mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 23:54:35 +00:00
more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency
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e5a6f4ee3d
commit
c98f257cae
13 changed files with 293 additions and 293 deletions
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@ -251,7 +251,7 @@ public:
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protected:
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U32 meshType;
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U32 mMeshType;
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Box3F mBounds;
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Point3F mCenter;
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F32 mRadius;
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@ -259,7 +259,7 @@ protected:
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const GFXVertexFormat *mVertexFormat;
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TSMesh *parentMeshObject; ///< Current parent object instance
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TSMesh *mParentMeshObject; ///< Current parent object instance
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U32 mPrimBufferOffset;
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@ -299,12 +299,12 @@ protected:
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FlagMask = Billboard|BillboardZAxis|HasDetailTexture|UseEncodedNormals|HasColor|HasTVert2
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};
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U32 getMeshType() const { return meshType & TypeMask; }
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U32 getHasColor() const { return colors.size() > 0 || meshType & HasColor; }
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U32 getHasTVert2() const { return tverts2.size() > 0 || meshType & HasTVert2; }
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void setFlags(U32 flag) { meshType |= flag; }
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void clearFlags(U32 flag) { meshType &= ~flag; }
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U32 getFlags( U32 flag = 0xFFFFFFFF ) const { return meshType & flag; }
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U32 getMeshType() const { return mMeshType & TypeMask; }
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U32 getHasColor() const { return mColors.size() > 0 || mMeshType & HasColor; }
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U32 getHasTVert2() const { return mTverts2.size() > 0 || mMeshType & HasTVert2; }
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void setFlags(U32 flag) { mMeshType |= flag; }
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void clearFlags(U32 flag) { mMeshType &= ~flag; }
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U32 getFlags( U32 flag = 0xFFFFFFFF ) const { return mMeshType & flag; }
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const Point3F* getNormals( S32 firstVert );
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@ -319,34 +319,34 @@ protected:
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/// @name Vertex data
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/// @{
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FreeableVector<Point3F> verts;
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FreeableVector<Point3F> norms;
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FreeableVector<Point2F> tverts;
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FreeableVector<Point4F> tangents;
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FreeableVector<Point3F> mVerts;
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FreeableVector<Point3F> mNorms;
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FreeableVector<Point2F> mTverts;
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FreeableVector<Point4F> mTangents;
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// Optional second texture uvs.
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FreeableVector<Point2F> tverts2;
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FreeableVector<Point2F> mTverts2;
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// Optional vertex colors data.
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FreeableVector<ColorI> colors;
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FreeableVector<ColorI> mColors;
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/// @}
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Vector<TSDrawPrimitive> primitives;
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Vector<U8> encodedNorms;
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Vector<TSDrawPrimitive> mPrimitives;
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Vector<U8> mEncodedNorms;
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Vector<U32> mIndices;
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/// billboard data
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Point3F billboardAxis;
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Point3F mBillboardAxis;
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/// @name Convex Hull Data
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/// Convex hulls are convex (no angles >= 180º) meshes used for collision
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/// @{
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Vector<Point3F> planeNormals;
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Vector<F32> planeConstants;
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Vector<U32> planeMaterials;
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S32 planesPerFrame;
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U32 mergeBufferStart;
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Vector<Point3F> mPlaneNormals;
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Vector<F32> mPlaneConstants;
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Vector<U32> mPlaneMaterials;
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S32 mPlanesPerFrame;
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U32 mMergeBufferStart;
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/// @}
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/// @name Render Methods
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