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

@ -252,7 +252,7 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
if (appNode->isBounds())
return;
S32 subShapeNum = mShape->subShapeFirstNode.size()-1;
S32 subShapeNum = mShape->mSubShapeFirstNode.size()-1;
Subshape* subshape = mSubShapes[subShapeNum];
// Check if we should collapse this node
@ -264,19 +264,19 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
else
{
// Check that adding this node will not exceed the maximum node count
if (mShape->nodes.size() >= MAX_TS_SET_SIZE)
if (mShape->mNodes.size() >= MAX_TS_SET_SIZE)
return;
myIndex = mShape->nodes.size();
String nodeName = getUniqueName(appNode->getName(), cmpShapeName, mShape->names);
myIndex = mShape->mNodes.size();
String nodeName = getUniqueName(appNode->getName(), cmpShapeName, mShape->mNames);
// Create the 3space node
mShape->nodes.increment();
mShape->nodes.last().nameIndex = mShape->addName(nodeName);
mShape->nodes.last().parentIndex = parentIndex;
mShape->nodes.last().firstObject = -1;
mShape->nodes.last().firstChild = -1;
mShape->nodes.last().nextSibling = -1;
mShape->mNodes.increment();
mShape->mNodes.last().nameIndex = mShape->addName(nodeName);
mShape->mNodes.last().parentIndex = parentIndex;
mShape->mNodes.last().firstObject = -1;
mShape->mNodes.last().firstChild = -1;
mShape->mNodes.last().nextSibling = -1;
// Add the AppNode to a matching list (so AppNodes can be accessed using 3space
// node indices)
@ -312,12 +312,12 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
appNode->getBool("BB::INCLUDE_POLES", includePoles);
S32 detIndex = mShape->addDetail( "bbDetail", size, -1 );
mShape->details[detIndex].bbEquatorSteps = numEquatorSteps;
mShape->details[detIndex].bbPolarSteps = numPolarSteps;
mShape->details[detIndex].bbDetailLevel = dl;
mShape->details[detIndex].bbDimension = dim;
mShape->details[detIndex].bbIncludePoles = includePoles;
mShape->details[detIndex].bbPolarAngle = polarAngle;
mShape->mDetails[detIndex].bbEquatorSteps = numEquatorSteps;
mShape->mDetails[detIndex].bbPolarSteps = numPolarSteps;
mShape->mDetails[detIndex].bbDetailLevel = dl;
mShape->mDetails[detIndex].bbDimension = dim;
mShape->mDetails[detIndex].bbIncludePoles = includePoles;
mShape->mDetails[detIndex].bbPolarAngle = polarAngle;
}
}
}
@ -351,15 +351,15 @@ void TSShapeLoader::generateSubshapes()
// Recurse through the node hierarchy, adding 3space nodes and
// collecting geometry
S32 firstNode = mShape->nodes.size();
mShape->subShapeFirstNode.push_back(firstNode);
S32 firstNode = mShape->mNodes.size();
mShape->mSubShapeFirstNode.push_back(firstNode);
for (U32 iBranch = 0; iBranch < subshape->branches.size(); iBranch++)
recurseSubshape(subshape->branches[iBranch], -1, true);
mShape->subShapeNumNodes.push_back(mShape->nodes.size() - firstNode);
mShape->mSubShapeNumNodes.push_back(mShape->mNodes.size() - firstNode);
if (mShape->nodes.size() >= MAX_TS_SET_SIZE)
if (mShape->mNodes.size() >= MAX_TS_SET_SIZE)
{
Con::warnf("Shape exceeds the maximum node count (%d). Ignoring additional nodes.",
MAX_TS_SET_SIZE);
@ -389,7 +389,7 @@ void TSShapeLoader::generateObjects()
for (S32 iSub = 0; iSub < mSubShapes.size(); iSub++)
{
Subshape* subshape = mSubShapes[iSub];
mShape->subShapeFirstObject.push_back(mShape->objects.size());
mShape->mSubShapeFirstObject.push_back(mShape->mObjects.size());
// Get the names and sizes of the meshes for this subshape
Vector<String> meshNames;
@ -450,17 +450,17 @@ void TSShapeLoader::generateObjects()
if (!lastName || (meshNames[iMesh] != *lastName))
{
mShape->objects.increment();
mShape->objects.last().nameIndex = mShape->addName(meshNames[iMesh]);
mShape->objects.last().nodeIndex = subshape->objNodes[iMesh];
mShape->objects.last().startMeshIndex = mAppMeshes.size();
mShape->objects.last().numMeshes = 0;
mShape->mObjects.increment();
