From 8be243e3a075a761ee531833818c06ccfbf0f094 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 10 Feb 2006 01:56:23 +0000 Subject: [PATCH] tab/spacing cleanups --- stepmania/src/Model.h | 20 +++++----- stepmania/src/ModelTypes.h | 76 +++++++++++++++++++------------------- stepmania/src/Sprite.h | 2 +- 3 files changed, 49 insertions(+), 49 deletions(-) diff --git a/stepmania/src/Model.h b/stepmania/src/Model.h index a6486fc7cb..1f612cb73e 100644 --- a/stepmania/src/Model.h +++ b/stepmania/src/Model.h @@ -54,32 +54,32 @@ public: virtual void PushSelf( lua_State *L ); private: - RageModelGeometry *m_pGeometry; + RageModelGeometry *m_pGeometry; - vector m_Materials; + vector m_Materials; map m_mapNameToAnimation; - const msAnimation* m_pCurAnimation; + const msAnimation* m_pCurAnimation; static void SetBones( const msAnimation* pAnimation, float fFrame, vector &vpBones ); - vector m_vpBones; + vector 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 m_vTempMeshes; + vector 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; }; diff --git a/stepmania/src/ModelTypes.h b/stepmania/src/ModelTypes.h index db6b8e3168..ace2a8dbda 100644 --- a/stepmania/src/ModelTypes.h +++ b/stepmania/src/ModelTypes.h @@ -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 Vertices; + vector 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 Triangles; + vector 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 PositionKeys; + vector PositionKeys; - int nNumRotationKeys; - int nNumAllocedRotationKeys; - vector RotationKeys; + int nNumRotationKeys; + int nNumAllocedRotationKeys; + vector RotationKeys; }; struct msAnimation { - vector Bones; + vector 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 diff --git a/stepmania/src/Sprite.h b/stepmania/src/Sprite.h index bff3ca7c00..18c258487a 100644 --- a/stepmania/src/Sprite.h +++ b/stepmania/src/Sprite.h @@ -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;