mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-20 03:45:26 +00:00
Final Linux compliance changes(renames, tweaks for gcc compliance, etc)
This commit is contained in:
parent
f5e86a83b5
commit
510b726f6f
25 changed files with 47 additions and 46 deletions
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@ -20,9 +20,9 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/animation/animationcomponent.h"
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#include "T3D/components/animation/animationComponent.h"
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#include "T3D/components/animation/animationComponent_ScriptBinding.h"
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#include "T3D/components/render/meshcomponent.h"
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#include "T3D/components/render/meshComponent.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "T3D/components/animation/animationcomponent.h"
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#include "T3D/components/animation/animationComponent.h"
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DefineEngineMethod(AnimationComponent, playThread, bool, (S32 slot, const char* name, bool transition, F32 transitionTime), (-1, "", true, 0.5),
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"@brief Start a new animation thread, or restart one that has been paused or "
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/camera/cameracomponent.h"
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#include "T3D/components/camera/cameraComponent.h"
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#include "T3D/components/camera/cameraComponent_ScriptBinding.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "T3D/components/camera/cameracomponent.h"
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#include "T3D/components/camera/cameraComponent.h"
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//Basically, this only exists for backwards compatibility for parts of the editors
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ConsoleMethod(CameraComponent, getMode, const char*, 2, 2, "() - We get the first behavior of the requested type on our owner object.\n"
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/camera/cameraOrbitercomponent.h"
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#include "T3D/components/camera/cameraOrbiterComponent.h"
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#include "core/util/safeDelete.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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@ -27,7 +27,7 @@
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#include "T3D/components/component.h"
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#endif
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#ifndef CAMERA_COMPONENT_H
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#include "T3D/components/camera/cameracomponent.h"
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#include "T3D/components/camera/cameraComponent.h"
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#endif
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//////////////////////////////////////////////////////////////////////////
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/collision/collisioncomponent.h"
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#include "T3D/components/collision/collisionComponent.h"
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#include "T3D/components/collision/collisionComponent_ScriptBinding.h"
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#include "T3D/components/physics/physicsBehavior.h"
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#include "console/consoleTypes.h"
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "T3D/components/collision/collisioncomponent.h"
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#include "T3D/components/collision/collisionComponent.h"
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#include "materials/baseMatInstance.h"
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DefineConsoleMethod(CollisionComponent, getNumberOfContacts, S32, (), ,
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@ -126,7 +126,7 @@ void CollisionInterface::handleCollisionNotifyList()
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mCollisionNotifyList.clear();
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}
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Chunker<CollisionInterface::CollisionTimeout> sTimeoutChunker;
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Chunker<CollisionInterface::CollisionTimeout> sCollisionTimeoutChunker;
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CollisionInterface::CollisionTimeout* CollisionInterface::sFreeTimeoutList = 0;
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void CollisionInterface::queueCollision( SceneObject *obj, const VectorF &vec)
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@ -174,7 +174,7 @@ void CollisionInterface::queueCollision( SceneObject *obj, const VectorF &vec)
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}
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else
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{
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ptr = sTimeoutChunker.alloc();
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ptr = sCollisionTimeoutChunker.alloc();
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}
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ptr->object = obj;
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@ -82,8 +82,8 @@ public:
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VectorF vector;
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};
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Signal< void( SceneObject* ) > CollisionInterface::onCollisionSignal;
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Signal< void( SceneObject* ) > CollisionInterface::onContactSignal;
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Signal< void( SceneObject* ) > onCollisionSignal;
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Signal< void( SceneObject* ) > onContactSignal;
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protected:
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CollisionTimeout* mTimeoutList;
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@ -149,7 +149,7 @@ public:
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virtual PhysicsCollision* getCollisionData() = 0;
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Signal< void(PhysicsCollision* collision) > CollisionInterface::onCollisionChanged;
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Signal< void(PhysicsCollision* collision) > onCollisionChanged;
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};
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class BuildConvexInterface //: public Interface<CollisionInterface>
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@ -160,7 +160,7 @@ public:
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return mFields[index];
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}
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Signal< void(StateMachine*, S32 stateIdx) > StateMachine::onStateChanged;
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Signal< void(StateMachine*, S32 stateIdx) > onStateChanged;
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//
