Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape

This commit is contained in:
bank 2014-05-13 14:08:42 +04:00
parent 2112c81446
commit 69dbaf5b85
35 changed files with 1377 additions and 1377 deletions

View file

@ -319,9 +319,9 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
// Resolve details and camera node indexes.
static const String sCollisionStr( "collision-" );
for (i = 0; i < mShape->details.size(); i++)
for (i = 0; i < mShape->mDetails.size(); i++)
{
const String &name = mShape->names[mShape->details[i].nameIndex];
const String &name = mShape->mNames[mShape->mDetails[i].nameIndex];
if (name.compare( sCollisionStr, sCollisionStr.length(), String::NoCase ) == 0)
{
@ -331,15 +331,15 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
mShape->computeBounds(collisionDetails.last(), collisionBounds.last());
mShape->getAccelerator(collisionDetails.last());
if (!mShape->bounds.isContained(collisionBounds.last()))
if (!mShape->mBounds.isContained(collisionBounds.last()))
{
Con::warnf("Warning: shape %s collision detail %d (Collision-%d) bounds exceed that of shape.", shapeName, collisionDetails.size() - 1, collisionDetails.last());
collisionBounds.last() = mShape->bounds;
collisionBounds.last() = mShape->mBounds;
}
else if (collisionBounds.last().isValidBox() == false)
{
Con::errorf("Error: shape %s-collision detail %d (Collision-%d) bounds box invalid!", shapeName, collisionDetails.size() - 1, collisionDetails.last());
collisionBounds.last() = mShape->bounds;
collisionBounds.last() = mShape->mBounds;
}
// The way LOS works is that it will check to see if there is a LOS detail that matches
@ -360,9 +360,9 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
// Snag any "unmatched" LOS details
static const String sLOSStr( "LOS-" );
for (i = 0; i < mShape->details.size(); i++)
for (i = 0; i < mShape->mDetails.size(); i++)
{
const String &name = mShape->names[mShape->details[i].nameIndex];
const String &name = mShape->mNames[mShape->mDetails[i].nameIndex];
if (name.compare( sLOSStr, sLOSStr.length(), String::NoCase ) == 0)
{
@ -406,7 +406,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
damageSequence = mShape->findSequence("Damage");
//
F32 w = mShape->bounds.len_y() / 2;
F32 w = mShape->mBounds.len_y() / 2;
if (cameraMaxDist < w)
cameraMaxDist = w;
}
@ -602,7 +602,7 @@ DefineEngineMethod( ShapeBaseData, checkDeployPos, bool, ( TransformF txfm ),,
MatrixF mat = txfm.getMatrix();
Box3F objBox = object->mShape->bounds;
Box3F objBox = object->mShape->mBounds;
Point3F boxCenter = (objBox.minExtents + objBox.maxExtents) * 0.5f;
objBox.minExtents = boxCenter + (objBox.minExtents - boxCenter) * 0.9f;
objBox.maxExtents = boxCenter + (objBox.maxExtents - boxCenter) * 0.9f;
@ -1104,11 +1104,11 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
if (isClientObject())
mShapeInstance->cloneMaterialList();
mObjBox = mDataBlock->mShape->bounds;
mObjBox = mDataBlock->mShape->mBounds;
resetWorldBox();
// Set the initial mesh hidden state.
mMeshHidden.setSize( mDataBlock->mShape->objects.size() );
mMeshHidden.setSize( mDataBlock->mShape->mObjects.size() );
mMeshHidden.clear();
// Initialize the threads
@ -1133,8 +1133,8 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
AssertFatal( prevDB != NULL, "ShapeBase::onNewDataBlock - how did you have a sequence playing without a prior datablock?" );
const TSShape *prevShape = prevDB->mShape;
const TSShape::Sequence &prevSeq = prevShape->sequences[st.sequence];
const String &prevSeqName = prevShape->names[prevSeq.nameIndex];
const TSShape::Sequence &prevSeq = prevShape->mSequences[st.sequence];
const String &prevSeqName = prevShape->mNames[prevSeq.nameIndex];
st.sequence = mDataBlock->mShape->findSequence( prevSeqName );