mShape->mObjects.last().nameIndex = mShape->addName(meshNames[iMesh]);
mShape->mObjects.last().nodeIndex = subshape->objNodes[iMesh];
mShape->mObjects.last().startMeshIndex = mAppMeshes.size();
mShape->mObjects.last().numMeshes = 0;
lastName = &meshNames[iMesh];
}
// Add this mesh to the object
mAppMeshes.push_back(mesh);
mShape->objects.last().numMeshes++;
mShape->mObjects.last().numMeshes++;
// Set mesh flags
mesh->mFlags = 0;
@ -483,9 +483,9 @@ void TSShapeLoader::generateObjects()
}
// Attempt to add the detail (will fail if it already exists)
S32 oldNumDetails = mShape->details.size();
S32 oldNumDetails = mShape->mDetails.size();
mShape->addDetail(detailName, mesh->mDetailSize, iSub);
if (mShape->details.size() > oldNumDetails)
if (mShape->mDetails.size() > oldNumDetails)
{
Con::warnf("Object mesh \"%s\" has no matching detail (\"%s%d\" has"
" been added automatically)", mesh->getName(false), detailName, mesh->mDetailSize);
@ -493,18 +493,18 @@ void TSShapeLoader::generateObjects()
}
// Get object count for this subshape
mShape->subShapeNumObjects.push_back(mShape->objects.size() - mShape->subShapeFirstObject.last());
mShape->mSubShapeNumObjects.push_back(mShape->mObjects.size() - mShape->mSubShapeFirstObject.last());
}
}
void TSShapeLoader::generateSkins()
{
Vector<AppMesh*> skins;
for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
{
for (S32 iMesh = 0; iMesh < mShape->objects[iObject].numMeshes; iMesh++)
for (S32 iMesh = 0; iMesh < mShape->mObjects[iObject].numMeshes; iMesh++)
{
AppMesh* mesh = mAppMeshes[mShape->objects[iObject].startMeshIndex + iMesh];
AppMesh* mesh = mAppMeshes[mShape->mObjects[iObject].startMeshIndex + iMesh];
if (mesh->isSkin())
skins.push_back(mesh);
}
@ -551,12 +551,12 @@ void TSShapeLoader::generateSkins()
void TSShapeLoader::generateDefaultStates()
{
// Generate default object states (includes initial geometry)
for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
{
updateProgress(Load_GenerateDefaultStates, "Generating initial mesh and node states...",
mShape->objects.size(), iObject);
mShape->mObjects.size(), iObject);
TSShape::Object& obj = mShape->objects[iObject];
TSShape::Object& obj = mShape->mObjects[iObject];
// Calculate the objectOffset for each mesh at T=0
for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
@ -572,7 +572,7 @@ void TSShapeLoader::generateDefaultStates()
appMesh->mObjectOffset = nodeMat.inverse() * meshMat;
}
generateObjectState(mShape->objects[iObject], smDefaultTime, true, true);
generateObjectState(mShape->mObjects[iObject], smDefaultTime, true, true);
}
// Generate default node transforms
@ -591,8 +591,8 @@ void TSShapeLoader::generateDefaultStates()
void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
{
mShape->objectStates.increment();
TSShape::ObjectState& state = mShape->objectStates.last();
mShape->mObjectStates.increment();
TSShape::ObjectState& state = mShape->mObjectStates.last();
state.frameIndex = 0;
state.matFrameIndex = 0;
@ -689,13 +689,13 @@ void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bo
void TSShapeLoader::generateMaterialList()
{
// Install the materials into the material list
mShape->materialList = new TSMaterialList;
mShape->mMaterialList = new TSMaterialList;
for (S32 iMat = 0; iMat < AppMesh::mAppMaterials.size(); iMat++)
{
updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::mAppMaterials.size(), iMat);
AppMaterial* appMat = AppMesh::mAppMaterials[iMat];
mShape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
mShape->mMaterialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
}
}
@ -712,8 +712,8 @@ void TSShapeLoader::generateSequences()
// Initialize the sequence
mAppSequences[iSeq]->setActive(true);
mShape->sequences.increment();
TSShape::Sequence& seq = mShape->sequences.last();
mShape->mSequences.increment();
TSShape::Sequence& seq = mShape->mSequences.last();
