Rename all member variables to follow the style guidelines (prefixed with the 'm') - ColladaExtensions

This commit is contained in:
bank 2014-05-13 11:32:08 +04:00
parent 733347fd61
commit 9aeb4389f3
6 changed files with 101 additions and 101 deletions

View file

@ -29,10 +29,10 @@
/// the interval
bool ColladaExtension_effect::animatesTextureTransform(F32 start, F32 end)
{
return repeatU.isAnimated(start, end) || repeatV.isAnimated(start, end) ||
offsetU.isAnimated(start, end) || offsetV.isAnimated(start, end) ||
rotateUV.isAnimated(start, end) || noiseU.isAnimated(start, end) ||
noiseV.isAnimated(start, end);
return mRepeatU.isAnimated(start, end) || mRepeatV.isAnimated(start, end) ||
mOffsetU.isAnimated(start, end) || mOffsetV.isAnimated(start, end) ||
mRotateUV.isAnimated(start, end) || mNoiseU.isAnimated(start, end) ||
mNoiseV.isAnimated(start, end);
}
/// Apply the MAYA texture transform to the given UV coordinates
@ -41,21 +41,21 @@ void ColladaExtension_effect::applyTextureTransform(Point2F& uv, F32 time)
// This function will be called for every tvert, every frame. So cache the
// texture transform parameters to avoid interpolating them every call (since
// they are constant for all tverts for a given 't')
if (time != lastAnimTime) {
if (time != mLastAnimTime) {
// Update texture transform
textureTransform.set(EulerF(0, 0, rotateUV.getValue(time)));
textureTransform.setPosition(Point3F(
offsetU.getValue(time) + noiseU.getValue(time)*gRandGen.randF(),
offsetV.getValue(time) + noiseV.getValue(time)*gRandGen.randF(),
mTextureTransform.set(EulerF(0, 0, mRotateUV.getValue(time)));
mTextureTransform.setPosition(Point3F(
mOffsetU.getValue(time) + mNoiseU.getValue(time)*gRandGen.randF(),
mOffsetV.getValue(time) + mNoiseV.getValue(time)*gRandGen.randF(),
0));
textureTransform.scale(Point3F(repeatU.getValue(time), repeatV.getValue(time), 1.0f));
mTextureTransform.scale(Point3F(mRepeatU.getValue(time), mRepeatV.getValue(time), 1.0f));
lastAnimTime = time;
mLastAnimTime = time;
}
// Apply texture transform
Point3F result;
textureTransform.mulP(Point3F(uv.x, uv.y, 0), &result);
mTextureTransform.mulP(Point3F(uv.x, uv.y, 0), &result);
uv.x = result.x;
uv.y = result.y;