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@@ -44,7 +44,7 @@ const F32 TSShapeLoader::DefaultTime = -1.0f;
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const F64 TSShapeLoader::MinFrameRate = 15.0f;
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const F64 TSShapeLoader::MaxFrameRate = 60.0f;
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const F64 TSShapeLoader::AppGroundFrameRate = 10.0f;
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-Torque::Path TSShapeLoader::shapePath;
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+Torque::Path TSShapeLoader::mShapePath;
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Vector<TSShapeLoader::ShapeFormat> TSShapeLoader::smFormats;
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@@ -73,7 +73,7 @@ MatrixF TSShapeLoader::getLocalNodeMatrix(AppNode* node, F32 t)
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if (node->mParentIndex >= 0)
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{
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- AppNode *parent = appNodes[node->mParentIndex];
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+ AppNode *parent = mAppNodes[node->mParentIndex];
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MatrixF m2 = parent->getNodeTransform(t);
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@@ -84,10 +84,10 @@ MatrixF TSShapeLoader::getLocalNodeMatrix(AppNode* node, F32 t)
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// get local transform by pre-multiplying by inverted parent transform
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m1 = m2.inverse() * m1;
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}
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- else if (boundsNode && node != boundsNode)
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+ else if (mBoundsNode && node != mBoundsNode)
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{
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// make transform relative to bounds node transform at time=t
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- MatrixF mb = boundsNode->getNodeTransform(t);
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+ MatrixF mb = mBoundsNode->getNodeTransform(t);
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zapScale(mb);
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m1 = mb.inverse() * m1;
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}
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@@ -133,22 +133,22 @@ void TSShapeLoader::updateProgress(S32 major, const char* msg, S32 numMinor, S32
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TSShape* TSShapeLoader::generateShape(const Torque::Path& path)
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{
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- shapePath = path;
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- shape = new TSShape();
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+ mShapePath = path;
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+ mShape = new TSShape();
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- shape->mExporterVersion = 124;
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- shape->mSmallestVisibleSize = 999999;
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- shape->mSmallestVisibleDL = 0;
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- shape->mReadVersion = 24;
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- shape->mFlags = 0;
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- shape->mSequencesConstructed = 0;
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+ mShape->mExporterVersion = 124;
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+ mShape->mSmallestVisibleSize = 999999;
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+ mShape->mSmallestVisibleDL = 0;
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+ mShape->mReadVersion = 24;
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+ mShape->mFlags = 0;
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+ mShape->mSequencesConstructed = 0;
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// Get all nodes, objects and sequences in the shape
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updateProgress(Load_EnumerateScene, "Enumerating scene...");
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enumerateScene();
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- if (!subshapes.size())
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+ if (!mSubshapes.size())
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{
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- delete shape;
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+ delete mShape;
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Con::errorf("Failed to load shape \"%s\", no subshapes found", path.getFullPath().c_str());
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return NULL;
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}
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@@ -178,7 +178,7 @@ TSShape* TSShapeLoader::generateShape(const Torque::Path& path)
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// Install the TS memory helper into a TSShape object.
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install();
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- return shape;
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+ return mShape;
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}
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bool TSShapeLoader::processNode(AppNode* node)
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@@ -186,20 +186,20 @@ bool TSShapeLoader::processNode(AppNode* node)
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// Detect bounds node
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if ( node->isBounds() )
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{
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- if ( boundsNode )
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+ if ( mBoundsNode )
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{
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Con::warnf( "More than one bounds node found" );
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return false;
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}
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- boundsNode = node;
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+ mBoundsNode = node;
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// Process bounds geometry
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- MatrixF boundsMat(boundsNode->getNodeTransform(DefaultTime));
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+ MatrixF boundsMat(mBoundsNode->getNodeTransform(DefaultTime));
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boundsMat.inverse();
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zapScale(boundsMat);
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- for (S32 iMesh = 0; iMesh < boundsNode->getNumMesh(); iMesh++)
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+ for (S32 iMesh = 0; iMesh < mBoundsNode->getNumMesh(); iMesh++)
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{
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- AppMesh* mesh = boundsNode->getMesh(iMesh);
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+ AppMesh* mesh = mBoundsNode->getMesh(iMesh);
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MatrixF transform = mesh->getMeshTransform(DefaultTime);
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transform.mulL(boundsMat);
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mesh->lockMesh(DefaultTime, transform);
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@@ -215,10 +215,10 @@ bool TSShapeLoader::processNode(AppNode* node)
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}
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// Add this node to the subshape (create one if needed)
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- if ( subshapes.size() == 0 )
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- subshapes.push_back( new TSShapeLoader::Subshape );
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+ if (mSubshapes.size() == 0 )
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+ mSubshapes.push_back( new TSShapeLoader::Subshape );
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- subshapes.last()->branches.push_back( node );
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+ mSubshapes.last()->branches.push_back( node );
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return true;
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}
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@@ -263,8 +263,8 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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if (appNode->isBounds())
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return;
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- S32 subShapeNum = shape->subShapeFirstNode.size()-1;
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- Subshape* subshape = subshapes[subShapeNum];
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+ S32 subShapeNum = mShape->subShapeFirstNode.size()-1;
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+ Subshape* subshape = mSubshapes[subShapeNum];
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// Check if we should collapse this node
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S32 myIndex;
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@@ -275,16 +275,16 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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else
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{
