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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSThread
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3 changed files with 184 additions and 184 deletions
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@ -696,20 +696,20 @@ class TSThread
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{
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friend class TSShapeInstance;
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S32 priority;
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S32 mPriority;
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TSShapeInstance * mShapeInstance; ///< Instance of the shape that this thread animates
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S32 sequence; ///< Sequence this thread will perform
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F32 pos;
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S32 mSequence; ///< Sequence this thread will perform
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F32 mPos;
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F32 timeScale; ///< How fast to play through the sequence
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F32 mTimeScale; ///< How fast to play through the sequence
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S32 keyNum1; ///< Keyframe at or before current position
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S32 keyNum2; ///< Keyframe at or after current position
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F32 keyPos;
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S32 mKeyNum1; ///< Keyframe at or before current position
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S32 mKeyNum2; ///< Keyframe at or after current position
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F32 mKeyPos;
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bool blendDisabled; ///< Blend with other sequences?
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bool mBlendDisabled; ///< Blend with other sequences?
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/// if in transition...
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struct TransitionData
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@ -726,15 +726,15 @@ class TSThread
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TSIntegerSet oldScaleNodes; ///< nodes controlled by this thread pre-transition
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U32 oldSequence; ///< sequence that was set before transition began
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F32 oldPos; ///< position of sequence before transition began
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} transitionData;
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} mTransitionData;
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struct
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{
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F32 start;
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F32 end;
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S32 loop;
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} path;
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bool makePath;
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} mPath;
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bool mMakePath;
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/// given a position on the thread, choose correct keyframes
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/// slight difference between one-shot and cyclic sequences -- see comments below for details
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@ -783,10 +783,10 @@ class TSThread
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public:
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TSShapeInstance * getShapeInstance() { return mShapeInstance; }
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bool hasSequence() const { return sequence >= 0; }
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U32 getSeqIndex() const { return sequence; }
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const TSSequence* getSequence() const { return &(mShapeInstance->mShape->mSequences[sequence]); }
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const String& getSequenceName() const { return mShapeInstance->mShape->getSequenceName(sequence); }
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bool hasSequence() const { return mSequence >= 0; }
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U32 getSeqIndex() const { return mSequence; }
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const TSSequence* getSequence() const { return &(mShapeInstance->mShape->mSequences[mSequence]); }
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const String& getSequenceName() const { return mShapeInstance->mShape->getSequenceName(mSequence); }
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S32 operator<(const TSThread &) const;
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};
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