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https://github.com/TorqueGameEngines/Torque3D.git
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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class MeshStreams
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@ -197,27 +197,27 @@ private:
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public:
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_SourceReader points;
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_SourceReader normals;
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_SourceReader colors;
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_SourceReader uvs;
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_SourceReader uv2s;
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_SourceReader mPoints;
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_SourceReader mNormals;
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_SourceReader mColors;
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_SourceReader mUVs;
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_SourceReader mUV2s;
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_SourceReader joints;
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_SourceReader weights;
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_SourceReader invBindMatrices;
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_SourceReader mJoints;
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_SourceReader mWeights;
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_SourceReader mInvBindMatrices;
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/// Clear the mesh streams
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void reset()
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{
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points.reset();
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normals.reset();
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colors.reset();
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uvs.reset();
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uv2s.reset();
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joints.reset();
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weights.reset();
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invBindMatrices.reset();
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mPoints.reset();
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mNormals.reset();
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mColors.reset();
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mUVs.reset();
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mUV2s.reset();
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mJoints.reset();
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mWeights.reset();
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mInvBindMatrices.reset();
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}
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/// Classify a set of inputs by type and set number (needs to be a template
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@ -283,32 +283,32 @@ public:
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// Attempt to initialise the SourceReaders
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const char* vertex_params[] = { "X", "Y", "Z", "" };
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initSourceReader(sortedInputs[Points], Points, points, vertex_params);
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initSourceReader(sortedInputs[Points], Points, mPoints, vertex_params);
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const char* normal_params[] = { "X", "Y", "Z", "" };
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initSourceReader(sortedInputs[Normals], Normals, normals, normal_params);
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initSourceReader(sortedInputs[Normals], Normals, mNormals, normal_params);
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const char* color_params[] = { "R", "G", "B", "A", "" };
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initSourceReader(sortedInputs[Colors], Colors, colors, color_params);
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initSourceReader(sortedInputs[Colors], Colors, mColors, color_params);
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const char* uv_params[] = { "S", "T", "" };
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const char* uv_params2[] = { "U", "V", "" }; // some files use the nonstandard U,V or X,Y param names
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const char* uv_params3[] = { "X", "Y", "" };
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if (!initSourceReader(sortedInputs[UVs], UVs, uvs, uv_params))
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if (!initSourceReader(sortedInputs[UVs], UVs, uvs, uv_params2))
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initSourceReader(sortedInputs[UVs], UVs, uvs, uv_params3);
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if (!initSourceReader(sortedInputs[UV2s], UV2s, uv2s, uv_params))
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if (!initSourceReader(sortedInputs[UV2s], UV2s, uv2s, uv_params2))
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initSourceReader(sortedInputs[UV2s], UV2s, uv2s, uv_params3);
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if (!initSourceReader(sortedInputs[UVs], UVs, mUVs, uv_params))
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if (!initSourceReader(sortedInputs[UVs], UVs, mUVs, uv_params2))
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initSourceReader(sortedInputs[UVs], UVs, mUVs, uv_params3);
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if (!initSourceReader(sortedInputs[UV2s], UV2s, mUV2s, uv_params))
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if (!initSourceReader(sortedInputs[UV2s], UV2s, mUV2s, uv_params2))
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initSourceReader(sortedInputs[UV2s], UV2s, mUV2s, uv_params3);
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const char* joint_params[] = { "JOINT", "" };
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initSourceReader(sortedInputs[Joints], Joints, joints, joint_params);
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initSourceReader(sortedInputs[Joints], Joints, mJoints, joint_params);
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const char* weight_params[] = { "WEIGHT", "" };
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initSourceReader(sortedInputs[Weights], Weights, weights, weight_params);
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initSourceReader(sortedInputs[Weights], Weights, mWeights, weight_params);
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const char* matrix_params[] = { "TRANSFORM", "" };
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initSourceReader(sortedInputs[InvBindMatrices], InvBindMatrices, invBindMatrices, matrix_params);
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initSourceReader(sortedInputs[InvBindMatrices], InvBindMatrices, mInvBindMatrices, matrix_params);
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return true;
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}
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@ -593,11 +593,11 @@ void ColladaAppMesh::getPrimitives(const domGeometry* geometry)
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tuple.mUV = offsets[MeshStreams::UVs] >= 0 ? pSrcData[offsets[MeshStreams::UVs]] : -1;
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tuple.mUV2 = offsets[MeshStreams::UV2s] >= 0 ? pSrcData[offsets[MeshStreams::UV2s]] : -1;
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tuple.mDataVertex = tuple.mVertex > -1 ? streams.points.getPoint3FValue(tuple.mVertex) : Point3F::Max;
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tuple.mDataNormal = tuple.mNormal > -1 ? streams.normals.getPoint3FValue(tuple.mNormal) : Point3F::Max;
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tuple.mDataColor = tuple.mColor > -1 ? streams.colors.getColorIValue(tuple.mColor) : ColorI(0,0,0);
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tuple.mDataUV = tuple.mUV > -1 ? streams.uvs.getPoint2FValue(tuple.mUV) : Point2F::Max;
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tuple.mDataUV2 = tuple.mUV2 > -1 ? streams.uv2s.getPoint2FValue(tuple.mUV2) : Point2F::Max;
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tuple.mDataVertex = tuple.mVertex > -1 ? streams.mPoints.getPoint3FValue(tuple.mVertex) : Point3F::Max;
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tuple.mDataNormal = tuple.mNormal > -1 ? streams.mNormals.getPoint3FValue(tuple.mNormal) : Point3F::Max;
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tuple.mDataColor = tuple.mColor > -1 ? streams.mColors.getColorIValue(tuple.mColor) : ColorI(0,0,0);
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tuple.mDataUV = tuple.mUV > -1 ? streams.mUVs.getPoint2FValue(tuple.mUV) : Point2F::Max;
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tuple.mDataUV2 = tuple.mUV2 > -1 ? streams.mUV2s.getPoint2FValue(tuple.mUV2) : Point2F::Max;
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VertTupleMap::Iterator itr = tupleMap.find(tuple);
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if (itr == tupleMap.end())
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@ -686,8 +686,8 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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// If we are NOT appending values, only set the value if it actually exists
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// in the mesh data stream.
