mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Revert recent style cleanup changes.
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parent
a73850a4bb
commit
84e8cbb4ee
62 changed files with 3380 additions and 3380 deletions
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@ -23,10 +23,10 @@
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#include "ts/loader/appMesh.h"
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#include "ts/loader/tsShapeLoader.h"
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Vector<AppMaterial*> AppMesh::mAppMaterials;
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Vector<AppMaterial*> AppMesh::appMaterials;
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AppMesh::AppMesh()
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: mFlags(0), mNumFrames(0), mNumMatFrames(0), mVertsPerFrame(0)
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: flags(0), numFrames(0), numMatFrames(0), vertsPerFrame(0)
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{
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}
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@ -44,43 +44,43 @@ void AppMesh::computeBounds(Box3F& bounds)
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// Setup bone transforms
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Vector<MatrixF> boneTransforms;
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boneTransforms.setSize( mNodeIndex.size() );
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boneTransforms.setSize( nodeIndex.size() );
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for (S32 iBone = 0; iBone < boneTransforms.size(); iBone++)
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{
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MatrixF nodeMat = mBones[iBone]->getNodeTransform( TSShapeLoader::smDefaultTime );
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MatrixF nodeMat = bones[iBone]->getNodeTransform( TSShapeLoader::DefaultTime );
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TSShapeLoader::zapScale(nodeMat);
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boneTransforms[iBone].mul( nodeMat, mInitialTransforms[iBone] );
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boneTransforms[iBone].mul( nodeMat, initialTransforms[iBone] );
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}
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// Multiply verts by weighted bone transforms
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for (S32 iVert = 0; iVert < mInitialVerts.size(); iVert++)
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mPoints[iVert].set( Point3F::Zero );
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for (S32 iVert = 0; iVert < initialVerts.size(); iVert++)
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points[iVert].set( Point3F::Zero );
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for (S32 iWeight = 0; iWeight < mVertexIndex.size(); iWeight++)
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for (S32 iWeight = 0; iWeight < vertexIndex.size(); iWeight++)
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{
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const S32& vertIndex = mVertexIndex[iWeight];
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const MatrixF& deltaTransform = boneTransforms[ mBoneIndex[iWeight] ];
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const S32& vertIndex = vertexIndex[iWeight];
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const MatrixF& deltaTransform = boneTransforms[ boneIndex[iWeight] ];
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Point3F v;
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deltaTransform.mulP( mInitialVerts[vertIndex], &v );
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v *= mWeight[iWeight];
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deltaTransform.mulP( initialVerts[vertIndex], &v );
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v *= weight[iWeight];
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mPoints[vertIndex] += v;
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points[vertIndex] += v;
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}
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// compute bounds for the skinned mesh
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for (S32 iVert = 0; iVert < mInitialVerts.size(); iVert++)
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bounds.extend( mPoints[iVert] );
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for (S32 iVert = 0; iVert < initialVerts.size(); iVert++)
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bounds.extend( points[iVert] );
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}
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else
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{
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MatrixF transform = getMeshTransform(TSShapeLoader::smDefaultTime);
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MatrixF transform = getMeshTransform(TSShapeLoader::DefaultTime);
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TSShapeLoader::zapScale(transform);
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for (S32 iVert = 0; iVert < mPoints.size(); iVert++)
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for (S32 iVert = 0; iVert < points.size(); iVert++)
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{
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Point3F p;
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transform.mulP(mPoints[iVert], &p);
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transform.mulP(points[iVert], &p);
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bounds.extend(p);
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}
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}
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@ -89,39 +89,39 @@ void AppMesh::computeBounds(Box3F& bounds)
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void AppMesh::computeNormals()
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{
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// Clear normals
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mNormals.setSize( mPoints.size() );
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for (S32 iNorm = 0; iNorm < mNormals.size(); iNorm++)
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mNormals[iNorm] = Point3F::Zero;
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normals.setSize( points.size() );
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for (S32 iNorm = 0; iNorm < normals.size(); iNorm++)
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normals[iNorm] = Point3F::Zero;
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// Sum triangle normals for each vertex
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for (S32 iPrim = 0; iPrim < mPrimitives.size(); iPrim++)
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for (S32 iPrim = 0; iPrim < primitives.size(); iPrim++)
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{
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const TSDrawPrimitive& prim = mPrimitives[iPrim];
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const TSDrawPrimitive& prim = primitives[iPrim];
