mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 05:50:31 +00:00
Revert recent style cleanup changes.
This commit is contained in:
parent
a73850a4bb
commit
84e8cbb4ee
62 changed files with 3380 additions and 3380 deletions
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@ -573,7 +573,7 @@ bool Debris::onAdd()
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// Setup our bounding box
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if( mDataBlock->shape )
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{
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mObjBox = mDataBlock->shape->mBounds;
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mObjBox = mDataBlock->shape->bounds;
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}
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else
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{
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@ -213,7 +213,7 @@ void RenderShapeExample::createShape()
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}
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// Update the bounding box
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mObjBox = mShape->mBounds;
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mObjBox = mShape->bounds;
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resetWorldBox();
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setRenderTransform(mObjToWorld);
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@ -1252,7 +1252,7 @@ bool Explosion::explode()
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mEndingMS = U32(mExplosionInstance->getScaledDuration(mExplosionThread) * 1000.0f);
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mObjScale.convolve(mDataBlock->explosionScale);
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mObjBox = mDataBlock->explosionShape->mBounds;
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mObjBox = mDataBlock->explosionShape->bounds;
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resetWorldBox();
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}
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@ -1142,7 +1142,7 @@ GroundCoverCell* GroundCover::_generateCell( const Point2I& index,
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const F32 typeMaxElevation = mMaxElevation[type];
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const F32 typeMinElevation = mMinElevation[type];
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const bool typeIsShape = mShapeInstances[ type ] != NULL;
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const Box3F typeShapeBounds = typeIsShape ? mShapeInstances[ type ]->getShape()->mBounds : Box3F();
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const Box3F typeShapeBounds = typeIsShape ? mShapeInstances[ type ]->getShape()->bounds : Box3F();
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const F32 typeWindScale = mWindScale[type];
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StringTableEntry typeLayer = mLayer[type];
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const bool typeInvertLayer = mInvertLayer[type];
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@ -268,8 +268,8 @@ void GuiMaterialPreview::setObjectModel(const char* modelName)
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AssertFatal(mModel, avar("GuiMaterialPreview: 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()->mCenter;
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mMinOrbitDist = mModel->getShape()->mRadius;
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mOrbitPos = mModel->getShape()->center;
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mMinOrbitDist = mModel->getShape()->radius;
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lastRenderTime = Platform::getVirtualMilliseconds();
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}
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@ -434,7 +434,7 @@ void GuiMaterialPreview::resetViewport()
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mCameraRot.set( mDegToRad(30.0f), 0, mDegToRad(-30.0f) );
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mCameraPos.set(0.0f, 1.75f, 1.25f);
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mOrbitDist = 5.0f;
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mOrbitPos = mModel->getShape()->mCenter;
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mOrbitPos = mModel->getShape()->center;
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// Reset the viewport's lighting.
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GuiMaterialPreview::mFakeSun->setColor( ColorF( 1.0f, 1.0f, 1.0f ) );
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@ -366,8 +366,8 @@ void GuiObjectView::setObjectModel( const String& modelName )
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// Initialize camera values.
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mOrbitPos = mModel->getShape()->mCenter;
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mMinOrbitDist = mModel->getShape()->mRadius;
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mOrbitPos = mModel->getShape()->center;
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mMinOrbitDist = mModel->getShape()->radius;
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// Initialize animation.
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@ -645,7 +645,7 @@ void GuiObjectView::_initAnimation()
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if( mAnimationSeq != -1 )
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{
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if( mAnimationSeq >= mModel->getShape()->mSequences.size() )
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if( mAnimationSeq >= mModel->getShape()->sequences.size() )
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{
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Con::errorf( "GuiObjectView::_initAnimation - Sequence '%i' out of range for model '%s'",
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mAnimationSeq,
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@ -694,7 +694,7 @@ void GuiObjectView::_initMount()
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// Make sure mount node is valid.
