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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape

bank преди 11 години
родител
ревизия
69dbaf5b85
променени са 35 файла, в които са добавени 1111 реда и са изтрити 1111 реда
  1. 1 1
      Engine/source/T3D/debris.cpp
  2. 1 1
      Engine/source/T3D/examples/renderShapeExample.cpp
  3. 1 1
      Engine/source/T3D/fx/explosion.cpp
  4. 1 1
      Engine/source/T3D/fx/groundCover.cpp
  5. 3 3
      Engine/source/T3D/guiMaterialPreview.cpp
  6. 4 4
      Engine/source/T3D/guiObjectView.cpp
  7. 6 6
      Engine/source/T3D/physics/physicsDebris.cpp
  8. 1 1
      Engine/source/T3D/physics/physicsShape.cpp
  9. 3 3
      Engine/source/T3D/player.cpp
  10. 1 1
      Engine/source/T3D/projectile.cpp
  11. 26 26
      Engine/source/T3D/shapeBase.cpp
  12. 2 2
      Engine/source/T3D/shapeImage.cpp
  13. 6 6
      Engine/source/T3D/tsStatic.cpp
  14. 8 8
      Engine/source/T3D/turret/turretShape.cpp
  15. 3 3
      Engine/source/T3D/vehicles/wheeledVehicle.cpp
  16. 8 8
      Engine/source/forest/ts/tsForestItemData.cpp
  17. 1 1
      Engine/source/forest/ts/tsForestItemData.h
  18. 39 39
      Engine/source/gui/editor/guiShapeEdPreview.cpp
  19. 3 3
      Engine/source/lighting/common/blobShadow.cpp
  20. 5 5
      Engine/source/ts/collada/colladaShapeLoader.cpp
  21. 108 108
      Engine/source/ts/loader/tsShapeLoader.cpp
  22. 33 33
      Engine/source/ts/tsAnimate.cpp
  23. 58 58
      Engine/source/ts/tsCollision.cpp
  24. 26 26
      Engine/source/ts/tsDump.cpp
  25. 2 2
      Engine/source/ts/tsLastDetail.cpp
  26. 10 10
      Engine/source/ts/tsMeshFit.cpp
  27. 8 8
      Engine/source/ts/tsPartInstance.cpp
  28. 236 236
      Engine/source/ts/tsShape.cpp
  29. 41 41
      Engine/source/ts/tsShape.h
  30. 48 48
      Engine/source/ts/tsShapeConstruct.cpp
  31. 219 219
      Engine/source/ts/tsShapeEdit.cpp
  32. 26 26
      Engine/source/ts/tsShapeInstance.cpp
  33. 2 2
      Engine/source/ts/tsShapeInstance.h
  34. 149 149
      Engine/source/ts/tsShapeOldRead.cpp
  35. 22 22
      Engine/source/ts/tsThread.cpp

+ 1 - 1
Engine/source/T3D/debris.cpp

@@ -568,7 +568,7 @@ bool Debris::onAdd()
    // Setup our bounding box
    if( mDataBlock->shape )
    {
-      mObjBox = mDataBlock->shape->bounds;
+      mObjBox = mDataBlock->shape->mBounds;
    }
    else
    {

+ 1 - 1
Engine/source/T3D/examples/renderShapeExample.cpp

@@ -213,7 +213,7 @@ void RenderShapeExample::createShape()
    }
 
    // Update the bounding box
-   mObjBox = mShape->bounds;
+   mObjBox = mShape->mBounds;
    resetWorldBox();
    setRenderTransform(mObjToWorld);
 

+ 1 - 1
Engine/source/T3D/fx/explosion.cpp

@@ -1246,7 +1246,7 @@ bool Explosion::explode()
       mEndingMS = U32(mExplosionInstance->getScaledDuration(mExplosionThread) * 1000.0f);
 
       mObjScale.convolve(mDataBlock->explosionScale);
-      mObjBox = mDataBlock->explosionShape->bounds;
+      mObjBox = mDataBlock->explosionShape->mBounds;
       resetWorldBox();
    }
 

