mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 07:03:46 +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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@ -52,10 +52,10 @@ bool TSShapeInstance::buildPolyList(AbstractPolyList * polyList, S32 dl)
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if (dl==-1)
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return false;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildPolyList");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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@ -67,8 +67,8 @@ bool TSShapeInstance::buildPolyList(AbstractPolyList * polyList, S32 dl)
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bool emitted = false;
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U32 surfaceKey = 0;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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if (start<end)
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{
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MatrixF initialMat;
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@ -124,10 +124,10 @@ bool TSShapeInstance::getFeatures(const MatrixF& mat, const Point3F& n, ConvexFe
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if (dl==-1)
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return false;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildPolyList");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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@ -135,8 +135,8 @@ bool TSShapeInstance::getFeatures(const MatrixF& mat, const Point3F& n, ConvexFe
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bool emitted = false;
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U32 surfaceKey = 0;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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if (start<end)
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{
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MatrixF final;
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@ -168,10 +168,10 @@ bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * ra
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if (dl==-1)
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return false;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRay");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::castRay");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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@ -179,8 +179,8 @@ bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * ra
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if ( ss < 0 )
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return false;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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RayInfo saveRay;
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saveRay.t = 1.0f;
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const MatrixF * saveMat = NULL;
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@ -255,18 +255,18 @@ bool TSShapeInstance::castRayRendered(const Point3F & a, const Point3F & b, RayI
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if (dl==-1)
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return false;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayRendered");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::castRayRendered");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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if ( ss == -1 )
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return false;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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RayInfo saveRay;
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saveRay.t = 1.0f;
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const MatrixF * saveMat = NULL;
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@ -339,15 +339,15 @@ Point3F TSShapeInstance::support(const Point3F & v, S32 dl)
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{
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// if dl==-1, nothing to do
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AssertFatal(dl != -1, "Error, should never try to collide with a non-existant detail level!");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::support");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::support");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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F32 currMaxDP = -1e9f;
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Point3F currSupport = Point3F(0, 0, 0);
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@ -404,22 +404,22 @@ void TSShapeInstance::computeBounds(S32 dl, Box3F & bounds)
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if (dl==-1)
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return;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::computeBounds");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::computeBounds");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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// use shape bounds for imposter details
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if (ss < 0)
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{
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bounds = mShape->bounds;
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bounds = mShape->mBounds;
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return;
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}
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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// run through objects and updating bounds as we go
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bounds.minExtents.set( 10E30f, 10E30f, 10E30f);
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@ -587,10 +587,10 @@ bool TSShapeInstance::buildPolyListOpcode( S32 dl, AbstractPolyList *polyList, c
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if (dl==-1)
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return false;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyListOpcode");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildPolyListOpcode");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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if ( ss < 0 )
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return false;
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@ -600,8 +600,8 @@ bool TSShapeInstance::buildPolyListOpcode( S32 dl, AbstractPolyList *polyList, c
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// nothing emitted yet...
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bool emitted = false;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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if (start<end)
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{
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MatrixF initialMat;
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@ -670,12 +670,12 @@ bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Poi
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if (dl==-1)
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return false;
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayOpcode");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::castRayOpcode");
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info->t = 100.f;
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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if ( ss < 0 )
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return false;
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@ -686,8 +686,8 @@ bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Poi
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bool emitted = false;
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const MatrixF* saveMat = NULL;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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if (start<end)
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{
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MatrixF mat;
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@ -742,18 +742,18 @@ bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Poi
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bool TSShapeInstance::buildConvexOpcode( const MatrixF &objMat, const Point3F &objScale, S32 dl, const Box3F &bounds, Convex *c, Convex *list )
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{
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildConvexOpcode");
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AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildConvexOpcode");
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// get subshape and object detail
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const TSDetail * detail = &mShape->details[dl];
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const TSDetail * detail = &mShape->mDetails[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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// nothing emitted yet...