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if( mMountNode != -1 && mMountNode >= mModel->getShape()->mNodes.size() )
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if( mMountNode != -1 && mMountNode >= mModel->getShape()->nodes.size() )
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{
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Con::errorf( "GuiObjectView::_initMount - Mount node index '%i' out of range for '%s'",
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mMountNode,
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@ -358,7 +358,7 @@ bool PhysicsDebris::onAdd()
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}
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// Setup our bounding box
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mObjBox = mDataBlock->shape->mBounds;
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mObjBox = mDataBlock->shape->bounds;
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resetWorldBox();
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// Add it to the client scene.
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@ -696,20 +696,20 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
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// 2. Collision node is a child of its visible mesh node
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TSShape *shape = mDataBlock->shape;
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S32 itr = shape->mNodes[colNode].parentIndex;
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itr = shape->mNodes[itr].firstChild;
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S32 itr = shape->nodes[colNode].parentIndex;
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itr = shape->nodes[itr].firstChild;
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while ( itr != -1 )
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{
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if ( itr != colNode )
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nodeIds.push_back(itr);
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itr = shape->mNodes[itr].nextSibling;
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itr = shape->nodes[itr].nextSibling;
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}
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// If we didn't find any siblings of the collision node we assume
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// it is case #2 and the collision nodes direct parent is the visible mesh.
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if ( nodeIds.size() == 0 && shape->mNodes[colNode].parentIndex != -1 )
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nodeIds.push_back( shape->mNodes[colNode].parentIndex );
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if ( nodeIds.size() == 0 && shape->nodes[colNode].parentIndex != -1 )
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nodeIds.push_back( shape->nodes[colNode].parentIndex );
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}
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extern bool gEditingMission;
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@ -698,7 +698,7 @@ bool PhysicsShape::_createShape()
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return false;
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// Set the world box.
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mObjBox = db->shape->mBounds;
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mObjBox = db->shape->bounds;
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resetWorldBox();
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// If this is the server and its a client only simulation
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@ -489,12 +489,12 @@ bool PlayerData::preload(bool server, String &errorStr)
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if (dp->sequence != -1)
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getGroundInfo(si,thread,dp);
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}
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for (S32 b = 0; b < mShape->mSequences.size(); b++)
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for (S32 b = 0; b < mShape->sequences.size(); b++)
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{
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if (!isTableSequence(b))
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{
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dp->sequence = b;
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dp->name = mShape->getName(mShape->mSequences[b].nameIndex);
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dp->name = mShape->getName(mShape->sequences[b].nameIndex);
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dp->velocityScale = false;
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getGroundInfo(si,thread,dp++);
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}
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@ -614,7 +614,7 @@ void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnima
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dp->dir.set(0.0f, 0.0f, 0.0f);
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// Death animations MUST define ground transforms, so add dummy ones if required
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if (si->getShape()->mSequences[dp->sequence].numGroundFrames == 0)
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if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
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si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0));
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}
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else
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@ -771,7 +771,7 @@ bool Projectile::onAdd()
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// Setup our bounding box
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if (bool(mDataBlock->projectileShape) == true)
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mObjBox = mDataBlock->projectileShape->mBounds;
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mObjBox = mDataBlock->projectileShape->bounds;
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else
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mObjBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
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@ -323,9 +323,9 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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// Resolve details and camera node indexes.
