bsd ready

This commit is contained in:
XXTH 2023-05-10 14:58:47 +02:00
parent 0d981b62cf
commit e0ab3830af
9 changed files with 120 additions and 93 deletions

View file

@ -65,7 +65,7 @@ class TSCallback
{
public:
virtual ~TSCallback() {}
virtual void setNodeTransform(TSShapeInstance * si, S32 nodeIndex, MatrixF & localTransform) = 0;
};
@ -114,13 +114,13 @@ class TSShapeInstance
struct ObjectInstance
{
virtual ~ObjectInstance() {}
/// this needs to be set before using an objectInstance...tells us where to
/// look for the transforms...gets set be shape instance 'setStatics' method
const Vector<MatrixF> *mTransforms;
S32 nodeIndex;
/// Gets the transform of this object
inline const MatrixF& getTransform() const
{
@ -166,8 +166,8 @@ class TSShapeInstance
/// If true this mesh is forced to be hidden
/// regardless of the animation state.
bool forceHidden;
/// The time at which this mesh
/// The time at which this mesh
/// was last rendered.
U32 mLastTime;
@ -248,7 +248,7 @@ class TSShapeInstance
static Vector<TSThread*> smTranslationThreads;
static Vector<TSThread*> smScaleThreads;
/// @}
TSMaterialList* mMaterialList; ///< by default, points to hShape material list
//-------------------------------------------------------------------------------------
// Misc.
@ -333,17 +333,17 @@ protected:
TSShape* getShape() const { return mShape; }
TSMaterialList* getMaterialList() const { return mMaterialList; }
/// Set the material list without taking ownership.
/// @see cloneMaterialList
void setMaterialList( TSMaterialList *matList );
/// Call this to own the material list -- i.e., we'll make a copy of the
/// Call this to own the material list -- i.e., we'll make a copy of the
/// currently set material list and be responsible for deleting it. You
/// can pass an optional feature set for initializing the cloned materials.
void cloneMaterialList( const FeatureSet *features = NULL );
void cloneMaterialList( const FeatureSet *features = NULL );
/// Initializes or re-initializes the material list with
/// Initializes or re-initializes the material list with
/// an optional feature set.
void initMaterialList( const FeatureSet *features = NULL );
@ -469,7 +469,7 @@ protected:
static F32 smDetailAdjust;
/// If this is set to a positive pixel value shapes
/// with a smaller pixel size than this will skip
/// with a smaller pixel size than this will skip
/// rendering entirely.
static F32 smSmallestVisiblePixelSize;
@ -490,7 +490,7 @@ protected:
void renderDebugNormals( F32 normalScalar, S32 dl );
/// Render all node transforms as small axis gizmos. It is recommended
/// that prior to calling this, shapeInstance::animate is called so that
/// that prior to calling this, shapeInstance::animate is called so that
/// nodes are in object space and that the GFX state is setup for
/// rendering in model space.
void renderDebugNodes();
@ -518,7 +518,7 @@ protected:
/// Sets the 'forceHidden' state on the named mesh.
/// @see MeshObjectInstance::forceHidden
void setMeshForceHidden( const char *meshName, bool hidden );
/// Sets the 'forceHidden' state on a mesh.
/// @see MeshObjectInstance::forceHidden
void setMeshForceHidden( S32 meshIndex, bool hidden );
@ -558,8 +558,8 @@ protected:
void setCurrentDetail( S32 dl, F32 intraDL = 1.0f );
/// Helper function which internally calls setDetailFromDistance.
S32 setDetailFromPosAndScale( const SceneRenderState *state,
const Point3F &pos,
S32 setDetailFromPosAndScale( const SceneRenderState *state,
const Point3F &pos,
const Point3F &scale );
/// Selects the current detail level using the scaled
@ -788,7 +788,7 @@ class TSThread
keyPos = 0;
mSeqPos = 0;
mShapeInstance = NULL;
makePath = NULL;
makePath = false; //XXTH NULL;
priority = 0;
sequence = 0;
timeScale = 1.0f;