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bool emitted = false;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[ss] + start;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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if (start<end)
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{
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MatrixF initialMat = objMat;
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@ -823,10 +823,10 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
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U32 highestDetail = -1;
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F32 highestSize = -F32_MAX;
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for ( U32 i = 0; i < details.size(); i++ )
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for ( U32 i = 0; i < mDetails.size(); i++ )
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{
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// Make sure we skip any details that shouldn't be rendered
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if ( details[i].size < 0 )
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if ( mDetails[i].size < 0 )
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continue;
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/*
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@ -838,10 +838,10 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
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*/
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// Otherwise test against the current highest size
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if ( details[i].size > highestSize )
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if ( mDetails[i].size > highestSize )
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{
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highestDetail = i;
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highestSize = details[i].size;
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highestSize = mDetails[i].size;
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}
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}
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@ -861,9 +861,9 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
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//
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// The LOS (light of sight) details are used for raycasts.
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for ( U32 i = 0; i < details.size(); i++ )
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for ( U32 i = 0; i < mDetails.size(); i++ )
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{
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const String &name = names[ details[i].nameIndex ];
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const String &name = mNames[ mDetails[i].nameIndex ];
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if ( !dStrStartsWith( name, "Collision" ) )
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continue;
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@ -906,9 +906,9 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
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// Snag any "unmatched" LOS details and put
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// them at the end of the list.
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for ( U32 i = 0; i < details.size(); i++ )
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for ( U32 i = 0; i < mDetails.size(); i++ )
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{
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const String &name = names[ details[i].nameIndex ];
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const String &name = mNames[ mDetails[i].nameIndex ];
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if ( !dStrStartsWith( name, "LOS" ) )
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continue;
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@ -954,7 +954,7 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
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// visible detail levels.
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// A negative subshape on the detail means we don't have geometry.
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const TSShape::Detail &detail = details[0];
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const TSShape::Detail &detail = mDetails[0];
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if ( detail.subShapeNum < 0 )
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return NULL;
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@ -964,16 +964,16 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
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polyList.setTransform( &MatrixF::Identity, scale );
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// Create the collision meshes.
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S32 start = subShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + subShapeNumObjects[ detail.subShapeNum ];
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S32 start = mSubShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + mSubShapeNumObjects[ detail.subShapeNum ];
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for ( S32 o=start; o < end; o++ )
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{
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const TSShape::Object &object = objects[o];
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const TSShape::Object &object = mObjects[o];
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if ( detail.objectDetailNum >= object.numMeshes )
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continue;
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// No mesh or no verts.... nothing to do.
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TSMesh *mesh = meshes[ object.startMeshIndex + detail.objectDetailNum ];
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TSMesh *mesh = mMeshes[ object.startMeshIndex + detail.objectDetailNum ];
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if ( !mesh || mesh->mNumVerts == 0 )
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continue;
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@ -1013,31 +1013,31 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
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//
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// TODO: We need to support LOS collision for physics.
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//
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for ( U32 i = 0; i < details.size(); i++ )
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for ( U32 i = 0; i < mDetails.size(); i++ )
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{
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const TSShape::Detail &detail = details[i];
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const String &name = names[detail.nameIndex];
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const TSShape::Detail &detail = mDetails[i];
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const String &name = mNames[detail.nameIndex];
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// Is this a valid collision detail.
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if ( !dStrStartsWith( name, "Collision" ) || detail.subShapeNum < 0 )
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continue;
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// Now go thru the meshes for this detail.
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S32 start = subShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + subShapeNumObjects[ detail.subShapeNum ];
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S32 start = mSubShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + mSubShapeNumObjects[ detail.subShapeNum ];
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if ( start >= end )
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continue;
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for ( S32 o=start; o < end; o++ )
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{
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const TSShape::Object &object = objects[o];
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const String &meshName = names[ object.nameIndex ];
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const TSShape::Object &object = mObjects[o];
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const String &meshName = mNames[ object.nameIndex ];
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if ( object.numMeshes <= detail.objectDetailNum )
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continue;
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// No mesh, a flat bounds, or no verts.... nothing to do.
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TSMesh *mesh = meshes[ object.startMeshIndex + detail.objectDetailNum ];
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TSMesh *mesh = mMeshes[ object.startMeshIndex + detail.objectDetailNum ];
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if ( !mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0 )
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continue;
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