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// Check that adding this node will not exceed the maximum node count
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- if (shape->nodes.size() >= MAX_TS_SET_SIZE)
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+ if (mShape->nodes.size() >= MAX_TS_SET_SIZE)
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return;
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- myIndex = shape->nodes.size();
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- String nodeName = getUniqueName(appNode->getName(), cmpShapeName, shape->names);
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+ myIndex = mShape->nodes.size();
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+ String nodeName = getUniqueName(appNode->getName(), cmpShapeName, mShape->names);
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// Create the 3space node
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- shape->nodes.increment();
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- TSShape::Node& lastNode = shape->nodes.last();
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- lastNode.nameIndex = shape->addName(nodeName);
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+ mShape->nodes.increment();
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+ TSShape::Node& lastNode = mShape->nodes.last();
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+ lastNode.nameIndex = mShape->addName(nodeName);
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lastNode.parentIndex = parentIndex;
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lastNode.firstObject = -1;
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lastNode.firstChild = -1;
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@@ -292,8 +292,8 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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// Add the AppNode to a matching list (so AppNodes can be accessed using 3space
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// node indices)
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- appNodes.push_back(appNode);
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- appNodes.last()->mParentIndex = parentIndex;
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+ mAppNodes.push_back(appNode);
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+ mAppNodes.last()->mParentIndex = parentIndex;
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// Check for NULL detail or AutoBillboard nodes (no children or geometry)
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if ((appNode->getNumChildNodes() == 0) &&
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@@ -304,7 +304,7 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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if (dStrEqual(dname, "nulldetail") && (size != 0x7FFFFFFF))
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{
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- shape->addDetail("detail", size, subShapeNum);
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+ mShape->addDetail("detail", size, subShapeNum);
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}
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else if (appNode->isBillboard() && (size != 0x7FFFFFFF))
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{
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@@ -323,9 +323,9 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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appNode->getInt("BB::DIM", dim);
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appNode->getBool("BB::INCLUDE_POLES", includePoles);
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- S32 detIndex = shape->addDetail( "bbDetail", size, -1 );
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+ S32 detIndex = mShape->addDetail( "bbDetail", size, -1 );
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- TSShape::Detail& detIndexDetail = shape->details[detIndex];
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+ TSShape::Detail& detIndexDetail = mShape->details[detIndex];
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detIndexDetail.bbEquatorSteps = numEquatorSteps;
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detIndexDetail.bbPolarSteps = numPolarSteps;
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detIndexDetail.bbDetailLevel = dl;
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@@ -357,23 +357,23 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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void TSShapeLoader::generateSubshapes()
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{
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- for (U32 iSub = 0; iSub < subshapes.size(); iSub++)
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+ for (U32 iSub = 0; iSub < mSubshapes.size(); iSub++)
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{
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- updateProgress(Load_GenerateSubshapes, "Generating subshapes...", subshapes.size(), iSub);
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+ updateProgress(Load_GenerateSubshapes, "Generating subshapes...", mSubshapes.size(), iSub);
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- Subshape* subshape = subshapes[iSub];
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+ Subshape* subshape = mSubshapes[iSub];
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// Recurse through the node hierarchy, adding 3space nodes and
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// collecting geometry
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- S32 firstNode = shape->nodes.size();
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- shape->subShapeFirstNode.push_back(firstNode);
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+ S32 firstNode = mShape->nodes.size();
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+ mShape->subShapeFirstNode.push_back(firstNode);
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for (U32 iBranch = 0; iBranch < subshape->branches.size(); iBranch++)
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recurseSubshape(subshape->branches[iBranch], -1, true);
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- shape->subShapeNumNodes.push_back(shape->nodes.size() - firstNode);
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+ mShape->subShapeNumNodes.push_back(mShape->nodes.size() - firstNode);
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- if (shape->nodes.size() >= MAX_TS_SET_SIZE)
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+ if (mShape->nodes.size() >= MAX_TS_SET_SIZE)
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{
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Con::warnf("Shape exceeds the maximum node count (%d). Ignoring additional nodes.",
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MAX_TS_SET_SIZE);
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@@ -400,10 +400,10 @@ bool cmpMeshNameAndSize(const String& key, const Vector<String>& names, void* ar
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void TSShapeLoader::generateObjects()
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{
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- for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
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+ for (S32 iSub = 0; iSub < mSubshapes.size(); iSub++)
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{
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- Subshape* subshape = subshapes[iSub];
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- shape->subShapeFirstObject.push_back(shape->objects.size());
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+ Subshape* subshape = mSubshapes[iSub];
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+ mShape->subShapeFirstObject.push_back(mShape->objects.size());
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// Get the names and sizes of the meshes for this subshape
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Vector<String> meshNames;
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@@ -464,18 +464,18 @@ void TSShapeLoader::generateObjects()
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if (!lastName || (meshNames[iMesh] != *lastName))
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{
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- shape->objects.increment();
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- TSShape::Object& lastObject = shape->objects.last();
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- lastObject.nameIndex = shape->addName(meshNames[iMesh]);
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+ mShape->objects.increment();
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+ TSShape::Object& lastObject = mShape->objects.last();
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+ lastObject.nameIndex = mShape->addName(meshNames[iMesh]);
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lastObject.nodeIndex = subshape->objNodes[iMesh];
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- lastObject.startMeshIndex = appMeshes.size();
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+ lastObject.startMeshIndex = mAppMeshes.size();
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lastObject.numMeshes = 0;
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lastName = &meshNames[iMesh];
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}
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// Add this mesh to the object
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- appMeshes.push_back(mesh);
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- shape->objects.last().numMeshes++;
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+ mAppMeshes.push_back(mesh);
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+ mShape->objects.last().numMeshes++;
