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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape
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2112c81446
commit
69dbaf5b85
35 changed files with 1377 additions and 1377 deletions
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@ -331,7 +331,7 @@ void GuiShapeEdPreview::setCurrentDetail(S32 dl)
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if ( mModel )
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{
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S32 smallest = mModel->getShape()->mSmallestVisibleDL;
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mModel->getShape()->mSmallestVisibleDL = mModel->getShape()->details.size()-1;
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mModel->getShape()->mSmallestVisibleDL = mModel->getShape()->mDetails.size()-1;
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mModel->setCurrentDetail( dl );
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mModel->getShape()->mSmallestVisibleDL = smallest;
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@ -360,18 +360,18 @@ bool GuiShapeEdPreview::setObjectModel(const char* modelName)
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AssertFatal( mModel, avar("GuiShapeEdPreview: Failed to load model %s. Please check your model name and load a valid model.", modelName ));
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// Initialize camera values:
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mOrbitPos = mModel->getShape()->center;
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mOrbitPos = mModel->getShape()->mCenter;
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// Set camera move and zoom speed according to model size
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mMoveSpeed = mModel->getShape()->radius / sMoveScaler;
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mZoomSpeed = mModel->getShape()->radius / sZoomScaler;
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mMoveSpeed = mModel->getShape()->mRadius / sMoveScaler;
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mZoomSpeed = mModel->getShape()->mRadius / sZoomScaler;
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// Reset node selection
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mHoverNode = -1;
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mSelectedNode = -1;
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mSelectedObject = -1;
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mSelectedObjDetail = 0;
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mProjectedNodes.setSize( mModel->getShape()->nodes.size() );
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mProjectedNodes.setSize( mModel->getShape()->mNodes.size() );
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// Reset detail stats
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mCurrentDL = 0;
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@ -683,9 +683,9 @@ void GuiShapeEdPreview::refreshShape()
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mModel->initNodeTransforms();
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mModel->initMeshObjects();
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mProjectedNodes.setSize( mModel->getShape()->nodes.size() );
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mProjectedNodes.setSize( mModel->getShape()->mNodes.size() );
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if ( mSelectedObject >= mModel->getShape()->objects.size() )
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if ( mSelectedObject >= mModel->getShape()->mObjects.size() )
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{
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mSelectedObject = -1;
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mSelectedObjDetail = 0;
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@ -694,9 +694,9 @@ void GuiShapeEdPreview::refreshShape()
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// Re-compute the collision mesh stats
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mColMeshes = 0;
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mColPolys = 0;
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for ( S32 i = 0; i < mModel->getShape()->details.size(); i++ )
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for ( S32 i = 0; i < mModel->getShape()->mDetails.size(); i++ )
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{
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const TSShape::Detail& det = mModel->getShape()->details[i];
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const TSShape::Detail& det = mModel->getShape()->mDetails[i];
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const String& detName = mModel->getShape()->getName( det.nameIndex );
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if ( ( det.subShapeNum < 0 ) || !detName.startsWith( "collision-" ) )
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continue;
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@ -704,12 +704,12 @@ void GuiShapeEdPreview::refreshShape()
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mColPolys += det.polyCount;
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S32 od = det.objectDetailNum;
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S32 start = mModel->getShape()->subShapeFirstObject[det.subShapeNum];
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S32 end = start + mModel->getShape()->subShapeNumObjects[det.subShapeNum];
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S32 start = mModel->getShape()->mSubShapeFirstObject[det.subShapeNum];
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S32 end = start + mModel->getShape()->mSubShapeNumObjects[det.subShapeNum];
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for ( S32 j = start; j < end; j++ )
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{
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const TSShape::Object &obj = mModel->getShape()->objects[j];
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const TSMesh* mesh = ( od < obj.numMeshes ) ? mModel->getShape()->meshes[obj.startMeshIndex + od] : NULL;
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const TSShape::Object &obj = mModel->getShape()->mObjects[j];
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const TSMesh* mesh = ( od < obj.numMeshes ) ? mModel->getShape()->mMeshes[obj.startMeshIndex + od] : NULL;
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if ( mesh )
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mColMeshes++;
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}
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@ -850,7 +850,7 @@ void GuiShapeEdPreview::exportToCollada( const String& path )
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if ( mModel )
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{
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MatrixF orientation( true );
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orientation.setPosition( mModel->getShape()->bounds.getCenter() );
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orientation.setPosition( mModel->getShape()->mBounds.getCenter() );
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orientation.inverse();
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OptimizedPolyList polyList;
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@ -1135,8 +1135,8 @@ bool GuiShapeEdPreview::getCameraTransform(MatrixF* cameraMatrix)
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cameraMatrix->identity();
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if ( mModel )
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{
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Point3F camPos = mModel->getShape()->bounds.getCenter();
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F32 offset = mModel->getShape()->bounds.len();
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Point3F camPos = mModel->getShape()->mBounds.getCenter();
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F32 offset = mModel->getShape()->mBounds.len();
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switch (mDisplayType)
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{
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@ -1166,11 +1166,11 @@ void GuiShapeEdPreview::computeSceneBounds(Box3F& bounds)
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void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
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{
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// Make sure current detail is valid
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if ( !mModel->getShape()->details.size() )
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if ( !mModel->getShape()->mDetails.size() )
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return;
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if ( mModel->getCurrentDetail() >= mModel->getShape()->details.size() )
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setCurrentDetail( mModel->getShape()->details.size() - 1 );
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if ( mModel->getCurrentDetail() >= mModel->getShape()->mDetails.size() )
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setCurrentDetail( mModel->getShape()->mDetails.size() - 1 );
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// Convert between FOV and distance so zoom is consistent between Perspective
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// and Orthographic views (conversion factor found by trial and error)
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@ -1193,7 +1193,7 @@ void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
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setCurrentDetail( 0 );
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currentDetail = mModel->getCurrentDetail();
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const TSShape::Detail& det = mModel->getShape()->details[ currentDetail ];
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const TSShape::Detail& det = mModel->getShape()->mDetails[ currentDetail ];
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mDetailPolys = det.polyCount;
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mDetailSize = det.size;
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@ -1213,17 +1213,17 @@ void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
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{
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Vector<U32> usedMaterials;
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S32 start = mModel->getShape()->subShapeFirstObject[det.subShapeNum];
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S32 end = start + mModel->getShape()->subShapeNumObjects[det.subShapeNum];
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S32 start = mModel->getShape()->mSubShapeFirstObject[det.subShapeNum];
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S32 end = start + mModel->getShape()->mSubShapeNumObjects[det.subShapeNum];
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for ( S32 iObj = start; iObj < end; iObj++ )
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{
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const TSShape::Object& obj = mModel->getShape()->objects[iObj];
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const TSShape::Object& obj = mModel->getShape()->mObjects[iObj];
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if ( obj.numMeshes <= currentDetail )
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continue;
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const TSMesh* mesh = mModel->getShape()->meshes[ obj.startMeshIndex + currentDetail ];
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const TSMesh* mesh = mModel->getShape()->mMeshes[ obj.startMeshIndex + currentDetail ];
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if ( !mesh )
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continue;
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@ -1262,7 +1262,7 @@ void GuiShapeEdPreview::updateThreads(F32 delta)
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continue;
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// Make sure thread priority matches sequence priority (which may have changed)
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mModel->setPriority( thread.key, mModel->getShape()->sequences[mModel->getSequence( thread.key )].priority );
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mModel->setPriority( thread.key, mModel->getShape()->mSequences[mModel->getSequence( thread.key )].priority );
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// Handle ping-pong
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if ( thread.pingpong && !mModel->isInTransition( thread.key ) )
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@ -1426,18 +1426,18 @@ void GuiShapeEdPreview::renderWorld(const RectI &updateRect)
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// Render the shape bounding box
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if ( mRenderBounds )
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{
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Point3F boxSize = mModel->getShape()->bounds.maxExtents - mModel->getShape()->bounds.minExtents;
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Point3F boxSize = mModel->getShape()->mBounds.maxExtents - mModel->getShape()->mBounds.minExtents;
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GFXStateBlockDesc desc;
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desc.fillMode = GFXFillWireframe;
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GFX->getDrawUtil()->drawCube( desc, boxSize, mModel->getShape()->center, ColorF::WHITE );
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GFX->getDrawUtil()->drawCube( desc, boxSize, mModel->getShape()->mCenter, ColorF::WHITE );
