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

This commit is contained in:
bank 2014-05-12 18:20:59 +04:00
parent cf3eb26e6f
commit aefa796056
5 changed files with 181 additions and 181 deletions

View file

@ -377,7 +377,7 @@ bool cmpMeshNameAndSize(const String& key, const Vector<String>& names, void* ar
{
if (names[i].compare(key, 0, String::NoCase) == 0)
{
if (meshes[i]->detailSize == meshSize)
if (meshes[i]->mDetailSize == meshSize)
return false;
}
}
@ -396,17 +396,17 @@ void TSShapeLoader::generateObjects()
for (S32 iMesh = 0; iMesh < subshape->objMeshes.size(); iMesh++)
{
AppMesh* mesh = subshape->objMeshes[iMesh];
mesh->detailSize = 2;
String name = String::GetTrailingNumber( mesh->getName(), mesh->detailSize );
name = getUniqueName( name, cmpMeshNameAndSize, meshNames, &(subshape->objMeshes), (void*)mesh->detailSize );
mesh->mDetailSize = 2;
String name = String::GetTrailingNumber( mesh->getName(), mesh->mDetailSize );
name = getUniqueName( name, cmpMeshNameAndSize, meshNames, &(subshape->objMeshes), (void*)mesh->mDetailSize );
meshNames.push_back( name );
// Fix up any collision details that don't have a negative detail level.
if ( dStrStartsWith(meshNames[iMesh], "Collision") ||
dStrStartsWith(meshNames[iMesh], "LOSCol") )
{
if (mesh->detailSize > 0)
mesh->detailSize = -mesh->detailSize;
if (mesh->mDetailSize > 0)
mesh->mDetailSize = -mesh->mDetailSize;
}
}
@ -421,7 +421,7 @@ void TSShapeLoader::generateObjects()
{
if ((meshNames[i].compare(meshNames[j]) < 0) ||
((meshNames[i].compare(meshNames[j]) == 0) &&
(subshape->objMeshes[i]->detailSize < subshape->objMeshes[j]->detailSize)))
(subshape->objMeshes[i]->mDetailSize < subshape->objMeshes[j]->mDetailSize)))
{
{
AppMesh* tmp = subshape->objMeshes[i];
@ -463,17 +463,17 @@ void TSShapeLoader::generateObjects()
shape->objects.last().numMeshes++;
// Set mesh flags
mesh->flags = 0;
mesh->mFlags = 0;
if (mesh->isBillboard())
{
mesh->flags |= TSMesh::Billboard;
mesh->mFlags |= TSMesh::Billboard;
if (mesh->isBillboardZAxis())
mesh->flags |= TSMesh::BillboardZAxis;
mesh->mFlags |= TSMesh::BillboardZAxis;
}
// Set the detail name... do fixups for collision details.
const char* detailName = "detail";
if ( mesh->detailSize < 0 )
if ( mesh->mDetailSize < 0 )
{
if ( dStrStartsWith(meshNames[iMesh], "Collision") ||
dStrStartsWith(meshNames[iMesh], "Col") )
@ -484,11 +484,11 @@ void TSShapeLoader::generateObjects()
// Attempt to add the detail (will fail if it already exists)
S32 oldNumDetails = shape->details.size();
shape->addDetail(detailName, mesh->detailSize, iSub);
shape->addDetail(detailName, mesh->mDetailSize, iSub);
if (shape->details.size() > oldNumDetails)
{
Con::warnf("Object mesh \"%s\" has no matching detail (\"%s%d\" has"
" been added automatically)", mesh->getName(false), detailName, mesh->detailSize);
" been added automatically)", mesh->getName(false), detailName, mesh->mDetailSize);
}
}
@ -519,30 +519,30 @@ void TSShapeLoader::generateSkins()
skin->lookupSkinData();
// Just copy initial verts and norms for now
skin->initialVerts.set(skin->points.address(), skin->vertsPerFrame);
skin->initialNorms.set(skin->normals.address(), skin->vertsPerFrame);
skin->mInitialVerts.set(skin->mPoints.address(), skin->mVertsPerFrame);
skin->mInitialNorms.set(skin->mNormals.address(), skin->mVertsPerFrame);
// Map bones to nodes
skin->nodeIndex.setSize(skin->bones.size());
for (S32 iBone = 0; iBone < skin->bones.size(); iBone++)
skin->mNodeIndex.setSize(skin->mBones.size());
for (S32 iBone = 0; iBone < skin->mBones.size(); iBone++)
{
// Find the node that matches this bone
skin->nodeIndex[iBone] = -1;
skin->mNodeIndex[iBone] = -1;
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
if (appNodes[iNode]->isEqual(skin->bones[iBone]))
if (appNodes[iNode]->isEqual(skin->mBones[iBone]))
{
delete skin->bones[iBone];
skin->bones[iBone] = appNodes[iNode];
skin->nodeIndex[iBone] = iNode;
delete skin->mBones[iBone];
skin->mBones[iBone] = appNodes[iNode];
skin->mNodeIndex[iBone] = iNode;
break;
}
}
if (skin->nodeIndex[iBone] == -1)
if (skin->mNodeIndex[iBone] == -1)
{
Con::warnf("Could not find bone %d. Defaulting to first node", iBone);
skin->nodeIndex[iBone] = 0;
skin->mNodeIndex[iBone] = 0;
}
}
}
@ -569,7 +569,7 @@ void TSShapeLoader::generateDefaultStates()
zapScale(nodeMat);
appMesh->objectOffset = nodeMat.inverse() * meshMat;
appMesh->mObjectOffset = nodeMat.inverse() * meshMat;
}
generateObjectState(shape->objects[iObject], DefaultTime, true, true);
@ -603,8 +603,8 @@ void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFra
generateFrame(obj, t, addFrame, addMatFrame);
// set the frame number for the object state