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// Set mesh flags
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mesh->flags = 0;
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@@ -498,9 +498,9 @@ void TSShapeLoader::generateObjects()
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}
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// Attempt to add the detail (will fail if it already exists)
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- S32 oldNumDetails = shape->details.size();
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- shape->addDetail(detailName, mesh->detailSize, iSub);
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- if (shape->details.size() > oldNumDetails)
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+ S32 oldNumDetails = mShape->details.size();
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+ mShape->addDetail(detailName, mesh->detailSize, iSub);
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+ if (mShape->details.size() > oldNumDetails)
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{
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Con::warnf("Object mesh \"%s\" has no matching detail (\"%s%d\" has"
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" been added automatically)", mesh->getName(false), detailName, mesh->detailSize);
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@@ -508,18 +508,18 @@ void TSShapeLoader::generateObjects()
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}
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// Get object count for this subshape
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- shape->subShapeNumObjects.push_back(shape->objects.size() - shape->subShapeFirstObject.last());
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+ mShape->subShapeNumObjects.push_back(mShape->objects.size() - mShape->subShapeFirstObject.last());
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}
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}
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void TSShapeLoader::generateSkins()
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{
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Vector<AppMesh*> skins;
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- for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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+ for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
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{
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- for (S32 iMesh = 0; iMesh < shape->objects[iObject].numMeshes; iMesh++)
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+ for (S32 iMesh = 0; iMesh < mShape->objects[iObject].numMeshes; iMesh++)
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{
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- AppMesh* mesh = appMeshes[shape->objects[iObject].startMeshIndex + iMesh];
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+ AppMesh* mesh = mAppMeshes[mShape->objects[iObject].startMeshIndex + iMesh];
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if (mesh->isSkin())
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skins.push_back(mesh);
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}
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@@ -543,12 +543,12 @@ void TSShapeLoader::generateSkins()
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{
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// Find the node that matches this bone
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skin->nodeIndex[iBone] = -1;
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppMeshes.size(); iNode++)
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{
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- if (appNodes[iNode]->isEqual(skin->bones[iBone]))
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+ if (mAppNodes[iNode]->isEqual(skin->bones[iBone]))
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{
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delete skin->bones[iBone];
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- skin->bones[iBone] = appNodes[iNode];
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+ skin->bones[iBone] = mAppNodes[iNode];
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skin->nodeIndex[iBone] = iNode;
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break;
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}
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@@ -566,18 +566,18 @@ void TSShapeLoader::generateSkins()
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void TSShapeLoader::generateDefaultStates()
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{
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// Generate default object states (includes initial geometry)
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- for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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+ for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
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{
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updateProgress(Load_GenerateDefaultStates, "Generating initial mesh and node states...",
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- shape->objects.size(), iObject);
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+ mShape->objects.size(), iObject);
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- TSShape::Object& obj = shape->objects[iObject];
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+ TSShape::Object& obj = mShape->objects[iObject];
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// Calculate the objectOffset for each mesh at T=0
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for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
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{
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- AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
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- AppNode* appNode = obj.nodeIndex >= 0 ? appNodes[obj.nodeIndex] : boundsNode;
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+ AppMesh* appMesh = mAppMeshes[obj.startMeshIndex + iMesh];
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+ AppNode* appNode = obj.nodeIndex >= 0 ? mAppNodes[obj.nodeIndex] : mBoundsNode;
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MatrixF meshMat(appMesh->getMeshTransform(DefaultTime));
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MatrixF nodeMat(appMesh->isSkin() ? meshMat : appNode->getNodeTransform(DefaultTime));
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@@ -587,16 +587,16 @@ void TSShapeLoader::generateDefaultStates()
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appMesh->objectOffset = nodeMat.inverse() * meshMat;
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}
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- generateObjectState(shape->objects[iObject], DefaultTime, true, true);
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+ generateObjectState(mShape->objects[iObject], DefaultTime, true, true);
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}
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// Generate default node transforms
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
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{
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// Determine the default translation and rotation for the node
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QuatF rot, srot;
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Point3F trans, scale;
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- generateNodeTransform(appNodes[iNode], DefaultTime, false, 0, rot, trans, srot, scale);
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+ generateNodeTransform(mAppNodes[iNode], DefaultTime, false, 0, rot, trans, srot, scale);
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// Add default node translation and rotation
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addNodeRotation(rot, true);
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@@ -606,20 +606,20 @@ void TSShapeLoader::generateDefaultStates()
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void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
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{
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- shape->objectStates.increment();
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- TSShape::ObjectState& state = shape->objectStates.last();
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+ mShape->objectStates.increment();
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+ TSShape::ObjectState& state = mShape->objectStates.last();
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state.frameIndex = 0;
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state.matFrameIndex = 0;
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- state.vis = mClampF(appMeshes[obj.startMeshIndex]->getVisValue(t), 0.0f, 1.0f);
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+ state.vis = mClampF(mAppMeshes[obj.startMeshIndex]->getVisValue(t), 0.0f, 1.0f);
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if (addFrame || addMatFrame)
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{
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generateFrame(obj, t, addFrame, addMatFrame);
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// set the frame number for the object state
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- state.frameIndex = appMeshes[obj.startMeshIndex]->numFrames - 1;
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- state.matFrameIndex = appMeshes[obj.startMeshIndex]->numMatFrames - 1;
