Mass code cleanup

This commit is contained in:
parax0
2016-03-27 13:09:38 -06:00
parent 6b79ef2f3f
commit 82ad4fb5c8
279 changed files with 5702 additions and 7227 deletions

View File

@@ -4,7 +4,6 @@
#include "Core/Render/CDrawUtil.h"
#include "Core/Resource/CGameArea.h"
#include "Core/Resource/CResCache.h"
#include <Common/AnimUtil.h>
#include <Math/CTransform4f.h>
#include <algorithm>
@@ -13,27 +12,23 @@ u32 CSceneNode::smNumNodes = 0;
CColor CSceneNode::skSelectionTint = CColor::Integral(39, 154, 167);
CSceneNode::CSceneNode(CScene *pScene, u32 NodeID, CSceneNode *pParent)
: mpScene(pScene)
, mpParent(pParent)
, _mID(NodeID)
, mPosition(CVector3f::skZero)
, mRotation(CQuaternion::skIdentity)
, mScale(CVector3f::skOne)
, _mTransformDirty(true)
, _mInheritsPosition(true)
, _mInheritsRotation(true)
, _mInheritsScale(true)
, mLightLayerIndex(0)
, mLightCount(0)
, mMouseHovering(false)
, mSelected(false)
, mVisible(true)
{
smNumNodes++;
mpScene = pScene;
mpParent = pParent;
_mID = NodeID;
mPosition = CVector3f::skZero;
mRotation = CQuaternion::skIdentity;
mScale = CVector3f::skOne;
_mTransformDirty = true;
_mInheritsPosition = true;
_mInheritsRotation = true;
_mInheritsScale = true;
mLightLayerIndex = 0;
mLightCount = 0;
mMouseHovering = false;
mSelected = false;
mVisible = true;
if (mpParent)
mpParent->mChildren.push_back(this);
@@ -53,13 +48,13 @@ void CSceneNode::DrawSelection()
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/)
{
// Default implementation for virtual function
std::pair<bool,float> result = AABox().IntersectsRay(Tester.Ray());
std::pair<bool,float> Result = AABox().IntersectsRay(rTester.Ray());
if (result.first)
Tester.AddNode(this, -1, result.second);
if (Result.first)
rTester.AddNode(this, -1, Result.second);
}
bool CSceneNode::IsVisible() const
@@ -68,10 +63,10 @@ bool CSceneNode::IsVisible() const
return mVisible;
}
CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
CColor CSceneNode::TintColor(const SViewInfo& rkViewInfo) const
{
// Default implementation for virtual function
return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
return (IsSelected() && !rkViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CColor CSceneNode::WireframeColor() const
@@ -138,8 +133,8 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
mLightCount = 0;
mAmbientColor = CColor::skBlack;
u32 index = mLightLayerIndex;
if ((pArea->GetLightLayerCount() <= index) || (pArea->GetLightCount(index) == 0)) index = 0;
u32 Index = mLightLayerIndex;
if ((pArea->NumLightLayers() <= Index) || (pArea->NumLights(Index) == 0)) Index = 0;
struct SLightEntry {
CLight *pLight;
@@ -148,32 +143,32 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
SLightEntry(CLight *_pLight, float _Distance)
: pLight(_pLight), Distance(_Distance) {}
bool operator<(const SLightEntry& other) {
return (Distance < other.Distance);
bool operator<(const SLightEntry& rkOther) {
return (Distance < rkOther.Distance);
}
};
std::vector<SLightEntry> LightEntries;
// Default ambient color to white if there are no lights on the selected layer
u32 numLights = pArea->GetLightCount(index);
if (numLights == 0) mAmbientColor = CColor::skWhite;
u32 NumLights = pArea->NumLights(Index);
if (NumLights == 0) mAmbientColor = CColor::skWhite;
for (u32 iLight = 0; iLight < numLights; iLight++)
for (u32 iLight = 0; iLight < NumLights; iLight++)
{
CLight* pLight = pArea->GetLight(index, iLight);
CLight* pLight = pArea->Light(Index, iLight);
// Ambient lights should only be present one per layer; need to check how the game deals with multiple ambients
if (pLight->GetType() == eLocalAmbient)
mAmbientColor = pLight->GetColor();
if (pLight->Type() == eLocalAmbient)
mAmbientColor = pLight->Color();
// Other lights will be used depending which are closest to the node
else
{
bool IsInRange = AABox().IntersectsSphere(pLight->GetPosition(), pLight->GetRadius());
bool IsInRange = AABox().IntersectsSphere(pLight->Position(), pLight->GetRadius());
if (IsInRange)
{
float Dist = mPosition.Distance(pLight->GetPosition());
float Dist = mPosition.Distance(pLight->Position());
LightEntries.push_back(SLightEntry(pLight, Dist));
}
}
@@ -183,14 +178,14 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
std::sort(LightEntries.begin(), LightEntries.end());
mLightCount = (LightEntries.size() > 8) ? 8 : LightEntries.size();