state.frameIndex = appMeshes[obj.startMeshIndex]->numFrames - 1;
state.matFrameIndex = appMeshes[obj.startMeshIndex]->numMatFrames - 1;
state.frameIndex = appMeshes[obj.startMeshIndex]->mNumFrames - 1;
state.matFrameIndex = appMeshes[obj.startMeshIndex]->mNumMatFrames - 1;
}
}
@ -614,45 +614,45 @@ void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bo
{
AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
U32 oldNumPoints = appMesh->points.size();
U32 oldNumUvs = appMesh->uvs.size();
U32 oldNumPoints = appMesh->mPoints.size();
U32 oldNumUvs = appMesh->mUVs.size();
// Get the mesh geometry at time, 't'
// Geometry verts, normals and tverts can be animated (different set for
// each frame), but the TSDrawPrimitives stay the same, so the way lockMesh
// works is that it will only generate the primitives once, then after that
// will just append verts, normals and tverts each time it is called.
appMesh->lockMesh(t, appMesh->objectOffset);
appMesh->lockMesh(t, appMesh->mObjectOffset);
// Calculate vertex normals if required
if (appMesh->normals.size() != appMesh->points.size())
if (appMesh->mNormals.size() != appMesh->mPoints.size())
appMesh->computeNormals();
// If this is the first call, set the number of points per frame
if (appMesh->numFrames == 0)
if (appMesh->mNumFrames == 0)
{
appMesh->vertsPerFrame = appMesh->points.size();
appMesh->mVertsPerFrame = appMesh->mPoints.size();
}
else
{
// Check frame topology => ie. that the right number of points, normals
// and tverts was added
if ((appMesh->points.size() - oldNumPoints) != appMesh->vertsPerFrame)
if ((appMesh->mPoints.size() - oldNumPoints) != appMesh->mVertsPerFrame)
{
Con::warnf("Wrong number of points (%d) added at time=%f (expected %d)",
appMesh->points.size() - oldNumPoints, t, appMesh->vertsPerFrame);
appMesh->mPoints.size() - oldNumPoints, t, appMesh->mVertsPerFrame);
addFrame = false;
}
if ((appMesh->normals.size() - oldNumPoints) != appMesh->vertsPerFrame)
if ((appMesh->mNormals.size() - oldNumPoints) != appMesh->mVertsPerFrame)
{
Con::warnf("Wrong number of normals (%d) added at time=%f (expected %d)",
appMesh->normals.size() - oldNumPoints, t, appMesh->vertsPerFrame);
appMesh->mNormals.size() - oldNumPoints, t, appMesh->mVertsPerFrame);
addFrame = false;
}
if ((appMesh->uvs.size() - oldNumUvs) != appMesh->vertsPerFrame)
if ((appMesh->mUVs.size() - oldNumUvs) != appMesh->mVertsPerFrame)
{
Con::warnf("Wrong number of tverts (%d) added at time=%f (expected %d)",
appMesh->uvs.size() - oldNumUvs, t, appMesh->vertsPerFrame);
appMesh->mUVs.size() - oldNumUvs, t, appMesh->mVertsPerFrame);
addMatFrame = false;
}
}
@ -663,21 +663,21 @@ void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bo
// points/normals/tverts are already in place!
if (addFrame)
{
appMesh->numFrames++;
appMesh->mNumFrames++;
}
else
{
appMesh->points.setSize(oldNumPoints);
appMesh->normals.setSize(oldNumPoints);
appMesh->mPoints.setSize(oldNumPoints);
appMesh->mNormals.setSize(oldNumPoints);
}
if (addMatFrame)
{
appMesh->numMatFrames++;
appMesh->mNumMatFrames++;
}
else
{
appMesh->uvs.setSize(oldNumPoints);
appMesh->mUVs.setSize(oldNumPoints);
}
}
}
@ -690,11 +690,11 @@ void TSShapeLoader::generateMaterialList()
{
// Install the materials into the material list
shape->materialList = new TSMaterialList;
for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
for (S32 iMat = 0; iMat < AppMesh::mAppMaterials.size(); iMat++)
{
updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::appMaterials.size(), iMat);
updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::mAppMaterials.size(), iMat);
AppMaterial* appMat = AppMesh::appMaterials[iMat];
AppMaterial* appMat = AppMesh::mAppMaterials[iMat];
shape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
}
}
@ -1119,7 +1119,7 @@ void TSShapeLoader::sortDetails()
// object does not already have a mesh with an equal or higher detail)
S32 meshIndex = (iDet < object.numMeshes) ? iDet : object.numMeshes-1;
if (appMeshes[object.startMeshIndex + meshIndex]->detailSize < shape->details[iDet].size)
if (appMeshes[object.startMeshIndex + meshIndex]->mDetailSize < shape->details[iDet].size)
{
// Add a NULL mesh
appMeshes.insert(object.startMeshIndex + iDet, NULL);
@ -1256,9 +1256,9 @@ TSShapeLoader::~TSShapeLoader()
clearNodeTransformCache();
// Clear shared AppMaterial list
for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
delete AppMesh::appMaterials[iMat];
AppMesh::appMaterials.clear();
for (S32 iMat = 0; iMat < AppMesh::mAppMaterials.size(); iMat++)
delete AppMesh::mAppMaterials[iMat];
AppMesh::mAppMaterials.clear();
// Delete Subshapes
delete boundsNode;