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+ state.frameIndex = mAppMeshes[obj.startMeshIndex]->numFrames - 1;
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+ state.matFrameIndex = mAppMeshes[obj.startMeshIndex]->numMatFrames - 1;
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}
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}
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@@ -627,7 +627,7 @@ void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bo
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{
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for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
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{
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- AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
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+ AppMesh* appMesh = mAppMeshes[obj.startMeshIndex + iMesh];
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U32 oldNumPoints = appMesh->points.size();
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U32 oldNumUvs = appMesh->uvs.size();
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@@ -704,13 +704,13 @@ void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bo
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void TSShapeLoader::generateMaterialList()
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{
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// Install the materials into the material list
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- shape->materialList = new TSMaterialList;
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+ mShape->materialList = new TSMaterialList;
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for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
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{
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updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::appMaterials.size(), iMat);
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AppMaterial* appMat = AppMesh::appMaterials[iMat];
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- shape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
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+ mShape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
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}
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}
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@@ -720,38 +720,38 @@ void TSShapeLoader::generateMaterialList()
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void TSShapeLoader::generateSequences()
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{
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- for (S32 iSeq = 0; iSeq < appSequences.size(); iSeq++)
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+ for (S32 iSeq = 0; iSeq < mAppSequences.size(); iSeq++)
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{
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- updateProgress(Load_GenerateSequences, "Generating sequences...", appSequences.size(), iSeq);
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+ updateProgress(Load_GenerateSequences, "Generating sequences...", mAppSequences.size(), iSeq);
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// Initialize the sequence
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- appSequences[iSeq]->setActive(true);
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+ mAppSequences[iSeq]->setActive(true);
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- shape->sequences.increment();
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- TSShape::Sequence& seq = shape->sequences.last();
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+ mShape->sequences.increment();
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+ TSShape::Sequence& seq = mShape->sequences.last();
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- seq.nameIndex = shape->addName(appSequences[iSeq]->getName());
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- seq.toolBegin = appSequences[iSeq]->getStart();
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- seq.priority = appSequences[iSeq]->getPriority();
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- seq.flags = appSequences[iSeq]->getFlags();
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+ seq.nameIndex = mShape->addName(mAppSequences[iSeq]->getName());
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+ seq.toolBegin = mAppSequences[iSeq]->getStart();
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+ seq.priority = mAppSequences[iSeq]->getPriority();
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+ seq.flags = mAppSequences[iSeq]->getFlags();
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// Compute duration and number of keyframes (then adjust time between frames to match)
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- seq.duration = appSequences[iSeq]->getEnd() - appSequences[iSeq]->getStart();
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- seq.numKeyframes = (S32)(seq.duration * appSequences[iSeq]->fps + 0.5f) + 1;
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+ seq.duration = mAppSequences[iSeq]->getEnd() - mAppSequences[iSeq]->getStart();
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+ seq.numKeyframes = (S32)(seq.duration * mAppSequences[iSeq]->fps + 0.5f) + 1;
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seq.sourceData.start = 0;
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seq.sourceData.end = seq.numKeyframes-1;
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seq.sourceData.total = seq.numKeyframes;
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// Set membership arrays (ie. which nodes and objects are affected by this sequence)
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- setNodeMembership(seq, appSequences[iSeq]);
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- setObjectMembership(seq, appSequences[iSeq]);
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+ setNodeMembership(seq, mAppSequences[iSeq]);
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+ setObjectMembership(seq, mAppSequences[iSeq]);
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// Generate keyframes
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generateNodeAnimation(seq);
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- generateObjectAnimation(seq, appSequences[iSeq]);
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- generateGroundAnimation(seq, appSequences[iSeq]);
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- generateFrameTriggers(seq, appSequences[iSeq]);
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+ generateObjectAnimation(seq, mAppSequences[iSeq]);
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+ generateGroundAnimation(seq, mAppSequences[iSeq]);
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+ generateFrameTriggers(seq, mAppSequences[iSeq]);
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// Set sequence flags
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seq.dirtyFlags = 0;
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@@ -765,11 +765,11 @@ void TSShapeLoader::generateSequences()
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seq.dirtyFlags |= TSShapeInstance::MatFrameDirty;
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// Set shape flags (only the most significant scale type)
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- U32 curVal = shape->mFlags & TSShape::AnyScale;
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- shape->mFlags &= ~(TSShape::AnyScale);
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- shape->mFlags |= getMax(curVal, seq.flags & TSShape::AnyScale); // take the larger value (can only convert upwards)
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+ U32 curVal = mShape->mFlags & TSShape::AnyScale;
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+ mShape->mFlags &= ~(TSShape::AnyScale);
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+ mShape->mFlags |= getMax(curVal, seq.flags & TSShape::AnyScale); // take the larger value (can only convert upwards)
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- appSequences[iSeq]->setActive(false);
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+ mAppSequences[iSeq]->setActive(false);
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}
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}
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@@ -798,16 +798,16 @@ void TSShapeLoader::setNodeMembership(TSShape::Sequence& seq, const AppSequence*
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void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
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{
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
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{
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// Check if any of the node rotations are different to
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// the default rotation
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QuatF defaultRot;
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- shape->defaultRotations[iNode].getQuatF(&defaultRot);
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+ mShape->defaultRotations[iNode].getQuatF(&defaultRot);
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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- if (nodeRotCache[iNode][iFrame] != defaultRot)
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+ if (mNodeRotCache[iNode][iFrame] != defaultRot)
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{
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seq.rotationMatters.set(iNode);