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for (S32 iInd = 0; iInd < prim.numElements; iInd += 3)
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{
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// Compute the normal for this triangle
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S32 idx0 = mIndices[prim.start + iInd + 0];
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S32 idx1 = mIndices[prim.start + iInd + 1];
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S32 idx2 = mIndices[prim.start + iInd + 2];
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S32 idx0 = indices[prim.start + iInd + 0];
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S32 idx1 = indices[prim.start + iInd + 1];
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S32 idx2 = indices[prim.start + iInd + 2];
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const Point3F& v0 = mPoints[idx0];
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const Point3F& v1 = mPoints[idx1];
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const Point3F& v2 = mPoints[idx2];
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const Point3F& v0 = points[idx0];
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const Point3F& v1 = points[idx1];
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const Point3F& v2 = points[idx2];
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Point3F n;
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mCross(v2 - v0, v1 - v0, &n);
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n.normalize(); // remove this to use 'weighted' normals (large triangles will have more effect)
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mNormals[idx0] += n;
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mNormals[idx1] += n;
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mNormals[idx2] += n;
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normals[idx0] += n;
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normals[idx1] += n;
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normals[idx2] += n;
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}
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}
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// Normalize the vertex normals (this takes care of averaging the triangle normals)
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for (S32 iNorm = 0; iNorm < mNormals.size(); iNorm++)
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mNormals[iNorm].normalize();
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for (S32 iNorm = 0; iNorm < normals.size(); iNorm++)
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normals[iNorm].normalize();
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}
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TSMesh* AppMesh::constructTSMesh()
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@ -133,13 +133,13 @@ TSMesh* AppMesh::constructTSMesh()
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tsmesh = tsskin;
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// Copy skin elements
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tsskin->mWeight = mWeight;
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tsskin->mBoneIndex = mBoneIndex;
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tsskin->mVertexIndex = mVertexIndex;
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tsskin->mBatchData.nodeIndex = mNodeIndex;
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tsskin->mBatchData.initialTransforms = mInitialTransforms;
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tsskin->mBatchData.initialVerts = mInitialVerts;
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tsskin->mBatchData.initialNorms = mInitialNorms;
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tsskin->weight = weight;
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tsskin->boneIndex = boneIndex;
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tsskin->vertexIndex = vertexIndex;
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tsskin->batchData.nodeIndex = nodeIndex;
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tsskin->batchData.initialTransforms = initialTransforms;
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tsskin->batchData.initialVerts = initialVerts;
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tsskin->batchData.initialNorms = initialNorms;
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}
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else
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{
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@ -147,22 +147,22 @@ TSMesh* AppMesh::constructTSMesh()
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}
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// Copy mesh elements
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tsmesh->mVerts = mPoints;
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tsmesh->mNorms = mNormals;
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tsmesh->mTVerts = mUVs;
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tsmesh->mPrimitives = mPrimitives;
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tsmesh->mIndices = mIndices;
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tsmesh->mColors = mColors;
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tsmesh->mTVerts2 = mUV2s;
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tsmesh->verts = points;
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tsmesh->norms = normals;
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tsmesh->tverts = uvs;
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tsmesh->primitives = primitives;
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tsmesh->indices = indices;
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tsmesh->colors = colors;
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tsmesh->tverts2 = uv2s;
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// Finish initializing the shape
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tsmesh->setFlags(mFlags);
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tsmesh->setFlags(flags);
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tsmesh->computeBounds();
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tsmesh->mNumFrames = mNumFrames;
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tsmesh->mNumMatFrames = mNumMatFrames;
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tsmesh->mVertsPerFrame = mVertsPerFrame;
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tsmesh->createTangents(tsmesh->mVerts, tsmesh->mNorms);
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tsmesh->mEncodedNorms.set(NULL,0);
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tsmesh->numFrames = numFrames;
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tsmesh->numMatFrames = numMatFrames;
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tsmesh->vertsPerFrame = vertsPerFrame;
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tsmesh->createTangents(tsmesh->verts, tsmesh->norms);
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tsmesh->encodedNorms.set(NULL,0);
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return tsmesh;
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}
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