whitespace cleanups only

This commit is contained in:
Glenn Maynard
2005-09-08 02:44:50 +00:00
parent 781017c4c0
commit 661c160ee0
+100 -100
View File
@@ -66,7 +66,7 @@ bool RageModelGeometry::HasAnyPerVertexBones() const
return false;
}
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() );
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() )
void RageModelGeometry::LoadMilkshapeAscii( const CString& _sPath, bool bNeedsNormals )
{
@@ -80,149 +80,149 @@ void RageModelGeometry::LoadMilkshapeAscii( const CString& _sPath, bool bNeedsNo
CString sLine;
int iLineNum = 0;
char szName[MS_MAX_NAME];
int nFlags, nIndex, i, j;
char szName[MS_MAX_NAME];
int nFlags, nIndex, i, j;
RageVec3ClearBounds( m_vMins, m_vMaxs );
while( f.GetLine( sLine ) > 0 )
{
while( f.GetLine( sLine ) > 0 )
{
iLineNum++;
if (!strncmp (sLine, "//", 2))
continue;
if (!strncmp (sLine, "//", 2))
continue;
int nFrame;
if (sscanf (sLine, "Frames: %d", &nFrame) == 1)
{
int nFrame;
if (sscanf (sLine, "Frames: %d", &nFrame) == 1)
{
// ignore
// m_pRageModelGeometry->nTotalFrames = nFrame;
}
if (sscanf (sLine, "Frame: %d", &nFrame) == 1)
{
}
if (sscanf (sLine, "Frame: %d", &nFrame) == 1)
{
// ignore
// m_pRageModelGeometry->nFrame = nFrame;
}
}
int nNumMeshes = 0;
if (sscanf (sLine, "Meshes: %d", &nNumMeshes) == 1)
{
int nNumMeshes = 0;
if (sscanf (sLine, "Meshes: %d", &nNumMeshes) == 1)
{
ASSERT( m_Meshes.empty() );
m_Meshes.resize( nNumMeshes );
m_Meshes.resize( nNumMeshes );
for (i = 0; i < nNumMeshes; i++)
{
for (i = 0; i < nNumMeshes; i++)
{
msMesh &mesh = m_Meshes[i];
vector<RageModelVertex> &Vertices = mesh.Vertices;
vector<msTriangle> &Triangles = mesh.Triangles;
if( f.GetLine( sLine ) <= 0 )
THROW
if( f.GetLine( sLine ) <= 0 )
THROW;
// mesh: name, flags, material index
if (sscanf (sLine, "\"%[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3)
THROW
// mesh: name, flags, material index
if (sscanf (sLine, "\"%[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3)
THROW;
strcpy( mesh.szName, szName );
// mesh.nFlags = nFlags;
mesh.nMaterialIndex = (uint8_t) nIndex;
strcpy( mesh.szName, szName );
// mesh.nFlags = nFlags;
mesh.nMaterialIndex = (uint8_t) nIndex;
mesh.nBoneIndex = -1;
//
// vertices
//
if( f.GetLine( sLine ) <= 0 )
THROW
//
// vertices
//
if( f.GetLine( sLine ) <= 0 )
THROW;
int nNumVertices = 0;
if (sscanf (sLine, "%d", &nNumVertices) != 1)
THROW
int nNumVertices = 0;
if (sscanf (sLine, "%d", &nNumVertices) != 1)
THROW;
Vertices.resize( nNumVertices );
for (j = 0; j < nNumVertices; j++)
{
for (j = 0; j < nNumVertices; j++)
{
RageModelVertex &v = Vertices[j];
if( f.GetLine( sLine ) <= 0 )
THROW
if( f.GetLine( sLine ) <= 0 )
THROW;
if (sscanf (sLine, "%d %f %f %f %f %f %d",
&nFlags,
&v.p[0], &v.p[1], &v.p[2],
&v.t[0], &v.t[1],
&nIndex
) != 7)
{
THROW
}
if (sscanf (sLine, "%d %f %f %f %f %f %d",
&nFlags,
&v.p[0], &v.p[1], &v.p[2],
&v.t[0], &v.t[1],
&nIndex
) != 7)
{
THROW;
}
// vertex.nFlags = nFlags;
// vertex.nFlags = nFlags;
if( nFlags & 1 )
v.TextureMatrixScale.x = 0;
if( nFlags & 2 )
v.TextureMatrixScale.y = 0;
v.bone = (uint8_t) nIndex;
v.bone = (uint8_t) nIndex;
RageVec3AddToBounds( v.p, m_vMins, m_vMaxs );
}
}
//
// normals
//
if( f.GetLine( sLine ) <= 0 )
THROW
//
// normals
//
if( f.GetLine( sLine ) <= 0 )
THROW;
int nNumNormals = 0;
if (sscanf (sLine, "%d", &nNumNormals) != 1)
THROW;
int nNumNormals = 0;
if (sscanf (sLine, "%d", &nNumNormals) != 1)
THROW
vector<RageVector3> Normals;
Normals.resize( nNumNormals );
for (j = 0; j < nNumNormals; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW
for (j = 0; j < nNumNormals; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW;
RageVector3 Normal;
if (sscanf (sLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
THROW
RageVector3 Normal;
if (sscanf (sLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
THROW;
RageVec3Normalize( (RageVector3*)&Normal, (RageVector3*)&Normal );
Normals[j] = Normal;
}
Normals[j] = Normal;
}
//
// triangles
//
if( f.GetLine( sLine ) <= 0 )
THROW
//
// triangles
//
if( f.GetLine( sLine ) <= 0 )
THROW;
int nNumTriangles = 0;
if (sscanf (sLine, "%d", &nNumTriangles) != 1)
THROW
int nNumTriangles = 0;
if (sscanf (sLine, "%d", &nNumTriangles) != 1)
THROW;
Triangles.resize( nNumTriangles );
for (j = 0; j < nNumTriangles; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW
for (j = 0; j < nNumTriangles; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW;
uint16_t nIndices[3];
uint16_t nNormalIndices[3];
if (sscanf (sLine, "%d %hd %hd %hd %hd %hd %hd %d",
&nFlags,
&nIndices[0], &nIndices[1], &nIndices[2],
&nNormalIndices[0], &nNormalIndices[1], &nNormalIndices[2],
&nIndex
) != 8)
{
THROW
}
uint16_t nIndices[3];
uint16_t nNormalIndices[3];
if (sscanf (sLine, "%d %hd %hd %hd %hd %hd %hd %d",
&nFlags,
&nIndices[0], &nIndices[1], &nIndices[2],
&nNormalIndices[0], &nNormalIndices[1], &nNormalIndices[2],
&nIndex
) != 8)
{
THROW;
}
// deflate the normals into vertices
for( int k=0; k<3; k++ )
@@ -234,13 +234,13 @@ void RageModelGeometry::LoadMilkshapeAscii( const CString& _sPath, bool bNeedsNo
}
msTriangle& Triangle = Triangles[j];
// Triangle.nFlags = nFlags;
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
// Triangle.nSmoothingGroup = nIndex;
}
}
}
}
// Triangle.nFlags = nFlags;
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
// Triangle.nSmoothingGroup = nIndex;
}
}
}
}
OptimizeBones();