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break;
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@@ -818,15 +818,15 @@ void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
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void TSShapeLoader::setTranslationMembership(TSShape::Sequence& seq)
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{
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
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{
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// Check if any of the node translations are different to
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// the default translation
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- Point3F& defaultTrans = shape->defaultTranslations[iNode];
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+ Point3F& defaultTrans = mShape->defaultTranslations[iNode];
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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- if (!nodeTransCache[iNode][iFrame].equal(defaultTrans))
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+ if (!mNodeTransCache[iNode][iFrame].equal(defaultTrans))
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{
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seq.translationMatters.set(iNode);
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break;
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@@ -843,16 +843,16 @@ void TSShapeLoader::setScaleMembership(TSShape::Sequence& seq)
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U32 alignedScaleCount = 0;
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U32 uniformScaleCount = 0;
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
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{
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// Check if any of the node scales are not the unit scale
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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- Point3F& scale = nodeScaleCache[iNode][iFrame];
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+ Point3F& scale = mNodeScaleCache[iNode][iFrame];
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if (!unitScale.equal(scale))
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{
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// Determine what type of scale this is
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- if (!nodeScaleRotCache[iNode][iFrame].isIdentity())
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+ if (!mNodeScaleRotCache[iNode][iFrame].isIdentity())
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arbitraryScaleCount++;
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else if (scale.x != scale.y || scale.y != scale.z)
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alignedScaleCount++;
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@@ -880,12 +880,12 @@ void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequenc
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seq.frameMatters.clearAll(); // vert animation (morph) (size = objects.size())
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seq.matFrameMatters.clearAll(); // UV animation (size = objects.size())
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- for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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+ for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
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{
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- if (!appMeshes[shape->objects[iObject].startMeshIndex])
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+ if (!mAppMeshes[mShape->objects[iObject].startMeshIndex])
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continue;
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- if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesVis(appSeq))
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+ if (mAppMeshes[mShape->objects[iObject].startMeshIndex]->animatesVis(appSeq))
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seq.visMatters.set(iObject);
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// Morph and UV animation has been deprecated
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//if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesFrame(appSeq))
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@@ -898,18 +898,18 @@ void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequenc
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void TSShapeLoader::clearNodeTransformCache()
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{
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// clear out the transform caches
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- for (S32 i = 0; i < nodeRotCache.size(); i++)
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- delete [] nodeRotCache[i];
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- nodeRotCache.clear();
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- for (S32 i = 0; i < nodeTransCache.size(); i++)
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- delete [] nodeTransCache[i];
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- nodeTransCache.clear();
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- for (S32 i = 0; i < nodeScaleRotCache.size(); i++)
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- delete [] nodeScaleRotCache[i];
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- nodeScaleRotCache.clear();
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- for (S32 i = 0; i < nodeScaleCache.size(); i++)
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- delete [] nodeScaleCache[i];
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- nodeScaleCache.clear();
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+ for (S32 i = 0; i < mNodeRotCache.size(); i++)
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+ delete [] mNodeRotCache[i];
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+ mNodeRotCache.clear();
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+ for (S32 i = 0; i < mNodeTransCache.size(); i++)
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+ delete [] mNodeTransCache[i];
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+ mNodeTransCache.clear();
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+ for (S32 i = 0; i < mNodeScaleRotCache.size(); i++)
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+ delete [] mNodeScaleRotCache[i];
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+ mNodeScaleRotCache.clear();
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+ for (S32 i = 0; i < mNodeScaleCache.size(); i++)
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+ delete [] mNodeScaleCache[i];
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+ mNodeScaleCache.clear();
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}
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void TSShapeLoader::fillNodeTransformCache(TSShape::Sequence& seq, const AppSequence* appSeq)
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@@ -917,28 +917,28 @@ void TSShapeLoader::fillNodeTransformCache(TSShape::Sequence& seq, const AppSequ
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// clear out the transform caches and set it up for this sequence
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clearNodeTransformCache();
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- nodeRotCache.setSize(appNodes.size());
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- for (S32 i = 0; i < nodeRotCache.size(); i++)
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- nodeRotCache[i] = new QuatF[seq.numKeyframes];
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- nodeTransCache.setSize(appNodes.size());
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- for (S32 i = 0; i < nodeTransCache.size(); i++)
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- nodeTransCache[i] = new Point3F[seq.numKeyframes];
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- nodeScaleRotCache.setSize(appNodes.size());
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- for (S32 i = 0; i < nodeScaleRotCache.size(); i++)
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- nodeScaleRotCache[i] = new QuatF[seq.numKeyframes];
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- nodeScaleCache.setSize(appNodes.size());
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- for (S32 i = 0; i < nodeScaleCache.size(); i++)
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- nodeScaleCache[i] = new Point3F[seq.numKeyframes];
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+ mNodeRotCache.setSize(mAppNodes.size());
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+ for (S32 i = 0; i < mNodeRotCache.size(); i++)
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+ mNodeRotCache[i] = new QuatF[seq.numKeyframes];
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+ mNodeTransCache.setSize(mAppNodes.size());
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+ for (S32 i = 0; i < mNodeTransCache.size(); i++)
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+ mNodeTransCache[i] = new Point3F[seq.numKeyframes];
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+ mNodeScaleRotCache.setSize(mAppNodes.size());
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+ for (S32 i = 0; i < mNodeScaleRotCache.size(); i++)
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+ mNodeScaleRotCache[i] = new QuatF[seq.numKeyframes];
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+ mNodeScaleCache.setSize(mAppNodes.size());
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+ for (S32 i = 0; i < mNodeScaleCache.size(); i++)