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static const String sCollisionStr( "collision-" );
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for (i = 0; i < mShape->mDetails.size(); i++)
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for (i = 0; i < mShape->details.size(); i++)
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{
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const String &name = mShape->mNames[mShape->mDetails[i].nameIndex];
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const String &name = mShape->names[mShape->details[i].nameIndex];
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if (name.compare( sCollisionStr, sCollisionStr.length(), String::NoCase ) == 0)
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{
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@ -335,15 +335,15 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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mShape->computeBounds(collisionDetails.last(), collisionBounds.last());
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mShape->getAccelerator(collisionDetails.last());
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if (!mShape->mBounds.isContained(collisionBounds.last()))
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if (!mShape->bounds.isContained(collisionBounds.last()))
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{
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Con::warnf("Warning: shape %s collision detail %d (Collision-%d) bounds exceed that of shape.", shapeName, collisionDetails.size() - 1, collisionDetails.last());
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collisionBounds.last() = mShape->mBounds;
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collisionBounds.last() = mShape->bounds;
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}
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else if (collisionBounds.last().isValidBox() == false)
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{
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Con::errorf("Error: shape %s-collision detail %d (Collision-%d) bounds box invalid!", shapeName, collisionDetails.size() - 1, collisionDetails.last());
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collisionBounds.last() = mShape->mBounds;
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collisionBounds.last() = mShape->bounds;
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}
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// The way LOS works is that it will check to see if there is a LOS detail that matches
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@ -364,9 +364,9 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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// Snag any "unmatched" LOS details
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static const String sLOSStr( "LOS-" );
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for (i = 0; i < mShape->mDetails.size(); i++)
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for (i = 0; i < mShape->details.size(); i++)
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{
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const String &name = mShape->mNames[mShape->mDetails[i].nameIndex];
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const String &name = mShape->names[mShape->details[i].nameIndex];
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if (name.compare( sLOSStr, sLOSStr.length(), String::NoCase ) == 0)
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{
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@ -410,7 +410,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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damageSequence = mShape->findSequence("Damage");
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//
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F32 w = mShape->mBounds.len_y() / 2;
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F32 w = mShape->bounds.len_y() / 2;
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if (cameraMaxDist < w)
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cameraMaxDist = w;
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}
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@ -606,7 +606,7 @@ DefineEngineMethod( ShapeBaseData, checkDeployPos, bool, ( TransformF txfm ),,
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MatrixF mat = txfm.getMatrix();
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Box3F objBox = object->mShape->mBounds;
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Box3F objBox = object->mShape->bounds;
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Point3F boxCenter = (objBox.minExtents + objBox.maxExtents) * 0.5f;
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objBox.minExtents = boxCenter + (objBox.minExtents - boxCenter) * 0.9f;
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objBox.maxExtents = boxCenter + (objBox.maxExtents - boxCenter) * 0.9f;
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@ -1097,11 +1097,11 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
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if (isClientObject())
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mShapeInstance->cloneMaterialList();
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mObjBox = mDataBlock->mShape->mBounds;
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mObjBox = mDataBlock->mShape->bounds;
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resetWorldBox();
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// Set the initial mesh hidden state.
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mMeshHidden.setSize( mDataBlock->mShape->mObjects.size() );
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mMeshHidden.setSize( mDataBlock->mShape->objects.size() );
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mMeshHidden.clear();
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// Initialize the threads
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@ -1126,8 +1126,8 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
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AssertFatal( prevDB != NULL, "ShapeBase::onNewDataBlock - how did you have a sequence playing without a prior datablock?" );
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const TSShape *prevShape = prevDB->mShape;
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const TSShape::Sequence &prevSeq = prevShape->mSequences[st.sequence];
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const String &prevSeqName = prevShape->mNames[prevSeq.nameIndex];
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const TSShape::Sequence &prevSeq = prevShape->sequences[st.sequence];
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const String &prevSeqName = prevShape->names[prevSeq.nameIndex];
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st.sequence = mDataBlock->mShape->findSequence( prevSeqName );
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@ -2123,7 +2123,7 @@ const char *ShapeBase::getThreadSequenceName( U32 slot )
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}
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// Name Index
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const U32 nameIndex = getShape()->mSequences[st.sequence].nameIndex;
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const U32 nameIndex = getShape()->sequences[st.sequence].nameIndex;
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// Return Name.
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return getShape()->getName( nameIndex );
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@ -2309,7 +2309,7 @@ void ShapeBase::advanceThreads(F32 dt)
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for (U32 i = 0; i < MaxScriptThreads; i++) {
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Thread& st = mScriptThread[i];
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if (st.thread) {
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if (!mShapeInstance->getShape()->mSequences[st.sequence].isCyclic() && !st.atEnd &&
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if (!mShapeInstance->getShape()->sequences[st.sequence].isCyclic() && !st.atEnd &&
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( ( st.timescale > 0.f )? mShapeInstance->getPos(st.thread) >= 1.0:
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mShapeInstance->getPos(st.thread) <= 0)) {
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st.atEnd = true;
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@ -2589,7 +2589,7 @@ void ShapeBase::_renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *stat
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MatrixF mat;
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getRenderImageTransform( ri->objectIndex, &mat );
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const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->mBounds;
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const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->bounds;
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drawer->drawCube( desc, objBox, ColorI( 255, 255, 255 ), &mat );
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}
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@ -3277,17 +3277,17 @@ void ShapeBaseConvex::findNodeTransform()
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TSShapeInstance* si = pShapeBase->getShapeInstance();
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TSShape* shape = si->getShape();
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const TSShape::Detail* detail = &shape->mDetails[dl];
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const TSShape::Detail* detail = &shape->details[dl];
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const S32 subs = detail->subShapeNum;
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const S32 start = shape->mSubShapeFirstObject[subs];
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const S32 end = start + shape->mSubShapeNumObjects[subs];
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const S32 start = shape->subShapeFirstObject[subs];
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const S32 end = start + shape->subShapeNumObjects[subs];
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// Find the first object that contains a mesh for this
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// detail level. There should only be one mesh per
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// collision detail level.
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for (S32 i = start; i < end; i++)
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{
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const TSShape::Object* obj = &shape->mObjects[i];
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const TSShape::Object* obj = &shape->objects[i];
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if (obj->numMeshes && detail->objectDetailNum < obj->numMeshes)
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{
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nodeTransform = &si->mNodeTransforms[obj->nodeIndex];
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@ -4857,7 +4857,7 @@ DefineEngineMethod( ShapeBase, changeMaterial, void, ( const char* mapTo, Materi
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ShapeBase *clientObj = dynamic_cast< ShapeBase* > ( object->getClientObject() );
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// Check the mapTo name exists for this shape
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S32 matIndex = serverObj->getShape()->mMaterialList->getMaterialNameList().find_next(String(mapTo));
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S32 matIndex = serverObj->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
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if (matIndex < 0)
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{
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Con::errorf("ShapeBase::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
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@ -4876,19 +4876,19 @@ DefineEngineMethod( ShapeBase, changeMaterial, void, ( const char* mapTo, Materi
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// Replace instances with the new material being traded in. For ShapeBase
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// class we have to update the server/client objects separately so both
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// represent our changes
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delete serverObj->getShape()->mMaterialList->mMatInstList[matIndex];
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serverObj->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
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delete serverObj->getShape()->materialList->mMatInstList[matIndex];
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serverObj->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
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if (clientObj)
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{
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delete clientObj->getShape()->mMaterialList->mMatInstList[matIndex];
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clientObj->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
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delete clientObj->getShape()->materialList->mMatInstList[matIndex];
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clientObj->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
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}
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// Finish up preparing the material instances for rendering
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const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
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FeatureSet features = MATMGR->getDefaultFeatures();