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if (appendValues || ((tuple.mVertex >= 0) && (tuple.mVertex < streams.points.size()))) {
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points_array[iVert] = streams.points.getPoint3FValue(tuple.mVertex);
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if (appendValues || ((tuple.mVertex >= 0) && (tuple.mVertex < streams.mPoints.size()))) {
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points_array[iVert] = streams.mPoints.getPoint3FValue(tuple.mVertex);
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// Flip verts for inverted meshes
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if (mAppNode->invertMeshes)
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@ -696,8 +696,8 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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objectOffset.mulP(points_array[iVert]);
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}
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if (appendValues || ((tuple.mUV >= 0) && (tuple.mUV < streams.uvs.size()))) {
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uvs_array[iVert] = streams.uvs.getPoint2FValue(tuple.mUV);
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if (appendValues || ((tuple.mUV >= 0) && (tuple.mUV < streams.mUVs.size()))) {
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uvs_array[iVert] = streams.mUVs.getPoint2FValue(tuple.mUV);
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if (appMat && appMat->effectExt)
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appMat->effectExt->applyTextureTransform(uvs_array[iVert], time);
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uvs_array[iVert].y = 1.0f - uvs_array[iVert].y; // Collada texcoords are upside down compared to TGE
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@ -705,7 +705,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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// The rest is non-required data... if it doesn't exist then don't append it.
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if ( (tuple.mNormal >= 0) && (tuple.mNormal < streams.normals.size()) ) {
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if ( (tuple.mNormal >= 0) && (tuple.mNormal < streams.mNormals.size()) ) {
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if ( !norms_array && iVert == 0 )
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{
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v_norms.setSize(v_norms.size() + mVertTuples.size());
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@ -713,7 +713,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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}
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if ( norms_array ) {
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norms_array[iVert] = streams.normals.getPoint3FValue(tuple.mNormal);
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norms_array[iVert] = streams.mNormals.getPoint3FValue(tuple.mNormal);
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// Flip normals for inverted meshes
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if (mAppNode->invertMeshes)
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@ -721,7 +721,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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}
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}
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if ( (tuple.mColor >= 0) && (tuple.mColor < streams.colors.size()))
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if ( (tuple.mColor >= 0) && (tuple.mColor < streams.mColors.size()))
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{
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if ( !colors_array && iVert == 0 )
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{
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@ -730,10 +730,10 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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}
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if ( colors_array )
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colors_array[iVert] = streams.colors.getColorIValue(tuple.mColor);
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colors_array[iVert] = streams.mColors.getColorIValue(tuple.mColor);
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}
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if ( (tuple.mUV2 >= 0) && (tuple.mUV2 < streams.uv2s.size()) )
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if ( (tuple.mUV2 >= 0) && (tuple.mUV2 < streams.mUV2s.size()) )
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{
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if ( !uv2s_array && iVert == 0 )
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{
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@ -743,7 +743,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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if ( uv2s_array )
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{
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uv2s_array[iVert] = streams.uv2s.getPoint2FValue(tuple.mUV2);
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uv2s_array[iVert] = streams.mUV2s.getPoint2FValue(tuple.mUV2);
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if (appMat && appMat->effectExt)
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appMat->effectExt->applyTextureTransform(uv2s_array[iVert], time);
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uv2s_array[iVert].y = 1.0f - uv2s_array[iVert].y; // Collada texcoords are upside down compared to TGE
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@ -981,7 +981,7 @@ void ColladaAppMesh::lookupSkinData()
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for (S32 iWeight = 0; iWeight < vcount[mVertTuples[iVert].mVertex]; iWeight++) {
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S32 bIndex = vindices[iWeight*2];
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F32 bWeight = streams.weights.getFloatValue( vindices[iWeight*2 + 1] );
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F32 bWeight = streams.mWeights.getFloatValue( vindices[iWeight*2 + 1] );
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// Ignore empty weights
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if ( bIndex < 0 || bWeight == 0 )
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@ -1046,11 +1046,11 @@ void ColladaAppMesh::lookupSkinData()
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}
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// Add dummy AppNodes to allow Collada joints to be mapped to 3space nodes
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mBones.setSize(streams.joints.size());
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mInitialTransforms.setSize(streams.joints.size());
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for (S32 iJoint = 0; iJoint < streams.joints.size(); iJoint++)
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mBones.setSize(streams.mJoints.size());
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mInitialTransforms.setSize(streams.mJoints.size());
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for (S32 iJoint = 0; iJoint < streams.mJoints.size(); iJoint++)
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{
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const char* jointName = streams.joints.getStringValue(iJoint);
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const char* jointName = streams.mJoints.getStringValue(iJoint);
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// Lookup the joint element
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const domNode* joint = 0;
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@ -1082,7 +1082,7 @@ void ColladaAppMesh::lookupSkinData()
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// Bone scaling is generally ignored during import, since 3space only
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// stores default node transform and rotation. Compensate for this by
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// removing the scaling from the inverse bind transform as well
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MatrixF invBind = streams.invBindMatrices.getMatrixFValue(iJoint);
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MatrixF invBind = streams.mInvBindMatrices.getMatrixFValue(iJoint);
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if (!ColladaUtils::getOptions().ignoreNodeScale)
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{
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Point3F invScale = invBind.getScale();
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