Simple pass over the codebase to standardize the platform types.

This commit is contained in:
cpusci 2013-08-04 16:26:01 -05:00
parent c75d6feb20
commit 4c35fd37af
189 changed files with 824 additions and 824 deletions

View file

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