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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSMesh
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12 changed files with 406 additions and 406 deletions
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@ -105,7 +105,7 @@ class TSMesh
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struct TSMeshVertexArray;
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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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@ -140,17 +140,17 @@ class TSMesh
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FlagMask = Billboard|BillboardZAxis|HasDetailTexture|UseEncodedNormals
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};
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U32 getMeshType() const { return meshType & TypeMask; }
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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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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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S32 parentMesh; ///< index into shapes mesh list
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S32 numFrames;
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S32 numMatFrames;
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S32 vertsPerFrame;
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S32 mParentMesh; ///< index into shapes mesh list
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S32 mNumFrames;
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S32 mNumMatFrames;
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S32 mVertsPerFrame;
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/// @name Aligned Vertex Data
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/// @{
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@ -244,34 +244,34 @@ class TSMesh
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FreeableVector<T>& operator=(const FreeableVector<T>& p) { Vector<T>::operator=(p); return *this; }
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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<U32> indices;
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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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