mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Simple pass over the codebase to standardize the platform types.
This commit is contained in:
parent
c75d6feb20
commit
4c35fd37af
189 changed files with 824 additions and 824 deletions
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@ -102,7 +102,7 @@ void TSShapeLoader::generateNodeTransform(AppNode* node, F32 t, bool blend, F32
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//-----------------------------------------------------------------------------
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void TSShapeLoader::updateProgress(int major, const char* msg, int numMinor, int minor)
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void TSShapeLoader::updateProgress(S32 major, const char* msg, S32 numMinor, S32 minor)
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{
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// Calculate progress value
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F32 progress = (F32)major / NumLoadPhases;
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@ -229,7 +229,7 @@ bool cmpShapeName(const String& key, const Vector<String>& names, void* arg1, vo
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String getUniqueName(const char* name, NameCmpFunc isNameUnique, const Vector<String>& names, void* arg1=0, void* arg2=0)
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{
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const int MAX_ITERATIONS = 0x10000; // maximum of 4 characters (A-P) will be appended
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const S32 MAX_ITERATIONS = 0x10000; // maximum of 4 characters (A-P) will be appended
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String suffix;
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for (S32 i = 0; i < MAX_ITERATIONS; i++)
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@ -336,7 +336,7 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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// Create children
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if (recurseChildren)
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{
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for (int iChild = 0; iChild < appNode->getNumChildNodes(); iChild++)
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for (S32 iChild = 0; iChild < appNode->getNumChildNodes(); iChild++)
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recurseSubshape(appNode->getChildNode(iChild), myIndex, true);
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}
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}
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@ -500,9 +500,9 @@ void TSShapeLoader::generateObjects()
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void TSShapeLoader::generateSkins()
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{
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Vector<AppMesh*> skins;
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for (int iObject = 0; iObject < shape->objects.size(); iObject++)
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for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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{
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for (int iMesh = 0; iMesh < shape->objects[iObject].numMeshes; iMesh++)
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for (S32 iMesh = 0; iMesh < shape->objects[iObject].numMeshes; iMesh++)
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{
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AppMesh* mesh = appMeshes[shape->objects[iObject].startMeshIndex + iMesh];
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if (mesh->isSkin())
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@ -510,7 +510,7 @@ void TSShapeLoader::generateSkins()
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}
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}
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for (int iSkin = 0; iSkin < skins.size(); iSkin++)
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for (S32 iSkin = 0; iSkin < skins.size(); iSkin++)
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{
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updateProgress(Load_GenerateSkins, "Generating skins...", skins.size(), iSkin);
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@ -524,11 +524,11 @@ void TSShapeLoader::generateSkins()
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// Map bones to nodes
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skin->nodeIndex.setSize(skin->bones.size());
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for (int iBone = 0; iBone < skin->bones.size(); iBone++)
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for (S32 iBone = 0; iBone < skin->bones.size(); iBone++)
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{
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// Find the node that matches this bone
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skin->nodeIndex[iBone] = -1;
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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if (appNodes[iNode]->isEqual(skin->bones[iBone]))
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{
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@ -551,7 +551,7 @@ void TSShapeLoader::generateSkins()
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void TSShapeLoader::generateDefaultStates()
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{
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// Generate default object states (includes initial geometry)
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for (int iObject = 0; iObject < shape->objects.size(); iObject++)
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for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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{
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updateProgress(Load_GenerateDefaultStates, "Generating initial mesh and node states...",
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shape->objects.size(), iObject);
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@ -559,7 +559,7 @@ void TSShapeLoader::generateDefaultStates()
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TSShape::Object& obj = shape->objects[iObject];
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// Calculate the objectOffset for each mesh at T=0
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for (int iMesh = 0; iMesh < obj.numMeshes; iMesh++)
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for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
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{
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AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
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AppNode* appNode = obj.nodeIndex >= 0 ? appNodes[obj.nodeIndex] : boundsNode;
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@ -576,7 +576,7 @@ void TSShapeLoader::generateDefaultStates()
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}
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// Generate default node transforms
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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// Determine the default translation and rotation for the node
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QuatF rot, srot;
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@ -610,7 +610,7 @@ void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFra
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void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
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{
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for (int iMesh = 0; iMesh < obj.numMeshes; iMesh++)
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for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
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{
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AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
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@ -690,7 +690,7 @@ void TSShapeLoader::generateMaterialList()
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{
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// Install the materials into the material list
