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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-27 16:19:34 +00:00
Simple pass over the codebase to standardize the platform types.
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c75d6feb20
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189 changed files with 824 additions and 824 deletions
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@ -74,7 +74,7 @@ F32 ColladaAppSequence::getBlendRefTime()
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void ColladaAppSequence::setActive(bool active)
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{
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for (int iAnim = 0; iAnim < getClip()->getInstance_animation_array().getCount(); iAnim++) {
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for (S32 iAnim = 0; iAnim < getClip()->getInstance_animation_array().getCount(); iAnim++) {
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domAnimation* anim = daeSafeCast<domAnimation>(getClip()->getInstance_animation_array()[iAnim]->getUrl().getElement());
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if (anim)
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setAnimationActive(anim, active);
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@ -84,7 +84,7 @@ void ColladaAppSequence::setActive(bool active)
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void ColladaAppSequence::setAnimationActive(const domAnimation* anim, bool active)
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{
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// Enabled/disable data channels for this animation
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for (int iChannel = 0; iChannel < anim->getChannel_array().getCount(); iChannel++) {
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for (S32 iChannel = 0; iChannel < anim->getChannel_array().getCount(); iChannel++) {
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domChannel* channel = anim->getChannel_array()[iChannel];
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AnimData* animData = reinterpret_cast<AnimData*>(channel->getUserData());
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if (animData)
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@ -92,6 +92,6 @@ void ColladaAppSequence::setAnimationActive(const domAnimation* anim, bool activ
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}
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// Recurse into child animations
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for (int iAnim = 0; iAnim < anim->getAnimation_array().getCount(); iAnim++)
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for (S32 iAnim = 0; iAnim < anim->getAnimation_array().getCount(); iAnim++)
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setAnimationActive(anim->getAnimation_array()[iAnim], active);
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}
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