seq.nameIndex = mShape->addName(mAppSequences[iSeq]->getName());
seq.toolBegin = mAppSequences[iSeq]->getStart();
@ -788,7 +788,7 @@ void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
// Check if any of the node rotations are different to
// the default rotation
QuatF defaultRot;
mShape->defaultRotations[iNode].getQuatF(&defaultRot);
mShape->mDefaultRotations[iNode].getQuatF(&defaultRot);
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
@ -807,7 +807,7 @@ void TSShapeLoader::setTranslationMembership(TSShape::Sequence& seq)
{
// Check if any of the node translations are different to
// the default translation
Point3F& defaultTrans = mShape->defaultTranslations[iNode];
Point3F& defaultTrans = mShape->mDefaultTranslations[iNode];
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
@ -865,12 +865,12 @@ void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequenc
seq.frameMatters.clearAll(); // vert animation (morph) (size = objects.size())
seq.matFrameMatters.clearAll(); // UV animation (size = objects.size())
for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
{
if (!mAppMeshes[mShape->objects[iObject].startMeshIndex])
if (!mAppMeshes[mShape->mObjects[iObject].startMeshIndex])
continue;
if (mAppMeshes[mShape->objects[iObject].startMeshIndex]->animatesVis(appSeq))
if (mAppMeshes[mShape->mObjects[iObject].startMeshIndex]->animatesVis(appSeq))
seq.visMatters.set(iObject);
// Morph and UV animation has been deprecated
//if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesFrame(appSeq))
@ -934,44 +934,44 @@ void TSShapeLoader::addNodeRotation(QuatF& rot, bool defaultVal)
rot16.set(rot);
if (!defaultVal)
mShape->nodeRotations.push_back(rot16);
mShape->mNodeRotations.push_back(rot16);
else
mShape->defaultRotations.push_back(rot16);
mShape->mDefaultRotations.push_back(rot16);
}
void TSShapeLoader::addNodeTranslation(Point3F& trans, bool defaultVal)
{
if (!defaultVal)
mShape->nodeTranslations.push_back(trans);
mShape->mNodeTranslations.push_back(trans);
else
mShape->defaultTranslations.push_back(trans);
mShape->mDefaultTranslations.push_back(trans);
}
void TSShapeLoader::addNodeUniformScale(F32 scale)
{
mShape->nodeUniformScales.push_back(scale);
mShape->mNodeUniformScales.push_back(scale);
}
void TSShapeLoader::addNodeAlignedScale(Point3F& scale)
{
mShape->nodeAlignedScales.push_back(scale);
mShape->mNodeAlignedScales.push_back(scale);
}
void TSShapeLoader::addNodeArbitraryScale(QuatF& qrot, Point3F& scale)
{
Quat16 rot16;
rot16.set(qrot);
mShape->nodeArbitraryScaleRots.push_back(rot16);
mShape->nodeArbitraryScaleFactors.push_back(scale);
mShape->mNodeArbitraryScaleRots.push_back(rot16);
mShape->mNodeArbitraryScaleFactors.push_back(scale);
}
void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
{
seq.baseRotation = mShape->nodeRotations.size();
seq.baseTranslation = mShape->nodeTranslations.size();
seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? mShape->nodeArbitraryScaleRots.size() :
(seq.flags & TSShape::AlignedScale) ? mShape->nodeAlignedScales.size() :
mShape->nodeUniformScales.size();
seq.baseRotation = mShape->mNodeRotations.size();
seq.baseTranslation = mShape->mNodeTranslations.size();
seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? mShape->mNodeArbitraryScaleRots.size() :
(seq.flags & TSShape::AlignedScale) ? mShape->mNodeAlignedScales.size() :
mShape->mNodeUniformScales.size();
for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
{
@ -999,9 +999,9 @@ void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
{
seq.baseObjectState = mShape->objectStates.size();
seq.baseObjectState = mShape->mObjectStates.size();
for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
{
bool visMatters = seq.visMatters.test(iObject);
bool frameMatters = seq.frameMatters.test(iObject);
@ -1012,7 +1012,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