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+ mNodeScaleCache[i] = new Point3F[seq.numKeyframes];
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// get the node transforms for every frame
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
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{
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- generateNodeTransform(appNodes[iNode], time, seq.isBlend(), appSeq->getBlendRefTime(),
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- nodeRotCache[iNode][iFrame], nodeTransCache[iNode][iFrame],
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- nodeScaleRotCache[iNode][iFrame], nodeScaleCache[iNode][iFrame]);
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+ generateNodeTransform(mAppNodes[iNode], time, seq.isBlend(), appSeq->getBlendRefTime(),
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+ mNodeRotCache[iNode][iFrame], mNodeTransCache[iNode][iFrame],
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+ mNodeScaleRotCache[iNode][iFrame], mNodeScaleCache[iNode][iFrame]);
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}
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}
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}
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@@ -949,57 +949,57 @@ void TSShapeLoader::addNodeRotation(QuatF& rot, bool defaultVal)
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rot16.set(rot);
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if (!defaultVal)
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- shape->nodeRotations.push_back(rot16);
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+ mShape->nodeRotations.push_back(rot16);
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else
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- shape->defaultRotations.push_back(rot16);
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+ mShape->defaultRotations.push_back(rot16);
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}
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void TSShapeLoader::addNodeTranslation(Point3F& trans, bool defaultVal)
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{
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if (!defaultVal)
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- shape->nodeTranslations.push_back(trans);
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+ mShape->nodeTranslations.push_back(trans);
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else
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- shape->defaultTranslations.push_back(trans);
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+ mShape->defaultTranslations.push_back(trans);
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}
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void TSShapeLoader::addNodeUniformScale(F32 scale)
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{
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- shape->nodeUniformScales.push_back(scale);
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+ mShape->nodeUniformScales.push_back(scale);
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}
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void TSShapeLoader::addNodeAlignedScale(Point3F& scale)
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{
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- shape->nodeAlignedScales.push_back(scale);
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+ mShape->nodeAlignedScales.push_back(scale);
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}
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void TSShapeLoader::addNodeArbitraryScale(QuatF& qrot, Point3F& scale)
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{
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Quat16 rot16;
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rot16.set(qrot);
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- shape->nodeArbitraryScaleRots.push_back(rot16);
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- shape->nodeArbitraryScaleFactors.push_back(scale);
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+ mShape->nodeArbitraryScaleRots.push_back(rot16);
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+ mShape->nodeArbitraryScaleFactors.push_back(scale);
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}
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void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
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{
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- seq.baseRotation = shape->nodeRotations.size();
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- seq.baseTranslation = shape->nodeTranslations.size();
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- seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? shape->nodeArbitraryScaleRots.size() :
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- (seq.flags & TSShape::AlignedScale) ? shape->nodeAlignedScales.size() :
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- shape->nodeUniformScales.size();
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+ seq.baseRotation = mShape->nodeRotations.size();
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+ seq.baseTranslation = mShape->nodeTranslations.size();
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+ seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? mShape->nodeArbitraryScaleRots.size() :
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+ (seq.flags & TSShape::AlignedScale) ? mShape->nodeAlignedScales.size() :
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+ mShape->nodeUniformScales.size();
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- for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
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+ for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
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{
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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if (seq.rotationMatters.test(iNode))
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- addNodeRotation(nodeRotCache[iNode][iFrame], false);
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+ addNodeRotation(mNodeRotCache[iNode][iFrame], false);
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if (seq.translationMatters.test(iNode))
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- addNodeTranslation(nodeTransCache[iNode][iFrame], false);
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+ addNodeTranslation(mNodeTransCache[iNode][iFrame], false);
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if (seq.scaleMatters.test(iNode))
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{
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- QuatF& rot = nodeScaleRotCache[iNode][iFrame];
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- Point3F scale = nodeScaleCache[iNode][iFrame];
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+ QuatF& rot = mNodeScaleRotCache[iNode][iFrame];
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+ Point3F scale = mNodeScaleCache[iNode][iFrame];
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if (seq.flags & TSShape::ArbitraryScale)
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addNodeArbitraryScale(rot, scale);
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@@ -1014,9 +1014,9 @@ void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
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void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
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{
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- seq.baseObjectState = shape->objectStates.size();
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+ seq.baseObjectState = mShape->objectStates.size();
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- for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
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+ for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
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{
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bool visMatters = seq.visMatters.test(iObject);
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bool frameMatters = seq.frameMatters.test(iObject);
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@@ -1027,7 +1027,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
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- generateObjectState(shape->objects[iObject], time, frameMatters, matFrameMatters);
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+ generateObjectState(mShape->objects[iObject], time, frameMatters, matFrameMatters);
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}
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}
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}
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@@ -1035,10 +1035,10 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
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void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
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{
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- seq.firstGroundFrame = shape->groundTranslations.size();
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+ seq.firstGroundFrame = mShape->groundTranslations.size();
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seq.numGroundFrames = 0;
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- if (!boundsNode)
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+ if (!mBoundsNode)
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return;
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// Check if the bounds node is animated by this sequence