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inline bool readStateName(State* state, SimXMLDocument* reader)
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/game/StateMachinecomponent.h"
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#include "T3D/components/game/stateMachineComponent.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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@ -3,7 +3,7 @@
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "console/consoleTypes.h"
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#include "T3D/components/game/Triggercomponent.h"
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#include "T3D/components/game/triggerComponent.h"
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#include "core/util/safeDelete.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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@ -234,7 +234,8 @@ bool TriggerComponent::testObject(SceneObject* enter)
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//anywho, build our list and then we'll check intersections
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ClippedPolyList myList;
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myList.setTransform(&(mOwner->getTransform()), mOwner->getScale());
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MatrixF ownerTransform = mOwner->getTransform();
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myList.setTransform(&ownerTransform, mOwner->getScale());
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myList.setObject(mOwner);
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myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
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@ -43,7 +43,7 @@ public:
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F32 getMass() { return mMass; }
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Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > PhysicsComponentInterface::onPhysicsCollision;
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Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > onPhysicsCollision;
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};
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#endif
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/physics/playerControllercomponent.h"
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#include "T3D/components/physics/playerControllerComponent.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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@ -203,7 +203,7 @@ public:
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//This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen
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//so when the physics components do a findContact test during their update, they'll have a signal collision components
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//can be listening to to update themselves with that info
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Signal< void(SceneObject*) > PlayerControllerComponent::onContactSignal;
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Signal< void(SceneObject*) > onContactSignal;
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//
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DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/physics/rigidBodycomponent.h"
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#include "T3D/components/physics/rigidBodyComponent.h"
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#include "core/util/safeDelete.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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@ -31,7 +31,7 @@
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsWorld.h"
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#include "T3D/physics/physicsCollision.h"
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#include "T3D/components/collision/collisioncomponent.h"
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#include "T3D/components/collision/collisionComponent.h"
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bool RigidBodyComponent::smNoCorrections = false;
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bool RigidBodyComponent::smNoSmoothing = false;
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@ -30,7 +30,7 @@
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#include "T3D/physics/physicsCommon.h"
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#endif
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#ifndef COLLISION_COMPONENT_H
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#include "T3D/components/collision/collisioncomponent.h"
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#include "T3D/components/collision/collisionComponent.h"
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#endif
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#ifndef PHYSICS_COMPONENT_INTERFACE_H
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#include "T3D/components/physics/physicsComponentInterface.h"
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "T3D/components/render/meshcomponent.h"
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#include "T3D/components/render/meshComponent.h"
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#include "core/util/safeDelete.h"
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#include "core/resourceManager.h"
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#include "core/stream/fileStream.h"
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@ -222,7 +222,9 @@ U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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for(U32 i=0; i < mChangingMaterials.size(); i++)
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{
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stream->writeInt(mChangingMaterials[i].slot, 16);
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con->packNetStringHandleU(stream, NetStringHandle(mChangingMaterials[i].matName));
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NetStringHandle matNameStr = mChangingMaterials[i].matName.c_str();
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con->packNetStringHandleU(stream, matNameStr);
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}
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mChangingMaterials.clear();
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virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; }
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virtual TSShapeInstance* getShapeInstance() { return mShapeInstance; }
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Resource<TSShape> getShapeResource() { if (mMeshAsset) return mMeshAsset->getShapeResource(); else return NULL; }
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Resource<TSShape> getShapeResource() { return mMeshAsset->getShapeResource(); }
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void _onResourceChanged(const Torque::Path &path);
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "T3D/components/render/meshcomponent.h"
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#include "T3D/components/render/meshComponent.h"
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#include "scene/sceneObject.h"
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#include "math/mTransform.h"
