S32 iTxfm = 0; iTxfm < nodeTransforms.size(); iTxfm++) {
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MatrixF mat(true);
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