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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-17 10:25:23 +00:00
Simple pass over the codebase to standardize the platform types.
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c75d6feb20
commit
4c35fd37af
189 changed files with 824 additions and 824 deletions
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@ -96,8 +96,8 @@ ColladaShapeLoader::ColladaShapeLoader(domCOLLADA* _root)
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ColladaShapeLoader::~ColladaShapeLoader()
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{
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// Delete all of the animation channels
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for (int iAnim = 0; iAnim < animations.size(); iAnim++) {
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for (int iChannel = 0; iChannel < animations[iAnim]->size(); iChannel++)
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for (S32 iAnim = 0; iAnim < animations.size(); iAnim++) {
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for (S32 iChannel = 0; iChannel < animations[iAnim]->size(); iChannel++)
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delete (*animations[iAnim])[iChannel];
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delete animations[iAnim];
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}
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@ -113,7 +113,7 @@ void ColladaShapeLoader::processAnimation(const domAnimation* anim, F32& maxEndT
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const char* sSKEWNames[] = { ".ROTATEX", ".ROTATEY", ".ROTATEZ", ".AROUNDX", ".AROUNDY", ".AROUNDZ", ".ANGLE", "" };
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const char* sNullNames[] = { "" };
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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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// Get the animation elements: <channel>, <sampler>
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domChannel* channel = anim->getChannel_array()[iChannel];
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@ -150,7 +150,7 @@ void ColladaShapeLoader::processAnimation(const domAnimation* anim, F32& maxEndT
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channel->setUserData(targetChannels->last());
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AnimData& data = *targetChannels->last();
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for (int iInput = 0; iInput < sampler->getInput_array().getCount(); iInput++) {
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for (S32 iInput = 0; iInput < sampler->getInput_array().getCount(); iInput++) {
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const domInputLocal* input = sampler->getInput_array()[iInput];
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const domSource* source = daeSafeCast<domSource>(input->getSource().getElement());
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@ -219,7 +219,7 @@ void ColladaShapeLoader::processAnimation(const domAnimation* anim, F32& maxEndT
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}
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// Process 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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processAnimation(anim->getAnimation_array()[iAnim], maxEndTime, minFrameTime);
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}
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@ -227,20 +227,20 @@ void ColladaShapeLoader::enumerateScene()
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{
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// Get animation clips
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Vector<const domAnimation_clip*> animationClips;
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for (int iClipLib = 0; iClipLib < root->getLibrary_animation_clips_array().getCount(); iClipLib++) {
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for (S32 iClipLib = 0; iClipLib < root->getLibrary_animation_clips_array().getCount(); iClipLib++) {
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const domLibrary_animation_clips* libraryClips = root->getLibrary_animation_clips_array()[iClipLib];
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for (int iClip = 0; iClip < libraryClips->getAnimation_clip_array().getCount(); iClip++)
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for (S32 iClip = 0; iClip < libraryClips->getAnimation_clip_array().getCount(); iClip++)
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appSequences.push_back(new ColladaAppSequence(libraryClips->getAnimation_clip_array()[iClip]));
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}
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// Process all animations => this attaches animation channels to the targeted
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// Collada elements, and determines the length of the sequence if it is not
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// already specified in the Collada <animation_clip> element
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for (int iSeq = 0; iSeq < appSequences.size(); iSeq++) {
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for (S32 iSeq = 0; iSeq < appSequences.size(); iSeq++) {
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ColladaAppSequence* appSeq = dynamic_cast<ColladaAppSequence*>(appSequences[iSeq]);
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F32 maxEndTime = 0;
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F32 minFrameTime = 1000.0f;
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for (int iAnim = 0; iAnim < appSeq->getClip()->getInstance_animation_array().getCount(); iAnim++) {
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for (S32 iAnim = 0; iAnim < appSeq->getClip()->getInstance_animation_array().getCount(); iAnim++) {
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domAnimation* anim = daeSafeCast<domAnimation>(appSeq->getClip()->getInstance_animation_array()[iAnim]->getUrl().getElement());
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if (anim)
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processAnimation(anim, maxEndTime, minFrameTime);
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@ -256,11 +256,11 @@ void ColladaShapeLoader::enumerateScene()
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// First grab all of the top-level nodes
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Vector<domNode*> sceneNodes;
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for (int iSceneLib = 0; iSceneLib < root->getLibrary_visual_scenes_array().getCount(); iSceneLib++) {
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for (S32 iSceneLib = 0; iSceneLib < root->getLibrary_visual_scenes_array().getCount(); iSceneLib++) {
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const domLibrary_visual_scenes* libScenes = root->getLibrary_visual_scenes_array()[iSceneLib];
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for (int iScene = 0; iScene < libScenes->getVisual_scene_array().getCount(); iScene++) {
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for (S32 iScene = 0; iScene < libScenes->getVisual_scene_array().getCount(); iScene++) {
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const domVisual_scene* visualScene = libScenes->getVisual_scene_array()[iScene];
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for (int iNode = 0; iNode < visualScene->getNode_array().getCount(); iNode++)
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for (S32 iNode = 0; iNode < visualScene->getNode_array().getCount(); iNode++)
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sceneNodes.push_back(visualScene->getNode_array()[iNode]);
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}
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}
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@ -272,10 +272,10 @@ void ColladaShapeLoader::enumerateScene()
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case ColladaUtils::ImportOptions::DetectDTS:
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// Check for a baseXX->startXX hierarchy at the top-level, if we find
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// one, use trailing numbers for LOD, otherwise use a single size
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for (int iNode = 0; singleDetail && (iNode < sceneNodes.size()); iNode++) {
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for (S32 iNode = 0; singleDetail && (iNode < sceneNodes.size()); iNode++) {
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domNode* node = sceneNodes[iNode];
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if (dStrStartsWith(_GetNameOrId(node), "base")) {
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for (int iChild = 0; iChild < node->getNode_array().getCount(); iChild++) {
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for (S32 iChild = 0; iChild < node->getNode_array().getCount(); iChild++) {
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domNode* child = node->getNode_array()[iChild];
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if (dStrStartsWith(_GetNameOrId(child), "start")) {
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singleDetail = false;
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@ -484,7 +484,7 @@ void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
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// If importing a sketchup file, the paths will point inside the KMZ so we need to cache them.
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if (copyTextures)
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{
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for (int iMat = 0; iMat < persistMgr.getDirtyList().size(); iMat++)
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for (S32 iMat = 0; iMat < persistMgr.getDirtyList().size(); iMat++)
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{
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Material *mat = dynamic_cast<Material*>( persistMgr.getDirtyList()[iMat].getObject() );
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