Apply for each loops.

This commit is contained in:
Jason Felds
2013-04-28 16:46:25 -04:00
parent 181de94f3d
commit 201e355c12
+12 -12
View File
@@ -727,42 +727,42 @@ void Model::Update( float fDelta )
int Model::GetNumStates() const int Model::GetNumStates() const
{ {
int iMaxStates = 0; int iMaxStates = 0;
FOREACH_CONST( msMaterial, m_Materials, m ) for (msMaterial const &m : m_Materials)
iMaxStates = max( iMaxStates, m->diffuse.GetNumStates() ); iMaxStates = max( iMaxStates, m.diffuse.GetNumStates() );
return iMaxStates; return iMaxStates;
} }
void Model::SetState( int iNewState ) void Model::SetState( int iNewState )
{ {
FOREACH( msMaterial, m_Materials, m ) for (msMaterial &m : m_Materials)
{ {
m->diffuse.SetState( iNewState ); m.diffuse.SetState( iNewState );
m->alpha.SetState( iNewState ); m.alpha.SetState( iNewState );
} }
} }
float Model::GetAnimationLengthSeconds() const float Model::GetAnimationLengthSeconds() const
{ {
float fSeconds = 0; float fSeconds = 0;
FOREACH_CONST( msMaterial, m_Materials, m ) for (msMaterial const &m : m_Materials)
fSeconds = max( fSeconds, m->diffuse.GetAnimationLengthSeconds() ); fSeconds = max( fSeconds, m.diffuse.GetAnimationLengthSeconds() );
return fSeconds; return fSeconds;
} }
void Model::SetSecondsIntoAnimation( float fSeconds ) void Model::SetSecondsIntoAnimation( float fSeconds )
{ {
FOREACH( msMaterial, m_Materials, m ) for (msMaterial &m : m_Materials)
{ {
m->diffuse.SetSecondsIntoAnimation( fSeconds ); m.diffuse.SetSecondsIntoAnimation( fSeconds );
m->alpha.SetSecondsIntoAnimation( fSeconds ); m.alpha.SetSecondsIntoAnimation( fSeconds );
} }
} }
bool Model::MaterialsNeedNormals() const bool Model::MaterialsNeedNormals() const
{ {
FOREACH_CONST( msMaterial, m_Materials, m ) for (msMaterial const &m : m_Materials)
{ {
if( m->NeedsNormals() ) if( m.NeedsNormals() )
return true; return true;
} }
return false; return false;