mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-25 15:19:30 +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
|
|
@ -531,7 +531,7 @@ protected:
|
|||
void deltaGround1(TSThread *, F32 start, F32 end, MatrixF& mat);
|
||||
/// @}
|
||||
|
||||
U32 getNumDetails() const { return mShape ? mShape->mDetails.size() : 0; }
|
||||
U32 getNumDetails() const { return mShape ? mShape->details.size() : 0; }
|
||||
|
||||
S32 getCurrentDetail() const { return mCurrentDetailLevel; }
|
||||
|
||||
|
|
@ -702,20 +702,20 @@ class TSThread
|
|||
{
|
||||
friend class TSShapeInstance;
|
||||
|
||||
S32 mPriority;
|
||||
S32 priority;
|
||||
|
||||
TSShapeInstance * mShapeInstance; ///< Instance of the shape that this thread animates
|
||||
|
||||
S32 mSequence; ///< Sequence this thread will perform
|
||||
F32 mPos;
|
||||
S32 sequence; ///< Sequence this thread will perform
|
||||
F32 pos;
|
||||
|
||||
F32 mTimeScale; ///< How fast to play through the sequence
|
||||
F32 timeScale; ///< How fast to play through the sequence
|
||||
|
||||
S32 mKeyNum1; ///< Keyframe at or before current position
|
||||
S32 mKeyNum2; ///< Keyframe at or after current position
|
||||
F32 mKeyPos;
|
||||
S32 keyNum1; ///< Keyframe at or before current position
|
||||
S32 keyNum2; ///< Keyframe at or after current position
|
||||
F32 keyPos;
|
||||
|
||||
bool mBlendDisabled; ///< Blend with other sequences?
|
||||
bool blendDisabled; ///< Blend with other sequences?
|
||||
|
||||
/// if in transition...
|
||||
struct TransitionData
|
||||
|
|
@ -732,15 +732,15 @@ class TSThread
|
|||
TSIntegerSet oldScaleNodes; ///< nodes controlled by this thread pre-transition
|
||||
U32 oldSequence; ///< sequence that was set before transition began
|
||||
F32 oldPos; ///< position of sequence before transition began
|
||||
} mTransitionData;
|
||||
} transitionData;
|
||||
|
||||
struct
|
||||
{
|
||||
F32 start;
|
||||
F32 end;
|
||||
S32 loop;
|
||||
} mPath;
|
||||
bool mMakePath;
|
||||
} path;
|
||||
bool makePath;
|
||||
|
||||
/// given a position on the thread, choose correct keyframes
|
||||
/// slight difference between one-shot and cyclic sequences -- see comments below for details
|
||||
|
|
@ -789,10 +789,10 @@ class TSThread
|
|||
public:
|
||||
|
||||
TSShapeInstance * getShapeInstance() { return mShapeInstance; }
|
||||
bool hasSequence() const { return mSequence >= 0; }
|
||||
U32 getSeqIndex() const { return mSequence; }
|
||||
const TSSequence* getSequence() const { return &(mShapeInstance->mShape->mSequences[mSequence]); }
|
||||
const String& getSequenceName() const { return mShapeInstance->mShape->getSequenceName(mSequence); }
|
||||
bool hasSequence() const { return sequence >= 0; }
|
||||
U32 getSeqIndex() const { return sequence; }
|
||||
const TSSequence* getSequence() const { return &(mShapeInstance->mShape->sequences[sequence]); }
|
||||
const String& getSequenceName() const { return mShapeInstance->mShape->getSequenceName(sequence); }
|
||||
S32 operator<(const TSThread &) const;
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue