mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +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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@ -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->mDetails.size(),"TSShapeInstance::buildPolyList");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::buildPolyList");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::castRay");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRay");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::castRayRendered");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayRendered");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::support");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::support");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[dl];
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S32 ss = detail->subShapeNum;
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S32 od = detail->objectDetailNum;
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::computeBounds");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::computeBounds");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mBounds;
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bounds = mShape->bounds;
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return;
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}
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S32 start = mShape->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::buildPolyListOpcode");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyListOpcode");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::castRayOpcode");
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AssertFatal(dl>=0 && dl<mShape->details.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->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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->mDetails.size(),"TSShapeInstance::buildConvexOpcode");
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AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildConvexOpcode");
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// get subshape and object detail
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const TSDetail * detail = &mShape->mDetails[dl];
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const TSDetail * detail = &mShape->details[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->mSubShapeFirstObject[ss];
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S32 end = mShape->mSubShapeNumObjects[ss] + start;
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S32 start = mShape->subShapeFirstObject[ss];
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S32 end = mShape->subShapeNumObjects[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 < mDetails.size(); i++ )
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for ( U32 i = 0; i < details.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 ( mDetails[i].size < 0 )
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if ( details[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 ( mDetails[i].size > highestSize )
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if ( details[i].size > highestSize )
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{
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highestDetail = i;
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highestSize = mDetails[i].size;
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highestSize = details[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 < mDetails.size(); i++ )
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for ( U32 i = 0; i < details.size(); i++ )
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{
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const String &name = mNames[ mDetails[i].nameIndex ];
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const String &name = names[ details[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 < mDetails.size(); i++ )
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for ( U32 i = 0; i < details.size(); i++ )
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{
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const String &name = mNames[ mDetails[i].nameIndex ];
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const String &name = names[ details[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 = mDetails[0];
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const TSShape::Detail &detail = details[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 = mSubShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + mSubShapeNumObjects[ detail.subShapeNum ];
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S32 start = subShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + subShapeNumObjects[ 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 = mObjects[o];
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const TSShape::Object &object = objects[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 = mMeshes[ object.startMeshIndex + detail.objectDetailNum ];
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TSMesh *mesh = meshes[ 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 < mDetails.size(); i++ )
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for ( U32 i = 0; i < details.size(); i++ )
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{
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const TSShape::Detail &detail = mDetails[i];
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const String &name = mNames[detail.nameIndex];
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const TSShape::Detail &detail = details[i];
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const String &name = names[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 = mSubShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + mSubShapeNumObjects[ detail.subShapeNum ];
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S32 start = subShapeFirstObject[ detail.subShapeNum ];
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S32 end = start + subShapeNumObjects[ 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 = mObjects[o];
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const String &meshName = mNames[ object.nameIndex ];
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const TSShape::Object &object = objects[o];
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const String &meshName = names[ 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 = mMeshes[ object.startMeshIndex + detail.objectDetailNum ];
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TSMesh *mesh = meshes[ 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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@ -1280,10 +1280,10 @@ bool TSMesh::buildConvexOpcode( const MatrixF &meshToObjectMat, const Box3F &nod
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if( chunkc->getObject() != TSStaticPolysoupConvex::smCurObject )
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continue;
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if( chunkc->mMesh != this )
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if( chunkc->mesh != this )
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continue;
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if( chunkc->mIdx != curIdx )
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if( chunkc->idx != curIdx )
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continue;
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// A match! Don't need to add it.
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@ -1315,18 +1315,18 @@ bool TSMesh::buildConvexOpcode( const MatrixF &meshToObjectMat, const Box3F &nod
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list->registerObject( cp );
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convex->addToWorkingList( cp );
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cp->mMesh = this;
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cp->mIdx = curIdx;
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cp->mesh = this;
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cp->idx = curIdx;
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cp->mObject = TSStaticPolysoupConvex::smCurObject;
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cp->mNormal = p;
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cp->mVerts[0] = a;
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cp->mVerts[1] = b;
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cp->mVerts[2] = c;
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cp->mVerts[3] = peak;
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cp->normal = p;
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cp->verts[0] = a;
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cp->verts[1] = b;
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cp->verts[2] = c;
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cp->verts[3] = peak;
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// Update the bounding box.
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Box3F &bounds = cp->mBox;
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Box3F &bounds = cp->box;
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bounds.minExtents.set( F32_MAX, F32_MAX, F32_MAX );
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bounds.maxExtents.set( -F32_MAX, -F32_MAX, -F32_MAX );
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@ -1364,9 +1364,9 @@ void TSMesh::prepOpcodeCollision()
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// Figure out how many triangles we have...