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}
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// Render the selected object bounding box
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if ( mRenderObjBox && ( mSelectedObject != -1 ) )
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{
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const TSShape::Object& obj = mModel->getShape()->objects[mSelectedObject];
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const TSMesh* mesh = ( mCurrentDL < obj.numMeshes ) ? mModel->getShape()->meshes[obj.startMeshIndex + mSelectedObjDetail] : NULL;
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const TSShape::Object& obj = mModel->getShape()->mObjects[mSelectedObject];
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const TSMesh* mesh = ( mCurrentDL < obj.numMeshes ) ? mModel->getShape()->mMeshes[obj.startMeshIndex + mSelectedObjDetail] : NULL;
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if ( mesh )
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{
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GFX->pushWorldMatrix();
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@ -1528,7 +1528,7 @@ void GuiShapeEdPreview::renderSunDirection() const
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{
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// Render four arrows aiming in the direction of the sun's light
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ColorI color( mFakeSun->getColor() );
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F32 length = mModel->getShape()->bounds.len() * 0.8f;
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F32 length = mModel->getShape()->mBounds.len() * 0.8f;
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// Get the sun's vectors
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Point3F fwd = mFakeSun->getTransform().getForwardVector();
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@ -1536,8 +1536,8 @@ void GuiShapeEdPreview::renderSunDirection() const
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Point3F right = mFakeSun->getTransform().getRightVector() * length / 8;
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// Calculate the start and end points of the first arrow (bottom left)
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Point3F start = mModel->getShape()->center - fwd * length - up/2 - right/2;
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Point3F end = mModel->getShape()->center - fwd * length / 3 - up/2 - right/2;
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Point3F start = mModel->getShape()->mCenter - fwd * length - up/2 - right/2;
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Point3F end = mModel->getShape()->mCenter - fwd * length / 3 - up/2 - right/2;
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GFXStateBlockDesc desc;
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desc.setZReadWrite( true, true );
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@ -1560,10 +1560,10 @@ void GuiShapeEdPreview::renderNodes() const
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GFX->setStateBlockByDesc( desc );
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PrimBuild::color( ColorI::WHITE );
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PrimBuild::begin( GFXLineList, mModel->getShape()->nodes.size() * 2 );
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for ( S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
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PrimBuild::begin( GFXLineList, mModel->getShape()->mNodes.size() * 2 );
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for ( S32 i = 0; i < mModel->getShape()->mNodes.size(); i++)
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{
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const TSShape::Node& node = mModel->getShape()->nodes[i];
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const TSShape::Node& node = mModel->getShape()->mNodes[i];
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if (node.parentIndex >= 0)
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{
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Point3F start(mModel->mNodeTransforms[i].getPosition());
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@ -1576,7 +1576,7 @@ void GuiShapeEdPreview::renderNodes() const
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PrimBuild::end();
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// Render the node axes
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for ( S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
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for ( S32 i = 0; i < mModel->getShape()->mNodes.size(); i++)
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{
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// Render the selected and hover nodes last (so they are on top)
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if ( ( i == mSelectedNode ) || ( i == mHoverNode ) )
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@ -1626,7 +1626,7 @@ void GuiShapeEdPreview::renderNodeAxes(S32 index, const ColorF& nodeColor) const
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void GuiShapeEdPreview::renderNodeName(S32 index, const ColorF& textColor) const
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{
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const TSShape::Node& node = mModel->getShape()->nodes[index];
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const TSShape::Node& node = mModel->getShape()->mNodes[index];
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const String& nodeName = mModel->getShape()->getName( node.nameIndex );
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Point2I pos( mProjectedNodes[index].x, mProjectedNodes[index].y + sNodeRectSize + 6 );
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@ -1641,9 +1641,9 @@ void GuiShapeEdPreview::renderCollisionMeshes() const
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{
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ConcretePolyList polylist;
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polylist.setTransform( &MatrixF::Identity, Point3F::One );
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for ( S32 iDet = 0; iDet < mModel->getShape()->details.size(); iDet++ )
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for ( S32 iDet = 0; iDet < mModel->getShape()->mDetails.size(); iDet++ )
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{
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const TSShape::Detail& det = mModel->getShape()->details[iDet];
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const TSShape::Detail& det = mModel->getShape()->mDetails[iDet];
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const String& detName = mModel->getShape()->getName( det.nameIndex );
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// Ignore non-collision details
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