generateObjectState(mShape->objects[iObject], time, frameMatters, matFrameMatters);
generateObjectState(mShape->mObjects[iObject], time, frameMatters, matFrameMatters);
}
}
}
@ -1020,7 +1020,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
{
seq.firstGroundFrame = mShape->groundTranslations.size();
seq.firstGroundFrame = mShape->mGroundTranslations.size();
seq.numGroundFrames = 0;
if (!mBoundsNode)
@ -1048,15 +1048,15 @@ void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSeq
// Add ground transform
Quat16 rotation;
rotation.set(QuatF(mat));
mShape->groundTranslations.push_back(mat.getPosition());
mShape->groundRotations.push_back(rotation);
mShape->mGroundTranslations.push_back(mat.getPosition());
mShape->mGroundRotations.push_back(rotation);
}
}
void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq)
{
// Initialize triggers
seq.firstTrigger = mShape->triggers.size();
seq.firstTrigger = mShape->mTriggers.size();
seq.numTriggers = appSeq->getNumTriggers();
if (!seq.numTriggers)
return;
@ -1066,8 +1066,8 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
// Add triggers
for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
{
mShape->triggers.increment();
appSeq->getTrigger(iTrigger, mShape->triggers.last());
mShape->mTriggers.increment();
appSeq->getTrigger(iTrigger, mShape->mTriggers.last());
}
// Track the triggers that get turned off by this shape...normally, triggers
@ -1077,7 +1077,7 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
U32 offTriggers = 0;
for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
{
U32 state = mShape->triggers[seq.firstTrigger+iTrigger].state;
U32 state = mShape->mTriggers[seq.firstTrigger+iTrigger].state;
if ((state & TSShape::Trigger::StateOn) == 0)
offTriggers |= (state & TSShape::Trigger::StateMask);
}
@ -1085,8 +1085,8 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
// We now know which states are turned off, set invert on all those (including when turned on)
for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
{
if (mShape->triggers[seq.firstTrigger + iTrigger].state & offTriggers)
mShape->triggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
if (mShape->mTriggers[seq.firstTrigger + iTrigger].state & offTriggers)
mShape->mTriggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
}
}
@ -1105,29 +1105,29 @@ void TSShapeLoader::sortDetails()
for (S32 iDet = 0; iDet < validDetails.size(); iDet++)
{
TSShape::Detail &detail = mShape->details[validDetails[iDet]];
TSShape::Detail &detail = mShape->mDetails[validDetails[iDet]];
if (detail.subShapeNum >= 0)
detail.objectDetailNum = iDet;
for (S32 iObj = mShape->subShapeFirstObject[iSub];
iObj < (mShape->subShapeFirstObject[iSub] + mShape->subShapeNumObjects[iSub]);
for (S32 iObj = mShape->mSubShapeFirstObject[iSub];
iObj < (mShape->mSubShapeFirstObject[iSub] + mShape->mSubShapeNumObjects[iSub]);
iObj++)
{
TSShape::Object &object = mShape->objects[iObj];
TSShape::Object &object = mShape->mObjects[iObj];
// Insert a NULL mesh for this detail level if required (ie. if the
// object does not already have a mesh with an equal or higher detail)
S32 meshIndex = (iDet < object.numMeshes) ? iDet : object.numMeshes-1;
if (mAppMeshes[object.startMeshIndex + meshIndex]->mDetailSize < mShape->details[iDet].size)
if (mAppMeshes[object.startMeshIndex + meshIndex]->mDetailSize < mShape->mDetails[iDet].size)
{
// Add a NULL mesh
mAppMeshes.insert(object.startMeshIndex + iDet, NULL);
object.numMeshes++;
// Fixup the start index for the other objects
for (S32 k = iObj+1; k < mShape->objects.size(); k++)
mShape->objects[k].startMeshIndex++;
for (S32 k = iObj+1; k < mShape->mObjects.size(); k++)
mShape->mObjects[k].startMeshIndex++;
}
}
}
@ -1142,20 +1142,20 @@ void TSShapeLoader::install()
{
// Arrays that are filled in by ts shape init, but need
// to be allocated beforehand.