@ -2130,7 +2130,7 @@ const char *ShapeBase::getThreadSequenceName( U32 slot )
}
// Name Index
const U32 nameIndex = getShape()->sequences[st.sequence].nameIndex;
const U32 nameIndex = getShape()->mSequences[st.sequence].nameIndex;
// Return Name.
return getShape()->getName( nameIndex );
@ -2343,7 +2343,7 @@ void ShapeBase::advanceThreads(F32 dt)
for (U32 i = 0; i < MaxScriptThreads; i++) {
Thread& st = mScriptThread[i];
if (st.thread) {
if (!mShapeInstance->getShape()->sequences[st.sequence].isCyclic() && !st.atEnd &&
if (!mShapeInstance->getShape()->mSequences[st.sequence].isCyclic() && !st.atEnd &&
( ( st.timescale > 0.f )? mShapeInstance->getPos(st.thread) >= 1.0:
mShapeInstance->getPos(st.thread) <= 0)) {
st.atEnd = true;
@ -2622,7 +2622,7 @@ void ShapeBase::_renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *stat
MatrixF mat;
getRenderImageTransform( ri->objectIndex, &mat );
const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->bounds;
const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->mBounds;
drawer->drawCube( desc, objBox, ColorI( 255, 255, 255 ), &mat );
}
@ -3341,17 +3341,17 @@ void ShapeBaseConvex::findNodeTransform()
TSShapeInstance* si = pShapeBase->getShapeInstance();
TSShape* shape = si->getShape();
const TSShape::Detail* detail = &shape->details[dl];
const TSShape::Detail* detail = &shape->mDetails[dl];
const S32 subs = detail->subShapeNum;
const S32 start = shape->subShapeFirstObject[subs];
const S32 end = start + shape->subShapeNumObjects[subs];
const S32 start = shape->mSubShapeFirstObject[subs];
const S32 end = start + shape->mSubShapeNumObjects[subs];
// Find the first object that contains a mesh for this
// detail level. There should only be one mesh per
// collision detail level.
for (S32 i = start; i < end; i++)
{
const TSShape::Object* obj = &shape->objects[i];
const TSShape::Object* obj = &shape->mObjects[i];
if (obj->numMeshes && detail->objectDetailNum < obj->numMeshes)
{
nodeTransform = &si->mNodeTransforms[obj->nodeIndex];
@ -4921,7 +4921,7 @@ DefineEngineMethod( ShapeBase, changeMaterial, void, ( const char* mapTo, Materi
ShapeBase *clientObj = dynamic_cast< ShapeBase* > ( object->getClientObject() );
// Check the mapTo name exists for this shape
S32 matIndex = serverObj->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
S32 matIndex = serverObj->getShape()->mMaterialList->getMaterialNameList().find_next(String(mapTo));
if (matIndex < 0)
{
Con::errorf("ShapeBase::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
@ -4940,19 +4940,19 @@ DefineEngineMethod( ShapeBase, changeMaterial, void, ( const char* mapTo, Materi
// Replace instances with the new material being traded in. For ShapeBase
// class we have to update the server/client objects separately so both
// represent our changes
delete serverObj->getShape()->materialList->mMatInstList[matIndex];
serverObj->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
delete serverObj->getShape()->mMaterialList->mMatInstList[matIndex];
serverObj->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
if (clientObj)
{
delete clientObj->getShape()->materialList->mMatInstList[matIndex];
clientObj->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
delete clientObj->getShape()->mMaterialList->mMatInstList[matIndex];
clientObj->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
}
// Finish up preparing the material instances for rendering
const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
FeatureSet features = MATMGR->getDefaultFeatures();
serverObj->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
serverObj->getShape()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
if (clientObj)
clientObj->getShapeInstance()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
}