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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-25 17:43:44 +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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@ -155,7 +155,7 @@ S32 TSShape::addDetail(const String& dname, S32 size, S32 subShapeNum)
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alphaOut.increment();
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// Fixup objectDetailNum in other detail levels
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for (int i = index+1; i < details.size(); i++)
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for (S32 i = index+1; i < details.size(); i++)
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{
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if ((details[i].subShapeNum >= 0) &&
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((subShapeNum == -1) || (details[i].subShapeNum == subShapeNum)))
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@ -1521,7 +1521,7 @@ bool TSShape::addSequence(const Torque::Path& path, const String& fromSeq,
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// Check if visibility is animated within the frames to be copied
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const F32 defaultVis = srcShape->objectStates[i].vis;
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S32 objNum = srcSeq->visMatters.count(i);
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for (int iFrame = startFrame; iFrame <= endFrame; iFrame++)
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for (S32 iFrame = startFrame; iFrame <= endFrame; iFrame++)
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{
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if (srcShape->getObjectState(*srcSeq, iFrame, objNum).vis != defaultVis)
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{
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@ -1600,7 +1600,7 @@ bool TSShape::addSequence(const Torque::Path& path, const String& fromSeq,
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// Check if node position is animated within the frames to be copied
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const Point3F& defaultTrans = srcShape->defaultTranslations[i];
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S32 tranNum = srcSeq->translationMatters.count(i);
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for (int iFrame = startFrame; iFrame <= endFrame; iFrame++)
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for (S32 iFrame = startFrame; iFrame <= endFrame; iFrame++)
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{
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if (srcShape->getTranslation(*srcSeq, iFrame, tranNum) != defaultTrans)
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{
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@ -1615,7 +1615,7 @@ bool TSShape::addSequence(const Torque::Path& path, const String& fromSeq,
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// Check if node rotation is animated within the frames to be copied
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const QuatF defaultRot = srcShape->defaultRotations[i].getQuatF();
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S32 rotNum = srcSeq->rotationMatters.count(i);
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for (int iFrame = startFrame; iFrame <= endFrame; iFrame++)
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for (S32 iFrame = startFrame; iFrame <= endFrame; iFrame++)
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{
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QuatF temp;
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if (srcShape->getRotation(*srcSeq, iFrame, rotNum, &temp) != defaultRot)
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@ -1634,7 +1634,7 @@ bool TSShape::addSequence(const Torque::Path& path, const String& fromSeq,
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{
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TSScale defaultScale;
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defaultScale.identity();
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for (int iFrame = startFrame; iFrame <= endFrame; iFrame++)
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for (S32 iFrame = startFrame; iFrame <= endFrame; iFrame++)
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{
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TSScale temp;
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if (!(srcShape->getArbitraryScale(*srcSeq, iFrame, scaleNum, &temp) == defaultScale))
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@ -1647,7 +1647,7 @@ bool TSShape::addSequence(const Torque::Path& path, const String& fromSeq,
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else if (srcSeq->animatesAlignedScale())
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{
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const Point3F defaultScale(Point3F::One);
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for (int iFrame = startFrame; iFrame <= endFrame; iFrame++)
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for (S32 iFrame = startFrame; iFrame <= endFrame; iFrame++)
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{
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if (srcShape->getAlignedScale(*srcSeq, iFrame, scaleNum) != defaultScale)
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{
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@ -1659,7 +1659,7 @@ bool TSShape::addSequence(const Torque::Path& path, const String& fromSeq,
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else if (srcSeq->animatesUniformScale())
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{
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const F32 defaultScale = 1.0f;
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for (int iFrame = startFrame; iFrame <= endFrame; iFrame++)
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for (S32 iFrame = startFrame; iFrame <= endFrame; iFrame++)
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{
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if (srcShape->getUniformScale(*srcSeq, iFrame, scaleNum) != defaultScale)
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{
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