mShape->subShapeFirstTranslucentObject.setSize(mShape->subShapeFirstObject.size());
mShape->mSubShapeFirstTranslucentObject.setSize(mShape->mSubShapeFirstObject.size());
// Construct TS sub-meshes
mShape->meshes.setSize(mAppMeshes.size());
mShape->mMeshes.setSize(mAppMeshes.size());
for (U32 m = 0; m < mAppMeshes.size(); m++)
mShape->meshes[m] = mAppMeshes[m] ? mAppMeshes[m]->constructTSMesh() : NULL;
mShape->mMeshes[m] = mAppMeshes[m] ? mAppMeshes[m]->constructTSMesh() : NULL;
// Remove empty meshes and objects
for (S32 iObj = mShape->objects.size()-1; iObj >= 0; iObj--)
for (S32 iObj = mShape->mObjects.size()-1; iObj >= 0; iObj--)
{
TSShape::Object& obj = mShape->objects[iObj];
TSShape::Object& obj = mShape->mObjects[iObj];
for (S32 iMesh = obj.numMeshes-1; iMesh >= 0; iMesh--)
{
TSMesh *mesh = mShape->meshes[obj.startMeshIndex + iMesh];
TSMesh *mesh = mShape->mMeshes[obj.startMeshIndex + iMesh];
if (mesh && !mesh->mPrimitives.size())
{
@ -1171,45 +1171,45 @@ void TSShapeLoader::install()
}
// Add a dummy object if needed so the shape loads and renders ok
if (!mShape->details.size())
if (!mShape->mDetails.size())
{
mShape->addDetail("detail", 2, 0);
mShape->subShapeNumObjects.last() = 1;
mShape->mSubShapeNumObjects.last() = 1;
mShape->meshes.push_back(NULL);
mShape->mMeshes.push_back(NULL);
mShape->objects.increment();
mShape->objects.last().nameIndex = mShape->addName("dummy");
mShape->objects.last().nodeIndex = 0;
mShape->objects.last().startMeshIndex = 0;
mShape->objects.last().numMeshes = 1;
mShape->mObjects.increment();
mShape->mObjects.last().nameIndex = mShape->addName("dummy");
mShape->mObjects.last().nodeIndex = 0;
mShape->mObjects.last().startMeshIndex = 0;
mShape->mObjects.last().numMeshes = 1;
mShape->objectStates.increment();
mShape->objectStates.last().frameIndex = 0;
mShape->objectStates.last().matFrameIndex = 0;
mShape->objectStates.last().vis = 1.0f;
mShape->mObjectStates.increment();
mShape->mObjectStates.last().frameIndex = 0;
mShape->mObjectStates.last().matFrameIndex = 0;
mShape->mObjectStates.last().vis = 1.0f;
}
// Update smallest visible detail
mShape->mSmallestVisibleDL = -1;
mShape->mSmallestVisibleSize = 999999;
for (S32 i = 0; i < mShape->details.size(); i++)
for (S32 i = 0; i < mShape->mDetails.size(); i++)
{
if ((mShape->details[i].size >= 0) &&
(mShape->details[i].size < mShape->mSmallestVisibleSize))
if ((mShape->mDetails[i].size >= 0) &&
(mShape->mDetails[i].size < mShape->mSmallestVisibleSize))
{
mShape->mSmallestVisibleDL = i;
mShape->mSmallestVisibleSize = mShape->details[i].size;
mShape->mSmallestVisibleSize = mShape->mDetails[i].size;
}
}
computeBounds(mShape->bounds);
if (!mShape->bounds.isValidBox())
mShape->bounds = Box3F(1.0f);
computeBounds(mShape->mBounds);
if (!mShape->mBounds.isValidBox())
mShape->mBounds = Box3F(1.0f);
mShape->bounds.getCenter(&mShape->center);
mShape->radius = (mShape->bounds.maxExtents - mShape->center).len();
mShape->tubeRadius = mShape->radius;
mShape->mBounds.getCenter(&mShape->mCenter);
mShape->mRadius = (mShape->mBounds.maxExtents - mShape->mCenter).len();
mShape->mTubeRadius = mShape->mRadius;
mShape->init();
}