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serverObj->getShape()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
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serverObj->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
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if (clientObj)
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clientObj->getShapeInstance()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
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}
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@ -497,9 +497,9 @@ bool ShapeBaseImageData::preload(bool server, String &errorStr)
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do {
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MatrixF nmat;
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QuatF q;
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TSTransform::setMatrix(shape[i]->mDefaultRotations[node].getQuatF(&q),shape[i]->mDefaultTranslations[node],&nmat);
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TSTransform::setMatrix(shape[i]->defaultRotations[node].getQuatF(&q),shape[i]->defaultTranslations[node],&nmat);
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total.mul(nmat);
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node = shape[i]->mNodes[node].parentIndex;
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node = shape[i]->nodes[node].parentIndex;
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}
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while(node != -1);
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total.inverse();
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@ -334,7 +334,7 @@ bool TSStatic::_createShape()
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NetConnection::filesWereDownloaded() )
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return false;
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mObjBox = mShape->mBounds;
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mObjBox = mShape->bounds;
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resetWorldBox();
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mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
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@ -391,7 +391,7 @@ void TSStatic::_updatePhysics()
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if ( mCollisionType == Bounds )
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{
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MatrixF offset( true );
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offset.setPosition( mShape->mCenter );
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offset.setPosition( mShape->center );
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colShape = PHYSICSMGR->createCollision();
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colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );
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}
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@ -960,31 +960,31 @@ void TSStatic::buildConvex(const Box3F& box, Convex* convex)
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SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
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TSStaticPolysoupConvex::TSStaticPolysoupConvex()
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: mBox( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
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mNormal( 0.0f, 0.0f, 0.0f, 0.0f ),
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mIdx( 0 ),
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mMesh( NULL )
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||||
: box( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
|
||||
normal( 0.0f, 0.0f, 0.0f, 0.0f ),
|
||||
idx( 0 ),
|
||||
mesh( NULL )
|
||||
{
|
||||
mType = TSPolysoupConvexType;
|
||||
|
||||
for ( U32 i = 0; i < 4; ++i )
|
||||
{
|
||||
mVerts[i].set( 0.0f, 0.0f, 0.0f );
|
||||
verts[i].set( 0.0f, 0.0f, 0.0f );
|
||||
}
|
||||
}
|
||||
|
||||
Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
|
||||
{
|
||||
F32 bestDot = mDot( mVerts[0], vec );
|
||||
F32 bestDot = mDot( verts[0], vec );
|
||||
|
||||
const Point3F *bestP = &mVerts[0];
|
||||
const Point3F *bestP = &verts[0];
|
||||
for(S32 i=1; i<4; i++)
|
||||
{
|
||||
F32 newD = mDot(mVerts[i], vec);
|
||||
F32 newD = mDot(verts[i], vec);
|
||||
if(newD > bestDot)
|
||||
{
|
||||
bestDot = newD;
|
||||
bestP = &mVerts[i];
|
||||
bestP = &verts[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -993,7 +993,7 @@ Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
|
|||
|
||||
Box3F TSStaticPolysoupConvex::getBoundingBox() const
|
||||
{
|
||||
Box3F wbox = mBox;
|
||||
Box3F wbox = box;
|
||||
wbox.minExtents.convolve( mObject->getScale() );
|
||||
wbox.maxExtents.convolve( mObject->getScale() );
|
||||
mObject->getTransform().mul(wbox);
|
||||
|
|
@ -1003,7 +1003,7 @@ Box3F TSStaticPolysoupConvex::getBoundingBox() const
|
|||
Box3F TSStaticPolysoupConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const
|
||||
{
|
||||
AssertISV(false, "TSStaticPolysoupConvex::getBoundingBox(m,p) - Not implemented. -- XEA");
|
||||
return mBox;
|
||||
return box;
|
||||
}
|
||||
|
||||
void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
|
||||
|
|
@ -1015,11 +1015,11 @@ void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
|
|||
list->setObject(mObject);
|
||||
|
||||
// Add only the original collision triangle
|
||||
S32 base = list->addPoint(mVerts[0]);
|
||||
list->addPoint(mVerts[2]);
|
||||
list->addPoint(mVerts[1]);
|
||||
S32 base = list->addPoint(verts[0]);
|
||||
list->addPoint(verts[2]);
|
||||
list->addPoint(verts[1]);
|
||||
|
||||
list->begin(0, (U32)mIdx ^ (uintptr_t)mMesh);
|
||||
list->begin(0, (U32)idx ^ (uintptr_t)mesh);
|
||||
list->vertex(base + 2);
|
||||
list->vertex(base + 1);
|
||||
list->vertex(base + 0);
|
||||
|
|
@ -1035,10 +1035,10 @@ void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat,const VectorF& n, Co
|
|||
// For a tetrahedron this is pretty easy... first
|
||||
// convert everything into world space.
|
||||
Point3F tverts[4];
|
||||
mat.mulP(mVerts[0], &tverts[0]);
|
||||
mat.mulP(mVerts[1], &tverts[1]);
|
||||
mat.mulP(mVerts[2], &tverts[2]);
|
||||
mat.mulP(mVerts[3], &tverts[3]);
|
||||
mat.mulP(verts[0], &tverts[0]);
|
||||
mat.mulP(verts[1], &tverts[1]);
|
||||
mat.mulP(verts[2], &tverts[2]);
|
||||
mat.mulP(verts[3], &tverts[3]);
|
||||
|
||||
// points...