for (u32 i = 0; i < mLightCount; i++)
mLights[i] = LightEntries[i].pLight;
for (u32 iLight = 0; iLight < mLightCount; iLight++)
mLights[iLight] = LightEntries[iLight].pLight;
}
void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
void CSceneNode::LoadLights(const SViewInfo& rkViewInfo)
{
CGraphics::sNumLights = 0;
CGraphics::ELightingMode Mode = (ViewInfo.GameMode ? CGraphics::eWorldLighting : CGraphics::sLightMode);
CGraphics::ELightingMode Mode = (rkViewInfo.GameMode ? CGraphics::eWorldLighting : CGraphics::sLightMode);
switch (Mode)
{
@@ -248,38 +243,38 @@ void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32
}
// ************ TRANSFORM ************
void CSceneNode::Translate(const CVector3f& translation, ETransformSpace transformSpace)
void CSceneNode::Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace)
{
switch (transformSpace)
switch (TransformSpace)
{
case eWorldTransform:
mPosition += translation;
mPosition += rkTranslation;
break;
case eLocalTransform:
mPosition += mRotation * translation;
mPosition += mRotation * rkTranslation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Rotate(const CQuaternion& rotation, ETransformSpace transformSpace)
void CSceneNode::Rotate(const CQuaternion& rkRotation, ETransformSpace TransformSpace)
{
switch (transformSpace)
switch (TransformSpace)
{
case eWorldTransform:
mRotation = rotation * mRotation;
mRotation = rkRotation * mRotation;
break;
case eLocalTransform:
mRotation *= rotation;
mRotation *= rkRotation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Scale(const CVector3f& scale)
void CSceneNode::Scale(const CVector3f& rkScale)
{
// No support for stretch/skew world-space scaling; local only
mScale *= scale;
mScale *= rkScale;
MarkTransformChanged();
}
@@ -327,31 +322,6 @@ void CSceneNode::CalculateTransform(CTransform4f& rOut) const
}
// ************ GETTERS ************
TString CSceneNode::Name() const
{
return mName;
}
CSceneNode* CSceneNode::Parent() const
{
return mpParent;
}
CScene* CSceneNode::Scene() const
{
return mpScene;
}
u32 CSceneNode::ID() const
{
return _mID;
}
CVector3f CSceneNode::LocalPosition() const
{
return mPosition;
}
CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
@@ -362,11 +332,6 @@ CVector3f CSceneNode::AbsolutePosition() const
return ret;
}
CQuaternion CSceneNode::LocalRotation() const
{
return mRotation;
}
CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
@@ -377,11 +342,6 @@ CQuaternion CSceneNode::AbsoluteRotation() const
return ret;
}
CVector3f CSceneNode::LocalScale() const
{
return mScale;
}
CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale;
@@ -399,96 +359,3 @@ CAABox CSceneNode::AABox() const
return _mCachedAABox;
}
CVector3f CSceneNode::CenterPoint() const
{
return AABox().Center();
}
u32 CSceneNode::LightLayerIndex() const
{
return mLightLayerIndex;
}
bool CSceneNode::MarkedVisible() const
{
// The reason I have this function is because the instance view needs to know whether a node is marked
// visible independently from other factors that may affect node visibility (as returned by IsVisible()).
// It's a little confusing, so maybe there's a better way to set this up.
return mVisible;
}
bool CSceneNode::IsMouseHovering() const
{
return mMouseHovering;
}
bool CSceneNode::IsSelected() const
{
return mSelected;
}
bool CSceneNode::InheritsPosition() const
{
return _mInheritsPosition;
}
bool CSceneNode::InheritsRotation() const
{
return _mInheritsRotation;
}
bool CSceneNode::InheritsScale() const
{
return _mInheritsScale;
}
// ************ SETTERS ************
void CSceneNode::SetName(const TString& Name)
{
mName = Name;
}
void CSceneNode::SetPosition(const CVector3f& position)
{
mPosition = position;
MarkTransformChanged();
}
void CSceneNode::SetRotation(const CQuaternion& rotation)
{
mRotation = rotation;
MarkTransformChanged();
}
void CSceneNode::SetRotation(const CVector3f& rotEuler)
{
mRotation = CQuaternion::FromEuler(rotEuler);
MarkTransformChanged();
}
void CSceneNode::SetScale(const CVector3f& scale)
{
mScale = scale;
MarkTransformChanged();
}
void CSceneNode::SetLightLayerIndex(u32 index)
{
mLightLayerIndex = index;
}
void CSceneNode::SetMouseHovering(bool Hovering)
{
mMouseHovering = Hovering;
}
void CSceneNode::SetSelected(bool Selected)
{
mSelected = Selected;
}
void CSceneNode::SetVisible(bool Visible)
{
mVisible = Visible;
}