Refactor so PWE compiles with the newly externalized LibCommon

This commit is contained in:
Aruki
2018-12-11 22:50:46 -07:00
parent dacd21d7fc
commit 2287b05bc3
298 changed files with 3192 additions and 3184 deletions

View File

@@ -2,7 +2,7 @@
#include "Core/Render/CRenderer.h"
#include <Common/CTimer.h>
CCharacterNode::CCharacterNode(CScene *pScene, u32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
CCharacterNode::CCharacterNode(CScene *pScene, uint32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
: CSceneNode(pScene, NodeID, pParent)
, mAnimated(true)
, mAnimTime(0.f)
@@ -19,7 +19,7 @@ void CCharacterNode::PostLoad()
{
if (mpCharacter)
{
for (u32 iChar = 0; iChar < mpCharacter->NumCharacters(); iChar++)
for (uint32 iChar = 0; iChar < mpCharacter->NumCharacters(); iChar++)
mpCharacter->Character(iChar)->pModel->BufferGL();
}
}
@@ -78,7 +78,7 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCom
}
}
SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, u32 /*AssetID*/, const SViewInfo& rkViewInfo)
SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, uint32 /*AssetID*/, const SViewInfo& rkViewInfo)
{
// Check for bone under ray. Doesn't check for model intersections atm
if (mpCharacter && rkViewInfo.ShowFlags.HasFlag(eShowSkeletons))
@@ -88,7 +88,7 @@ SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, u32 /*A
if (pSkel)
{
UpdateTransformData();
std::pair<s32,float> Hit = pSkel->RayIntersect(rkRay, mTransformData);
std::pair<int32,float> Hit = pSkel->RayIntersect(rkRay, mTransformData);
if (Hit.first != -1)
{
@@ -106,7 +106,7 @@ SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, u32 /*A
return SRayIntersection();
}
CVector3f CCharacterNode::BonePosition(u32 BoneID)
CVector3f CCharacterNode::BonePosition(uint32 BoneID)
{
UpdateTransformData();
CSkeleton *pSkel = (mpCharacter ? mpCharacter->Character(mActiveCharSet)->pSkeleton : nullptr);
@@ -128,7 +128,7 @@ void CCharacterNode::SetCharSet(CAnimSet *pChar)
mLocalAABox = CAABox::skOne;
}
void CCharacterNode::SetActiveChar(u32 CharIndex)
void CCharacterNode::SetActiveChar(uint32 CharIndex)
{
mActiveCharSet = CharIndex;
ConditionalSetDirty();
@@ -142,7 +142,7 @@ void CCharacterNode::SetActiveChar(u32 CharIndex)
}
}
void CCharacterNode::SetActiveAnim(u32 AnimIndex)
void CCharacterNode::SetActiveAnim(uint32 AnimIndex)
{
mActiveAnim = AnimIndex;
ConditionalSetDirty();