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@ -24,10 +24,10 @@
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#define RENDER_COMPONENT_INTERFACE_H
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#ifndef _TSSHAPE_H_
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#include "ts/TSShape.h"
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#include "ts/tsShape.h"
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#endif
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#ifndef _TSSHAPEINSTANCE_H_
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#include "ts/TSShapeInstance.h"
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#include "ts/tsShapeInstance.h"
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#endif
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#ifndef CORE_INTERFACES_H
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#include "T3D/components/coreInterfaces.h"
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@ -40,7 +40,7 @@ public:
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virtual TSShape* getShape() = 0;
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Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeChanged;
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Signal< void(RenderComponentInterface*) > onShapeChanged;
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virtual TSShapeInstance* getShapeInstance() = 0;
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@ -50,7 +50,7 @@ public:
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virtual void setNodeTransforms(Vector<MatrixF> transforms) = 0;
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Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeInstanceChanged;
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Signal< void(RenderComponentInterface*) > onShapeInstanceChanged;
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};
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class CastRayRenderedInterface// : public Interface<CastRayRenderedInterface>
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@ -32,13 +32,12 @@
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#ifndef COMPONENT_H
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#include "T3D/components/component.h"
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#endif
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#ifndef MROTATION_H
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#include "math/mRotation.h"
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#endif
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#ifndef _CONTAINERQUERY_H_
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#include "T3D/containerQuery.h"
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#endif
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class Component;
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//**************************************************************************
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// Entity
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//**************************************************************************
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@ -272,9 +271,6 @@ Vector<T*> Entity::getComponents()
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// Loop through our child objects.
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for (U32 i = 0; i < mComponents.size(); i++)
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{
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if (!mComponents[i]->isEnabled())
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continue;
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curObj = dynamic_cast<T*>(mComponents[i]);
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// Add this child object if appropriate.
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@ -77,7 +77,7 @@ GuiControl* GuiInspectorMountingGroup::buildMenuCtrl()
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//GuiInspectorTypeMenuBase::_registerEditControl( retCtrl );
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char szName[512];
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dSprintf( szName, 512, "IE_%s_%d_%s_Field", retCtrl->getClassName(), mParentInspector->getInspectObject()->getId(), mCaption);
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dSprintf( szName, 512, "IE_%s_%d_%s_Field", retCtrl->getClassName(), mParentInspector->getInspectObject()->getId(), mCaption.c_str());
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// Register the object
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retCtrl->registerObject( szName );
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# for asm files
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SET (CMAKE_ASM_NASM_OBJECT_FORMAT "elf")
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ENABLE_LANGUAGE (ASM_NASM)
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set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
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endif()
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# TODO: fmod support
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@ -257,7 +259,7 @@ addPath("${srcDir}/gui/3d")
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addPath("${srcDir}/postFx")
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if(NOT TORQUE_EXPERIMENTAL_EC)
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set(BLACKLIST "Entity.cpp;Entity.h" )
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set(BLACKLIST "entity.cpp;entity.h" )
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endif()
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addPath("${srcDir}/T3D")
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set(BLACKLIST "" )
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@ -274,12 +276,12 @@ addPath("${srcDir}/T3D/turret")
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if( TORQUE_EXPERIMENTAL_EC )
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addPath("${srcDir}/T3D/components/")
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addPath("${srcDir}/T3D/components/Animation")
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addPath("${srcDir}/T3D/components/Camera")
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addPath("${srcDir}/T3D/components/Collision")
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addPath("${srcDir}/T3D/components/Game")
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addPath("${srcDir}/T3D/components/Physics")
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addPath("${srcDir}/T3D/components/Render")
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addPath("${srcDir}/T3D/components/animation")
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addPath("${srcDir}/T3D/components/camera")
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addPath("${srcDir}/T3D/components/collision")
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addPath("${srcDir}/T3D/components/game")
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addPath("${srcDir}/T3D/components/physics")
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addPath("${srcDir}/T3D/components/render")
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endif()
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addPath("${srcDir}/main/")
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