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shape->materialList = new TSMaterialList;
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for (int iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
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for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
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{
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updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::appMaterials.size(), iMat);
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@ -705,7 +705,7 @@ void TSShapeLoader::generateMaterialList()
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void TSShapeLoader::generateSequences()
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{
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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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{
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updateProgress(Load_GenerateSequences, "Generating sequences...", appSequences.size(), iSeq);
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@ -783,14 +783,14 @@ void TSShapeLoader::setNodeMembership(TSShape::Sequence& seq, const AppSequence*
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void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
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{
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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// Check if any of the node rotations are different to
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// the default rotation
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QuatF defaultRot;
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shape->defaultRotations[iNode].getQuatF(&defaultRot);
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for (int iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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if (nodeRotCache[iNode][iFrame] != defaultRot)
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{
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@ -803,13 +803,13 @@ void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
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void TSShapeLoader::setTranslationMembership(TSShape::Sequence& seq)
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{
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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// Check if any of the node translations are different to
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// the default translation
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Point3F& defaultTrans = shape->defaultTranslations[iNode];
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for (int iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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if (!nodeTransCache[iNode][iFrame].equal(defaultTrans))
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{
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@ -828,10 +828,10 @@ void TSShapeLoader::setScaleMembership(TSShape::Sequence& seq)
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U32 alignedScaleCount = 0;
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U32 uniformScaleCount = 0;
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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// Check if any of the node scales are not the unit scale
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for (int iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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Point3F& scale = nodeScaleCache[iNode][iFrame];
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if (!unitScale.equal(scale))
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@ -865,7 +865,7 @@ void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequenc
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seq.frameMatters.clearAll(); // vert animation (morph) (size = objects.size())
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seq.matFrameMatters.clearAll(); // UV animation (size = objects.size())
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for (int iObject = 0; iObject < shape->objects.size(); iObject++)
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for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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{
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if (!appMeshes[shape->objects[iObject].startMeshIndex])
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continue;
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@ -883,16 +883,16 @@ void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequenc
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void TSShapeLoader::clearNodeTransformCache()
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{
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// clear out the transform caches
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for (int i = 0; i < nodeRotCache.size(); i++)
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for (S32 i = 0; i < nodeRotCache.size(); i++)
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delete [] nodeRotCache[i];
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nodeRotCache.clear();
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for (int i = 0; i < nodeTransCache.size(); i++)
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for (S32 i = 0; i < nodeTransCache.size(); i++)
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delete [] nodeTransCache[i];
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nodeTransCache.clear();
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for (int i = 0; i < nodeScaleRotCache.size(); i++)
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for (S32 i = 0; i < nodeScaleRotCache.size(); i++)
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delete [] nodeScaleRotCache[i];
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nodeScaleRotCache.clear();
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for (int i = 0; i < nodeScaleCache.size(); i++)
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for (S32 i = 0; i < nodeScaleCache.size(); i++)
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delete [] nodeScaleCache[i];
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nodeScaleCache.clear();
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}
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@ -903,23 +903,23 @@ void TSShapeLoader::fillNodeTransformCache(TSShape::Sequence& seq, const AppSequ
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clearNodeTransformCache();
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nodeRotCache.setSize(appNodes.size());
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for (int i = 0; i < nodeRotCache.size(); i++)
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for (S32 i = 0; i < nodeRotCache.size(); i++)
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nodeRotCache[i] = new QuatF[seq.numKeyframes];
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nodeTransCache.setSize(appNodes.size());
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for (int i = 0; i < nodeTransCache.size(); i++)
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for (S32 i = 0; i < nodeTransCache.size(); i++)
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nodeTransCache[i] = new Point3F[seq.numKeyframes];
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nodeScaleRotCache.setSize(appNodes.size());
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for (int i = 0; i < nodeScaleRotCache.size(); i++)
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for (S32 i = 0; i < nodeScaleRotCache.size(); i++)
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nodeScaleRotCache[i] = new QuatF[seq.numKeyframes];
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nodeScaleCache.setSize(appNodes.size());
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for (int i = 0; i < nodeScaleCache.size(); i++)
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for (S32 i = 0; i < nodeScaleCache.size(); i++)
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nodeScaleCache[i] = new Point3F[seq.numKeyframes];
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// get the node transforms for every frame