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@@ -1047,7 +1047,7 @@ void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSeq
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seq.flags |= TSShape::MakePath;
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// Get ground transform at the start of the sequence
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- MatrixF invStartMat = boundsNode->getNodeTransform(appSeq->getStart());
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+ MatrixF invStartMat = mBoundsNode->getNodeTransform(appSeq->getStart());
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zapScale(invStartMat);
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invStartMat.inverse();
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@@ -1056,22 +1056,22 @@ void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSeq
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F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numGroundFrames - 1);
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// Determine delta bounds node transform at 't'
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- MatrixF mat = boundsNode->getNodeTransform(time);
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+ MatrixF mat = mBoundsNode->getNodeTransform(time);
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zapScale(mat);
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mat = invStartMat * mat;
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// Add ground transform
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Quat16 rotation;
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rotation.set(QuatF(mat));
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- shape->groundTranslations.push_back(mat.getPosition());
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- shape->groundRotations.push_back(rotation);
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+ mShape->groundTranslations.push_back(mat.getPosition());
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+ mShape->groundRotations.push_back(rotation);
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}
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}
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void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq)
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{
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// Initialize triggers
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- seq.firstTrigger = shape->triggers.size();
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+ seq.firstTrigger = mShape->triggers.size();
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seq.numTriggers = appSeq->getNumTriggers();
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if (!seq.numTriggers)
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return;
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@@ -1081,8 +1081,8 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
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// Add triggers
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for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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{
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- shape->triggers.increment();
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- appSeq->getTrigger(iTrigger, shape->triggers.last());
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+ mShape->triggers.increment();
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+ appSeq->getTrigger(iTrigger, mShape->triggers.last());
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}
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// Track the triggers that get turned off by this shape...normally, triggers
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@@ -1092,7 +1092,7 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
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U32 offTriggers = 0;
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for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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{
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- U32 state = shape->triggers[seq.firstTrigger+iTrigger].state;
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+ U32 state = mShape->triggers[seq.firstTrigger+iTrigger].state;
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if ((state & TSShape::Trigger::StateOn) == 0)
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offTriggers |= (state & TSShape::Trigger::StateMask);
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}
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@@ -1100,8 +1100,8 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
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// We now know which states are turned off, set invert on all those (including when turned on)
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for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
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{
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- if (shape->triggers[seq.firstTrigger + iTrigger].state & offTriggers)
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- shape->triggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
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+ if (mShape->triggers[seq.firstTrigger + iTrigger].state & offTriggers)
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+ mShape->triggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
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}
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}
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@@ -1113,36 +1113,36 @@ void TSShapeLoader::sortDetails()
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// Insert NULL meshes where required
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- for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
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+ for (S32 iSub = 0; iSub < mSubshapes.size(); iSub++)
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{
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Vector<S32> validDetails;
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- shape->getSubShapeDetails(iSub, validDetails);
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+ mShape->getSubShapeDetails(iSub, validDetails);
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for (S32 iDet = 0; iDet < validDetails.size(); iDet++)
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{
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- TSShape::Detail &detail = shape->details[validDetails[iDet]];
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+ TSShape::Detail &detail = mShape->details[validDetails[iDet]];
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if (detail.subShapeNum >= 0)
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detail.objectDetailNum = iDet;
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- for (S32 iObj = shape->subShapeFirstObject[iSub];
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- iObj < (shape->subShapeFirstObject[iSub] + shape->subShapeNumObjects[iSub]);
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+ for (S32 iObj = mShape->subShapeFirstObject[iSub];
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+ iObj < (mShape->subShapeFirstObject[iSub] + mShape->subShapeNumObjects[iSub]);
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iObj++)
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{
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- TSShape::Object &object = shape->objects[iObj];
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+ TSShape::Object &object = mShape->objects[iObj];
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// Insert a NULL mesh for this detail level if required (ie. if the
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// object does not already have a mesh with an equal or higher detail)
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S32 meshIndex = (iDet < object.numMeshes) ? iDet : object.numMeshes-1;
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- if (appMeshes[object.startMeshIndex + meshIndex]->detailSize < shape->details[iDet].size)
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+ if (mAppMeshes[object.startMeshIndex + meshIndex]->detailSize < mShape->details[iDet].size)
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{
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// Add a NULL mesh
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- appMeshes.insert(object.startMeshIndex + iDet, NULL);
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+ mAppMeshes.insert(object.startMeshIndex + iDet, NULL);
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object.numMeshes++;
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// Fixup the start index for the other objects
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- for (S32 k = iObj+1; k < shape->objects.size(); k++)
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- shape->objects[k].startMeshIndex++;
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+ for (S32 k = iObj+1; k < mShape->objects.size(); k++)
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+ mShape->objects[k].startMeshIndex++;
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}
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}
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}
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@@ -1157,79 +1157,79 @@ void TSShapeLoader::install()
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{
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// Arrays that are filled in by ts shape init, but need
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// to be allocated beforehand.
