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

@@ -7,7 +7,7 @@
class CModelNode : public CSceneNode
{
TResPtr<CModel> mpModel;
u32 mActiveMatSet;
uint32 mActiveMatSet;
bool mWorldModel;
bool mForceAlphaOn;
CColor mTintColor;
@@ -15,7 +15,7 @@ class CModelNode : public CSceneNode
CColor mScanOverlayColor;
public:
explicit CModelNode(CScene *pScene, u32 NodeID, CSceneNode *pParent = 0, CModel *pModel = 0);
explicit CModelNode(CScene *pScene, uint32 NodeID, CSceneNode *pParent = 0, CModel *pModel = 0);
virtual ENodeType NodeType();
virtual void PostLoad();
@@ -23,13 +23,13 @@ public:
virtual void Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand Command, const SViewInfo& rkViewInfo);
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& rkViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& rkViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, uint32 AssetID, const SViewInfo& rkViewInfo);
virtual CColor TintColor(const SViewInfo& rkViewInfo) const;
// Setters
void SetModel(CModel *pModel);
inline void SetMatSet(u32 MatSet) { mActiveMatSet = MatSet; }
inline void SetMatSet(uint32 MatSet) { mActiveMatSet = MatSet; }
inline void SetWorldModel(bool World) { mWorldModel = World; }
inline void ForceAlphaEnabled(bool Enable) { mForceAlphaOn = Enable; }
inline void SetTintColor(const CColor& rkTintColor) { mTintColor = rkTintColor; }
@@ -37,9 +37,9 @@ public:
inline void SetScanOverlayEnabled(bool Enable) { mEnableScanOverlay = Enable; }
inline void SetScanOverlayColor(const CColor& rkColor) { mScanOverlayColor = rkColor; }
inline CModel* Model() const { return mpModel; }
inline u32 MatSet() const { return mActiveMatSet; }
inline uint32 MatSet() const { return mActiveMatSet; }
inline bool IsWorldModel() const { return mWorldModel; }
inline u32 FindMeshID() const { return mpModel->GetSurface(0)->MeshID; }
inline uint32 FindMeshID() const { return mpModel->GetSurface(0)->MeshID; }
};
#endif // CMODELNODE_H