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

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