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- shape->subShapeFirstTranslucentObject.setSize(shape->subShapeFirstObject.size());
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+ mShape->subShapeFirstTranslucentObject.setSize(mShape->subShapeFirstObject.size());
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// Construct TS sub-meshes
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- shape->meshes.setSize(appMeshes.size());
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- for (U32 m = 0; m < appMeshes.size(); m++)
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- shape->meshes[m] = appMeshes[m] ? appMeshes[m]->constructTSMesh() : NULL;
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+ mShape->meshes.setSize(mAppMeshes.size());
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+ for (U32 m = 0; m < mAppMeshes.size(); m++)
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+ mShape->meshes[m] = mAppMeshes[m] ? mAppMeshes[m]->constructTSMesh() : NULL;
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// Remove empty meshes and objects
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- for (S32 iObj = shape->objects.size()-1; iObj >= 0; iObj--)
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+ for (S32 iObj = mShape->objects.size()-1; iObj >= 0; iObj--)
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{
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- TSShape::Object& obj = shape->objects[iObj];
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+ TSShape::Object& obj = mShape->objects[iObj];
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for (S32 iMesh = obj.numMeshes-1; iMesh >= 0; iMesh--)
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{
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- TSMesh *mesh = shape->meshes[obj.startMeshIndex + iMesh];
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+ TSMesh *mesh = mShape->meshes[obj.startMeshIndex + iMesh];
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if (mesh && !mesh->mPrimitives.size())
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{
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S32 oldMeshCount = obj.numMeshes;
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destructInPlace(mesh);
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- shape->removeMeshFromObject(iObj, iMesh);
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+ mShape->removeMeshFromObject(iObj, iMesh);
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iMesh -= (oldMeshCount - obj.numMeshes - 1); // handle when more than one mesh is removed
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}
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}
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if (!obj.numMeshes)
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- shape->removeObject(shape->getName(obj.nameIndex));
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+ mShape->removeObject(mShape->getName(obj.nameIndex));
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}
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// Add a dummy object if needed so the shape loads and renders ok
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- if (!shape->details.size())
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+ if (!mShape->details.size())
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{
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- shape->addDetail("detail", 2, 0);
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- shape->subShapeNumObjects.last() = 1;
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+ mShape->addDetail("detail", 2, 0);
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+ mShape->subShapeNumObjects.last() = 1;
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- shape->meshes.push_back(NULL);
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+ mShape->meshes.push_back(NULL);
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- shape->objects.increment();
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+ mShape->objects.increment();
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- TSShape::Object& lastObject = shape->objects.last();
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- lastObject.nameIndex = shape->addName("dummy");
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+ TSShape::Object& lastObject = mShape->objects.last();
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+ lastObject.nameIndex = mShape->addName("dummy");
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lastObject.nodeIndex = 0;
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lastObject.startMeshIndex = 0;
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lastObject.numMeshes = 1;
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- shape->objectStates.increment();
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- shape->objectStates.last().frameIndex = 0;
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- shape->objectStates.last().matFrameIndex = 0;
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- shape->objectStates.last().vis = 1.0f;
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+ mShape->objectStates.increment();
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+ mShape->objectStates.last().frameIndex = 0;
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+ mShape->objectStates.last().matFrameIndex = 0;
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+ mShape->objectStates.last().vis = 1.0f;
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}
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// Update smallest visible detail
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- shape->mSmallestVisibleDL = -1;
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- shape->mSmallestVisibleSize = 999999;
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- for (S32 i = 0; i < shape->details.size(); i++)
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+ mShape->mSmallestVisibleDL = -1;
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+ mShape->mSmallestVisibleSize = 999999;
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+ for (S32 i = 0; i < mShape->details.size(); i++)
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{
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- if ((shape->details[i].size >= 0) &&
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- (shape->details[i].size < shape->mSmallestVisibleSize))
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+ if ((mShape->details[i].size >= 0) &&
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+ (mShape->details[i].size < mShape->mSmallestVisibleSize))
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{
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- shape->mSmallestVisibleDL = i;
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- shape->mSmallestVisibleSize = shape->details[i].size;
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+ mShape->mSmallestVisibleDL = i;
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+ mShape->mSmallestVisibleSize = mShape->details[i].size;
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}
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}
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- computeBounds(shape->mBounds);
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- if (!shape->mBounds.isValidBox())
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- shape->mBounds = Box3F(1.0f);
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+ computeBounds(mShape->mBounds);
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+ if (!mShape->mBounds.isValidBox())
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+ mShape->mBounds = Box3F(1.0f);
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- shape->mBounds.getCenter(&shape->center);
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- shape->mRadius = (shape->mBounds.maxExtents - shape->center).len();
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- shape->tubeRadius = shape->mRadius;
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+ mShape->mBounds.getCenter(&mShape->center);
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+ mShape->mRadius = (mShape->mBounds.maxExtents - mShape->center).len();
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+ mShape->tubeRadius = mShape->mRadius;
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- shape->init();
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- shape->finalizeEditable();
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+ mShape->init();
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+ mShape->finalizeEditable();
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}
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void TSShapeLoader::computeBounds(Box3F& bounds)
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@@ -1238,11 +1238,11 @@ void TSShapeLoader::computeBounds(Box3F& bounds)
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bounds = Box3F::Invalid;
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// Use bounds node geometry if present
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- if ( boundsNode && boundsNode->getNumMesh() )
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+ if (mBoundsNode && mBoundsNode->getNumMesh() )
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{
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- for (S32 iMesh = 0; iMesh < boundsNode->getNumMesh(); iMesh++)
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+ for (S32 iMesh = 0; iMesh < mBoundsNode->getNumMesh(); iMesh++)
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{
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- AppMesh* mesh = boundsNode->getMesh( iMesh );
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+ AppMesh* mesh = mBoundsNode->getMesh( iMesh );
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if ( !mesh )
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continue;
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@@ -1255,9 +1255,9 @@ void TSShapeLoader::computeBounds(Box3F& bounds)
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else
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{
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// Compute bounds based on all geometry in the model
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- for (S32 iMesh = 0; iMesh < appMeshes.size(); iMesh++)
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+ for (S32 iMesh = 0; iMesh < mAppMeshes.size(); iMesh++)
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{
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- AppMesh* mesh = appMeshes[iMesh];
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+ AppMesh* mesh = mAppMeshes[iMesh];
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if ( !mesh )
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continue;
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@@ -1279,14 +1279,14 @@ TSShapeLoader::~TSShapeLoader()
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AppMesh::appMaterials.clear();
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// Delete Subshapes
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- delete boundsNode;
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- for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
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- delete subshapes[iSub];
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+ delete mBoundsNode;
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+ for (S32 iSub = 0; iSub < mSubshapes.size(); iSub++)
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+ delete mSubshapes[iSub];
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// Delete AppSequences
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- for (S32 iSeq = 0; iSeq < appSequences.size(); iSeq++)
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- delete appSequences[iSeq];
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- appSequences.clear();
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+ for (S32 iSeq = 0; iSeq < mAppSequences.size(); iSeq++)
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+ delete mAppSequences[iSeq];
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+ mAppSequences.clear();
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}
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// Static functions to handle supported formats for shape loader.
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