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for (int iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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generateNodeTransform(appNodes[iNode], time, seq.isBlend(), appSeq->getBlendRefTime(),
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nodeRotCache[iNode][iFrame], nodeTransCache[iNode][iFrame],
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@ -973,9 +973,9 @@ void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
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(seq.flags & TSShape::AlignedScale) ? shape->nodeAlignedScales.size() :
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shape->nodeUniformScales.size();
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for (int iNode = 0; iNode < appNodes.size(); iNode++)
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for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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{
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for (int iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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if (seq.rotationMatters.test(iNode))
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addNodeRotation(nodeRotCache[iNode][iFrame], false);
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@ -1001,7 +1001,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
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{
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seq.baseObjectState = shape->objectStates.size();
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for (int iObject = 0; iObject < shape->objects.size(); iObject++)
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for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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{
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bool visMatters = seq.visMatters.test(iObject);
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bool frameMatters = seq.frameMatters.test(iObject);
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@ -1009,7 +1009,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
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if (visMatters || frameMatters || matFrameMatters)
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{
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for (int iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
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generateObjectState(shape->objects[iObject], time, frameMatters, matFrameMatters);
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@ -1036,7 +1036,7 @@ void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSeq
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zapScale(invStartMat);
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invStartMat.inverse();
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for (int iFrame = 0; iFrame < seq.numGroundFrames; iFrame++)
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for (S32 iFrame = 0; iFrame < seq.numGroundFrames; iFrame++)
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{
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F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numGroundFrames - 1);
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@ -1064,7 +1064,7 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
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seq.flags |= TSShape::MakePath;
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// Add triggers
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for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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{
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shape->triggers.increment();
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appSeq->getTrigger(iTrigger, shape->triggers.last());
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@ -1075,7 +1075,7 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
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// need to mark ourselves as such so that on/off can become off/on when sequence
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// is played in reverse...
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U32 offTriggers = 0;
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for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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{
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U32 state = shape->triggers[seq.firstTrigger+iTrigger].state;
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if ((state & TSShape::Trigger::StateOn) == 0)
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@ -1098,18 +1098,18 @@ void TSShapeLoader::sortDetails()
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// Insert NULL meshes where required
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for (int iSub = 0; iSub < subshapes.size(); iSub++)
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for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
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{
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Vector<S32> validDetails;
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shape->getSubShapeDetails(iSub, validDetails);
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for (int iDet = 0; iDet < validDetails.size(); iDet++)
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for (S32 iDet = 0; iDet < validDetails.size(); iDet++)
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{
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TSShape::Detail &detail = shape->details[validDetails[iDet]];
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if (detail.subShapeNum >= 0)
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detail.objectDetailNum = iDet;
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for (int iObj = shape->subShapeFirstObject[iSub];
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for (S32 iObj = shape->subShapeFirstObject[iSub];
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iObj < (shape->subShapeFirstObject[iSub] + shape->subShapeNumObjects[iSub]);
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iObj++)
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{
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@ -1126,7 +1126,7 @@ void TSShapeLoader::sortDetails()
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object.numMeshes++;
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// Fixup the start index for the other objects
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for (int k = iObj+1; k < shape->objects.size(); k++)
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for (S32 k = iObj+1; k < shape->objects.size(); k++)
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shape->objects[k].startMeshIndex++;
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}
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}
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@ -1256,17 +1256,17 @@ TSShapeLoader::~TSShapeLoader()
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clearNodeTransformCache();
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// Clear shared AppMaterial list
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for (int iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
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for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
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delete AppMesh::appMaterials[iMat];
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AppMesh::appMaterials.clear();
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// Delete Subshapes
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delete boundsNode;
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for (int iSub = 0; iSub < subshapes.size(); iSub++)
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for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
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delete subshapes[iSub];
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// Delete AppSequences
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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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delete appSequences[iSeq];
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appSequences.clear();
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}
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