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U32 triCount = 0;
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const U32 base = 0;
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for ( U32 i = 0; i < mPrimitives.size(); i++ )
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for ( U32 i = 0; i < primitives.size(); i++ )
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{
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TSDrawPrimitive & draw = mPrimitives[i];
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TSDrawPrimitive & draw = primitives[i];
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const U32 start = draw.start;
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AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
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@ -1377,16 +1377,16 @@ void TSMesh::prepOpcodeCollision()
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else
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{
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// Have to walk the tristrip to get a count... may have degenerates
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U32 idx0 = base + mIndices[start + 0];
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U32 idx0 = base + indices[start + 0];
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U32 idx1;
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U32 idx2 = base + mIndices[start + 1];
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U32 idx2 = base + indices[start + 1];
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U32 * nextIdx = &idx1;
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for ( S32 j = 2; j < draw.numElements; j++ )
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{
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*nextIdx = idx2;
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// nextIdx = (j%2)==0 ? &idx0 : &idx1;
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nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
|
||||
idx2 = base + mIndices[start + j];
|
||||
idx2 = base + indices[start + j];
|
||||
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
|
||||
continue;
|
||||
|
||||
|
|
@ -1396,7 +1396,7 @@ void TSMesh::prepOpcodeCollision()
|
|||
}
|
||||
|
||||
// Just do the first trilist for now.
|
||||
mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : mVerts.size() );
|
||||
mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : verts.size() );
|
||||
mi->SetNbTriangles( triCount );
|
||||
|
||||
// Stuff everything into appropriate arrays.
|
||||
|
|
@ -1407,9 +1407,9 @@ void TSMesh::prepOpcodeCollision()
|
|||
mOpPoints = pts;
|
||||
|
||||
// add the polys...
|
||||
for ( U32 i = 0; i < mPrimitives.size(); i++ )
|
||||
for ( U32 i = 0; i < primitives.size(); i++ )
|
||||
{
|
||||
TSDrawPrimitive & draw = mPrimitives[i];
|
||||
TSDrawPrimitive & draw = primitives[i];
|
||||
const U32 start = draw.start;
|
||||
|
||||
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
|
||||
|
|
@ -1421,9 +1421,9 @@ void TSMesh::prepOpcodeCollision()
|
|||
{
|
||||
for ( S32 j = 0; j < draw.numElements; )
|
||||
{
|
||||
curIts->mVRef[2] = base + mIndices[start + j + 0];
|
||||
curIts->mVRef[1] = base + mIndices[start + j + 1];
|
||||
curIts->mVRef[0] = base + mIndices[start + j + 2];
|
||||
curIts->mVRef[2] = base + indices[start + j + 0];
|
||||
curIts->mVRef[1] = base + indices[start + j + 1];
|
||||
curIts->mVRef[0] = base + indices[start + j + 2];
|
||||
curIts->mMatIdx = matIndex;
|
||||
curIts++;
|
||||
|
||||
|
|
@ -1434,16 +1434,16 @@ void TSMesh::prepOpcodeCollision()
|
|||
{
|
||||
AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::buildPolyList (2)" );
|
||||
|
||||
U32 idx0 = base + mIndices[start + 0];
|
||||
U32 idx0 = base + indices[start + 0];
|
||||
U32 idx1;
|
||||
U32 idx2 = base + mIndices[start + 1];
|
||||
U32 idx2 = base + indices[start + 1];
|
||||
U32 * nextIdx = &idx1;
|
||||
for ( S32 j = 2; j < draw.numElements; j++ )
|
||||
{
|
||||
*nextIdx = idx2;
|
||||
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
|
||||
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
|
||||
idx2 = base + mIndices[start + j];
|
||||
idx2 = base + indices[start + j];
|
||||
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
|
||||
continue;
|
||||
|
||||
|
|
@ -1462,7 +1462,7 @@ void TSMesh::prepOpcodeCollision()
|
|||
if( mVertexData.isReady() )
|
||||
pts[i].Set( mVertexData[i].vert().x, mVertexData[i].vert().y, mVertexData[i].vert().z );
|
||||
else
|
||||
pts[i].Set( mVerts[i].x, mVerts[i].y, mVerts[i].z );
|
||||
pts[i].Set( verts[i].x, verts[i].y, verts[i].z );
|
||||
|
||||
mi->SetPointers( its, pts );
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue