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https://github.com/TorqueGameEngines/Torque3D.git
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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape
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parent
2112c81446
commit
69dbaf5b85
35 changed files with 1377 additions and 1377 deletions
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@ -176,7 +176,7 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
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mScaleCurrentlyAnimated = false;
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if(loadMaterials)
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setMaterialList(mShape->materialList);
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setMaterialList(mShape->mMaterialList);
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// set up node data
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initNodeTransforms();
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@ -185,7 +185,7 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
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initMeshObjects();
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// set up subtree data
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S32 ss = mShape->subShapeFirstNode.size(); // we have this many subtrees
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S32 ss = mShape->mSubShapeFirstNode.size(); // we have this many subtrees
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mDirtyFlags = new U32[ss];
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mGroundThread = NULL;
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@ -201,18 +201,18 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
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void TSShapeInstance::initNodeTransforms()
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{
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// set up node data
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S32 numNodes = mShape->nodes.size();
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S32 numNodes = mShape->mNodes.size();
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mNodeTransforms.setSize(numNodes);
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}
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void TSShapeInstance::initMeshObjects()
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{
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// add objects to trees
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S32 numObjects = mShape->objects.size();
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S32 numObjects = mShape->mObjects.size();
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mMeshObjects.setSize(numObjects);
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for (S32 i=0; i<numObjects; i++)
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{
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const TSObject * obj = &mShape->objects[i];
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const TSObject * obj = &mShape->mObjects[i];
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MeshObjectInstance * objInst = &mMeshObjects[i];
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// hook up the object to it's node and transforms.
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@ -221,7 +221,7 @@ void TSShapeInstance::initMeshObjects()
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// set up list of meshes
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if (obj->numMeshes)
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objInst->meshList = &mShape->meshes[obj->startMeshIndex];
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objInst->meshList = &mShape->mMeshes[obj->startMeshIndex];
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else
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objInst->meshList = NULL;
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@ -328,7 +328,7 @@ void TSShapeInstance::renderDebugNormals( F32 normalScalar, S32 dl )
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if ( dl < 0 )
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return;
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AssertFatal( dl >= 0 && dl < mShape->details.size(),
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AssertFatal( dl >= 0 && dl < mShape->mDetails.size(),
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"TSShapeInstance::renderDebugNormals() - Bad detail level!" );
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static GFXStateBlockRef sb;
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@ -344,13 +344,13 @@ void TSShapeInstance::renderDebugNormals( F32 normalScalar, S32 dl )
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}
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GFX->setStateBlock( sb );
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const TSDetail *detail = &mShape->details[dl];
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const TSDetail *detail = &mShape->mDetails[dl];
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const S32 ss = detail->subShapeNum;
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if ( ss < 0 )
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return;
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const S32 start = mShape->subShapeFirstObject[ss];
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const S32 end = start + mShape->subShapeNumObjects[ss];
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const S32 start = mShape->mSubShapeFirstObject[ss];
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const S32 end = start + mShape->mSubShapeNumObjects[ss];
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for ( S32 i = start; i < end; i++ )
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{
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@ -446,8 +446,8 @@ void TSShapeInstance::render( const TSRenderState &rdata )
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// NOTE:
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// intraDL is at 1 when if shape were any closer to us we'd be at dl-1,
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// intraDL is at 0 when if shape were any farther away we'd be at dl+1
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F32 alphaOut = mShape->alphaOut[mCurrentDetailLevel];
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F32 alphaIn = mShape->alphaIn[mCurrentDetailLevel];
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F32 alphaOut = mShape->mAlphaOut[mCurrentDetailLevel];
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F32 alphaIn = mShape->mAlphaIn[mCurrentDetailLevel];
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F32 saveAA = mAlphaAlways ? mAlphaAlwaysValue : 1.0f;
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/// This first case is the single detail level render.
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@ -459,7 +459,7 @@ void TSShapeInstance::render( const TSRenderState &rdata )
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// alpha=1-(intraDl-alphaOut)/alphaIn
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// first draw next detail level
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if ( mCurrentDetailLevel + 1 < mShape->details.size() && mShape->details[ mCurrentDetailLevel + 1 ].size > 0.0f )
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if ( mCurrentDetailLevel + 1 < mShape->mDetails.size() && mShape->mDetails[ mCurrentDetailLevel + 1 ].size > 0.0f )
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{
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setAlphaAlways( saveAA * ( alphaIn + alphaOut - mCurrentIntraDetailLevel ) / alphaIn );
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render( rdata, mCurrentDetailLevel + 1, 0.0f );
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@ -474,7 +474,7 @@ void TSShapeInstance::render( const TSRenderState &rdata )
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// alpha = 1-intraDL/alphaOut
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// first draw next detail level
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if ( mCurrentDetailLevel + 1 < mShape->details.size() && mShape->details[ mCurrentDetailLevel + 1 ].size > 0.0f )
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if ( mCurrentDetailLevel + 1 < mShape->mDetails.size() && mShape->mDetails[ mCurrentDetailLevel + 1 ].size > 0.0f )
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render( rdata, mCurrentDetailLevel+1, 0.0f );
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setAlphaAlways( saveAA * mCurrentIntraDetailLevel / alphaOut );
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@ -489,7 +489,7 @@ void TSShapeInstance::setMeshForceHidden( const char *meshName, bool hidden )
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for ( ; iter != mMeshObjects.end(); iter++ )
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{
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S32 nameIndex = iter->object->nameIndex;
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const char *name = mShape->names[ nameIndex ];
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const char *name = mShape->mNames[ nameIndex ];
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if ( dStrcmp( meshName, name ) == 0 )
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{
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@ -509,11 +509,11 @@ void TSShapeInstance::setMeshForceHidden( S32 meshIndex, bool hidden )
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void TSShapeInstance::render( const TSRenderState &rdata, S32 dl, F32 intraDL )
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{
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AssertFatal( dl >= 0 && dl < mShape->details.size(),"TSShapeInstance::render" );
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AssertFatal( dl >= 0 && dl < mShape->mDetails.size(),"TSShapeInstance::render" );
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S32 i;
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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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@ -523,14 +523,14 @@ void TSShapeInstance::render( const TSRenderState &rdata, S32 dl, F32 intraDL )
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PROFILE_SCOPE( TSShapeInstance_RenderBillboards );
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if ( !rdata.isNoRenderTranslucent() && ( TSLastDetail::smCanShadow || !rdata.getSceneState()->isShadowPass() ) )
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mShape->billboardDetails[ dl ]->render( rdata, mAlphaAlways ? mAlphaAlwaysValue : 1.0f );
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mShape->mBillboardDetails[ dl ]->render( rdata, mAlphaAlways ? mAlphaAlwaysValue : 1.0f );
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return;
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}
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// run through the meshes
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S32 start = rdata.isNoRenderNonTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss];
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S32 end = rdata.isNoRenderTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss] + mShape->subShapeNumObjects[ss];
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S32 start = rdata.isNoRenderNonTranslucent() ? mShape->mSubShapeFirstTranslucentObject[ss] : mShape->mSubShapeFirstObject[ss];
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S32 end = rdata.isNoRenderTranslucent() ? mShape->mSubShapeFirstTranslucentObject[ss] : mShape->mSubShapeFirstObject[ss] + mShape->mSubShapeNumObjects[ss];
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for (i=start; i<end; i++)
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{
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// following line is handy for debugging, to see what part of the shape that it is rendering
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@ -613,7 +613,7 @@ S32 TSShapeInstance::setDetailFromDistance( const SceneRenderState *state, F32 s
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// We're inlining SceneRenderState::projectRadius here to
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// skip the unnessasary divide by zero protection.
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F32 pixelRadius = ( mShape->radius / scaledDistance ) * state->getWorldToScreenScale().y * pixelScale;
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F32 pixelRadius = ( mShape->mRadius / scaledDistance ) * state->getWorldToScreenScale().y * pixelScale;
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F32 pixelSize = pixelRadius * smDetailAdjust;
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if ( pixelSize < smSmallestVisiblePixelSize ) {
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@ -671,7 +671,7 @@ S32 TSShapeInstance::setDetailFromScreenError( F32 errorTolerance )
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if ( mShape->mSmallestVisibleDL < 0 )
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prevErr = 0.0f;
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else
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prevErr = 10.0f * mShape->details[mShape->mSmallestVisibleDL].averageError * 20.0f;
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prevErr = 10.0f * mShape->mDetails[mShape->mSmallestVisibleDL].averageError * 20.0f;
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if ( mShape->mSmallestVisibleDL < 0 || prevErr < errorTolerance )
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{
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// draw last detail
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@ -688,7 +688,7 @@ S32 TSShapeInstance::setDetailFromScreenError( F32 errorTolerance )
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// we use the next highest detail (higher error)
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for (S32 i = mShape->mSmallestVisibleDL; i >= 0; i-- )
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{
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F32 err0 = 10.0f * mShape->details[i].averageError;
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F32 err0 = 10.0f * mShape->mDetails[i].averageError;
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if ( err0 < errorTolerance )
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{
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// ok, stop here
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@ -776,10 +776,10 @@ void TSShapeInstance::prepCollision()
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PROFILE_SCOPE( TSShapeInstance_PrepCollision );
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// Iterate over all our meshes and call prepCollision on them...
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for(S32 i=0; i<mShape->meshes.size(); i++)
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for(S32 i=0; i<mShape->mMeshes.size(); i++)
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{
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if(mShape->meshes[i])
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mShape->meshes[i]->prepOpcodeCollision();
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if(mShape->mMeshes[i])
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mShape->mMeshes[i]->prepOpcodeCollision();
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}
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}
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