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 iMaxStates = 0;
FOREACH_CONST( msMaterial, m_Materials, m )
iMaxStates = max( iMaxStates, m->diffuse.GetNumStates() );
for (msMaterial const &m : m_Materials)
iMaxStates = max( iMaxStates, m.diffuse.GetNumStates() );
return iMaxStates;
}
void Model::SetState( int iNewState )
{
FOREACH( msMaterial, m_Materials, m )
for (msMaterial &m : m_Materials)
{
m->diffuse.SetState( iNewState );
m->alpha.SetState( iNewState );
m.diffuse.SetState( iNewState );
m.alpha.SetState( iNewState );
}
}
float Model::GetAnimationLengthSeconds() const
{
float fSeconds = 0;
FOREACH_CONST( msMaterial, m_Materials, m )
fSeconds = max( fSeconds, m->diffuse.GetAnimationLengthSeconds() );
for (msMaterial const &m : m_Materials)
fSeconds = max( fSeconds, m.diffuse.GetAnimationLengthSeconds() );
return fSeconds;
}
void Model::SetSecondsIntoAnimation( float fSeconds )
{
FOREACH( msMaterial, m_Materials, m )
for (msMaterial &m : m_Materials)
{
m->diffuse.SetSecondsIntoAnimation( fSeconds );
m->alpha.SetSecondsIntoAnimation( fSeconds );
m.diffuse.SetSecondsIntoAnimation( fSeconds );
m.alpha.SetSecondsIntoAnimation( fSeconds );
}
}
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 false;