tab/spacing cleanups

This commit is contained in:
Glenn Maynard
2006-02-10 01:56:23 +00:00
parent 0f249786d1
commit 8be243e3a0
3 changed files with 49 additions and 49 deletions
+10 -10
View File
@@ -54,32 +54,32 @@ public:
virtual void PushSelf( lua_State *L );
private:
RageModelGeometry *m_pGeometry;
RageModelGeometry *m_pGeometry;
vector<msMaterial> m_Materials;
vector<msMaterial> m_Materials;
map<RString,msAnimation> m_mapNameToAnimation;
const msAnimation* m_pCurAnimation;
const msAnimation* m_pCurAnimation;
static void SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones );
vector<myBone_t> m_vpBones;
vector<myBone_t> m_vpBones;
// If any vertex has a bone weight, then then render from m_pTempGeometry.
// Otherwise, render directly from m_pGeometry.
RageCompiledGeometry* m_pTempGeometry;
RageCompiledGeometry* m_pTempGeometry;
void UpdateTempGeometry();
/* Keep a copy of the mesh data only if m_pTempGeometry is in use. The normal and
* position data will be changed; the rest is static and kept only to prevent making
* a complete copy. */
vector<msMesh> m_vTempMeshes;
vector<msMesh> m_vTempMeshes;
void DrawMesh( int i ) const;
void AdvanceFrame( float fDeltaTime );
float m_fCurFrame;
RString m_sDefaultAnimation;
float m_fDefaultAnimationRate;
float m_fCurAnimationRate;
float m_fCurFrame;
RString m_sDefaultAnimation;
float m_fDefaultAnimationRate;
float m_fCurAnimationRate;
};
+38 -38
View File
@@ -7,7 +7,7 @@
struct msTriangle
{
uint16_t nVertexIndices[3];
uint16_t nVertexIndices[3];
};
@@ -16,17 +16,17 @@ struct msMesh
msMesh();
~msMesh();
RString sName;
char nMaterialIndex;
RString sName;
char nMaterialIndex;
vector<RageModelVertex> Vertices;
vector<RageModelVertex> Vertices;
// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
// then send the transform to the graphics card for the whole mesh instead
// of transforming each vertex on the CPU;
char nBoneIndex; // -1 = no bone
char nBoneIndex; // -1 = no bone
vector<msTriangle> Triangles;
vector<msTriangle> Triangles;
};
class RageTexture;
@@ -84,52 +84,52 @@ private:
struct msMaterial
{
int nFlags;
RString sName;
RageColor Ambient;
RageColor Diffuse;
RageColor Specular;
RageColor Emissive;
float fShininess;
float fTransparency;
int nName; // not used in SM. What is this for anyway?
int nFlags;
RString sName;
RageColor Ambient;
RageColor Diffuse;
RageColor Specular;
RageColor Emissive;
float fShininess;
float fTransparency;
int nName; // not used in SM. What is this for anyway?
AnimatedTexture diffuse;
AnimatedTexture alpha;
AnimatedTexture diffuse;
AnimatedTexture alpha;
bool NeedsNormals() const { return diffuse.NeedsNormals() || alpha.NeedsNormals() ; }
};
struct msPositionKey
{
float fTime;
RageVector3 Position;
float fTime;
RageVector3 Position;
};
struct msRotationKey
{
float fTime;
RageVector3 Rotation;
float fTime;
RageVector3 Rotation;
};
struct msBone
{
int nFlags;
RString sName;
RString sParentName;
RageVector3 Position;
RageVector3 Rotation;
int nFlags;
RString sName;
RString sParentName;
RageVector3 Position;
RageVector3 Rotation;
vector<msPositionKey> PositionKeys;
vector<msPositionKey> PositionKeys;
int nNumRotationKeys;
int nNumAllocedRotationKeys;
vector<msRotationKey> RotationKeys;
int nNumRotationKeys;
int nNumAllocedRotationKeys;
vector<msRotationKey> RotationKeys;
};
struct msAnimation
{
vector<msBone> Bones;
vector<msBone> Bones;
int FindBoneByName( const RString &sName ) const
{
@@ -141,18 +141,18 @@ struct msAnimation
bool LoadMilkshapeAsciiBones( RString sAniName, RString sPath );
int nTotalFrames;
int nTotalFrames;
RageVector3 Position;
RageVector3 Rotation;
RageVector3 Position;
RageVector3 Rotation;
};
struct myBone_t
{
RageMatrix mRelative;
RageMatrix mAbsolute;
RageMatrix mRelativeFinal;
RageMatrix mFinal;
RageMatrix mRelative;
RageMatrix mAbsolute;
RageMatrix mRelativeFinal;
RageMatrix mFinal;
};
#endif
+1 -1
View File
@@ -92,7 +92,7 @@ protected:
bool m_bUsingCustomTexCoords;
bool m_bSkipNextUpdate;
float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
// Remembered clipped dimensions are applied on Load().
// -1 means no remembered dimensions;