|
||||
S32 firstVert = cf->mVertexList.size();
|
||||
|
|
@ -1172,7 +1172,7 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
|
|||
}
|
||||
|
||||
// Check the mapTo name exists for this shape
|
||||
S32 matIndex = object->getShape()->mMaterialList->getMaterialNameList().find_next(String(mapTo));
|
||||
S32 matIndex = object->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
|
||||
if (matIndex < 0)
|
||||
{
|
||||
Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
|
||||
|
|
@ -1190,13 +1190,13 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
|
|||
|
||||
// Replace instances with the new material being traded in. Lets make sure that we only
|
||||
// target the specific targets per inst, this is actually doing more than we thought
|
||||
delete object->getShape()->mMaterialList->mMatInstList[matIndex];
|
||||
object->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
|
||||
delete object->getShape()->materialList->mMatInstList[matIndex];
|
||||
object->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
|
||||
|
||||
// Finish up preparing the material instances for rendering
|
||||
const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
|
||||
FeatureSet features = MATMGR->getDefaultFeatures();
|
||||
object->getShape()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
|
||||
object->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
|
||||
}
|
||||
|
||||
DefineEngineMethod( TSStatic, getModelFile, const char *, (),,
|
||||
|
|
|
|||
|
|
@ -56,11 +56,11 @@ public:
|
|||
~TSStaticPolysoupConvex() {};
|
||||
|
||||
public:
|
||||
Box3F mBox;
|
||||
Point3F mVerts[4];
|
||||
PlaneF mNormal;
|
||||
S32 mIdx;
|
||||
TSMesh *mMesh;
|
||||
Box3F box;
|
||||
Point3F verts[4];
|
||||
PlaneF normal;
|
||||
S32 idx;
|
||||
TSMesh *mesh;
|
||||
|
||||
static SceneObject* smCurObject;
|
||||
|
||||
|
|
|
|||
|
|
@ -823,8 +823,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
|
|||
if (node != -1)
|
||||
{
|
||||
MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
|
||||
|
||||
QuatF qrot(zRot);
|
||||
qrot *= defaultRot.getQuatF();
|
||||
|
|
@ -837,8 +837,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
|
|||
if (node != -1)
|
||||
{
|
||||
MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
|
||||
|
||||
QuatF qrot(xRot);
|
||||
qrot *= defaultRot.getQuatF();
|
||||
|
|
@ -853,8 +853,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
|
|||
if (node != -1)
|
||||
{
|
||||
MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
|
||||
|
||||
QuatF qrot(xRot);
|
||||
qrot *= defaultRot.getQuatF();
|
||||
|
|
@ -866,8 +866,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
|
|||
if (node != -1)
|
||||
{
|
||||
MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
|
||||
Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
|
||||
Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
|
||||
|
||||
QuatF qrot(zRot);
|
||||
qrot *= defaultRot.getQuatF();
|
||||
|
|
|
|||
|
|
@ -111,7 +111,7 @@ bool WheeledVehicleTire::preload(bool server, String &errorStr)
|
|||
// Determinw wheel radius from the shape's bounding box.
|
||||
// The tire should be built with it's hub axis along the
|
||||
// object's Y axis.
|
||||
radius = shape->mBounds.len_z() / 2;
|
||||
radius = shape->bounds.len_z() / 2;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
@ -399,8 +399,8 @@ bool WheeledVehicleData::preload(bool server, String &errorStr)
|
|||
if (collisionDetails[0] != -1) {
|
||||
MatrixF imat(1);
|
||||
SphereF sphere;
|
||||
sphere.center = mShape->mCenter;
|
||||
sphere.radius = mShape->mRadius;
|
||||
sphere.center = mShape->center;
|
||||
sphere.radius = mShape->radius;
|
||||
PlaneExtractorPolyList polyList;
|
||||
polyList.mPlaneList = &rigidBody.mPlaneList;
|
||||
polyList.setTransform(&imat, Point3F(1,1,1));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue