Decouple <cstddef>
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+13
-11
@@ -13,6 +13,8 @@
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#include "LuaBinding.h"
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#include "PrefsManager.h"
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#include <cstddef>
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REGISTER_ACTOR_CLASS( Model );
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static const float FRAMES_PER_SECOND = 30;
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@@ -297,13 +299,13 @@ void Model::DrawCelShaded()
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DISPLAY->SetCullMode(CULL_FRONT);
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this->SetZWrite(false); // XXX: Why on earth isn't the culling working? -Colby
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this->Draw();
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// Second pass: cel shading
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DISPLAY->SetCelShaded(2);
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DISPLAY->SetCullMode(CULL_BACK);
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this->SetZWrite(true);
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this->Draw();
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DISPLAY->SetCelShaded(0);
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}
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@@ -570,8 +572,8 @@ void Model::SetPosition( float fSeconds )
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void Model::AdvanceFrame( float fDeltaTime )
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{
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if( m_pGeometry == nullptr ||
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m_pGeometry->m_Meshes.empty() ||
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if( m_pGeometry == nullptr ||
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m_pGeometry->m_Meshes.empty() ||
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!m_pCurAnimation )
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{
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return; // bail early
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@@ -600,7 +602,7 @@ void Model::AdvanceFrame( float fDeltaTime )
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void Model::SetBones( const msAnimation* pAnimation, float fFrame, std::vector<myBone_t> &vpBones )
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{
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for( size_t i = 0; i < pAnimation->Bones.size(); ++i )
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for( std::size_t i = 0; i < pAnimation->Bones.size(); ++i )
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{
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const msBone *pBone = &pAnimation->Bones[i];
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if( pBone->PositionKeys.size() == 0 && pBone->RotationKeys.size() == 0 )
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@@ -611,7 +613,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, std::vector<m
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// search for the adjacent position keys
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const msPositionKey *pLastPositionKey = nullptr, *pThisPositionKey = nullptr;
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for( size_t j = 0; j < pBone->PositionKeys.size(); ++j )
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for( std::size_t j = 0; j < pBone->PositionKeys.size(); ++j )
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{
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const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
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if( pPositionKey->fTime >= fFrame )
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@@ -635,7 +637,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, std::vector<m
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// search for the adjacent rotation keys
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const msRotationKey *pLastRotationKey = nullptr, *pThisRotationKey = nullptr;
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for( size_t j = 0; j < pBone->RotationKeys.size(); ++j )
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for( std::size_t j = 0; j < pBone->RotationKeys.size(); ++j )
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{
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const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
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if( pRotationKey->fTime >= fFrame )
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@@ -744,7 +746,7 @@ void Model::SetState( int iNewState )
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}
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}
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void Model::RecalcAnimationLengthSeconds()
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void Model::RecalcAnimationLengthSeconds()
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{
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m_animation_length_seconds= 0;
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for (msMaterial const &m : m_Materials)
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@@ -771,7 +773,7 @@ bool Model::MaterialsNeedNormals() const
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the Model. */
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/** @brief Allow Lua to have access to the Model. */
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class LunaModel: public Luna<Model>
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{
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public:
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@@ -805,7 +807,7 @@ LUA_REGISTER_DERIVED_CLASS( Model, Actor )
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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@@ -815,7 +817,7 @@ LUA_REGISTER_DERIVED_CLASS( Model, Actor )
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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