+ 1 - 1
Engine/source/T3D/fx/groundCover.cpp

@@ -1142,7 +1142,7 @@ GroundCoverCell* GroundCover::_generateCell( const Point2I& index,
       const F32 typeMaxElevation = mMaxElevation[type];
       const F32 typeMinElevation = mMinElevation[type];
       const bool typeIsShape = mShapeInstances[ type ] != NULL;
-      const Box3F typeShapeBounds = typeIsShape ? mShapeInstances[ type ]->getShape()->bounds : Box3F();
+      const Box3F typeShapeBounds = typeIsShape ? mShapeInstances[ type ]->getShape()->mBounds : Box3F();
       const F32 typeWindScale = mWindScale[type];
       StringTableEntry typeLayer = mLayer[type];
       const bool typeInvertLayer = mInvertLayer[type];

+ 3 - 3
Engine/source/T3D/guiMaterialPreview.cpp

@@ -268,8 +268,8 @@ void GuiMaterialPreview::setObjectModel(const char* modelName)
    AssertFatal(mModel, avar("GuiMaterialPreview: Failed to load model %s. Please check your model name and load a valid model.", modelName));
 
    // Initialize camera values:
-   mOrbitPos = mModel->getShape()->center;
-   mMinOrbitDist = mModel->getShape()->radius;
+   mOrbitPos = mModel->getShape()->mCenter;
+   mMinOrbitDist = mModel->getShape()->mRadius;
 
    lastRenderTime = Platform::getVirtualMilliseconds();
 }
@@ -434,7 +434,7 @@ void GuiMaterialPreview::resetViewport()
    mCameraRot.set( mDegToRad(30.0f), 0, mDegToRad(-30.0f) );
    mCameraPos.set(0.0f, 1.75f, 1.25f);
    mOrbitDist = 5.0f;
-   mOrbitPos = mModel->getShape()->center;
+   mOrbitPos = mModel->getShape()->mCenter;
 
    // Reset the viewport's lighting.
    GuiMaterialPreview::mFakeSun->setColor( ColorF( 1.0f, 1.0f, 1.0f ) );

+ 4 - 4
Engine/source/T3D/guiObjectView.cpp

@@ -366,8 +366,8 @@ void GuiObjectView::setObjectModel( const String& modelName )
 
    // Initialize camera values.
    
-   mOrbitPos = mModel->getShape()->center;
-   mMinOrbitDist = mModel->getShape()->radius;
+   mOrbitPos = mModel->getShape()->mCenter;
+   mMinOrbitDist = mModel->getShape()->mRadius;
 
    // Initialize animation.
    
@@ -645,7 +645,7 @@ void GuiObjectView::_initAnimation()
       
    if( mAnimationSeq != -1 )
    {
-      if( mAnimationSeq >= mModel->getShape()->sequences.size() )
+      if( mAnimationSeq >= mModel->getShape()->mSequences.size() )
       {
          Con::errorf( "GuiObjectView::_initAnimation - Sequence '%i' out of range for model '%s'",
             mAnimationSeq,
@@ -694,7 +694,7 @@ void GuiObjectView::_initMount()
    
    // Make sure mount node is valid.
    
-   if( mMountNode != -1 && mMountNode >= mModel->getShape()->nodes.size() )
+   if( mMountNode != -1 && mMountNode >= mModel->getShape()->mNodes.size() )
    {
       Con::errorf( "GuiObjectView::_initMount - Mount node index '%i' out of range for '%s'",
          mMountNode,

+ 6 - 6
Engine/source/T3D/physics/physicsDebris.cpp

@@ -350,7 +350,7 @@ bool PhysicsDebris::onAdd()
    }
 
    // Setup our bounding box
-   mObjBox = mDataBlock->shape->bounds;   
+   mObjBox = mDataBlock->shape->mBounds;   
    resetWorldBox();
 
    // Add it to the client scene.
@@ -688,20 +688,20 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
    // 2. Collision node is a child of its visible mesh node
 
    TSShape *shape = mDataBlock->shape;
-   S32 itr = shape->nodes[colNode].parentIndex;
-   itr = shape->nodes[itr].firstChild;
+   S32 itr = shape->mNodes[colNode].parentIndex;
+   itr = shape->mNodes[itr].firstChild;
 
    while ( itr != -1 )
    {
       if ( itr != colNode )
          nodeIds.push_back(itr);
-      itr = shape->nodes[itr].nextSibling;
+      itr = shape->mNodes[itr].nextSibling;
    }
 
    // If we didn't find any siblings of the collision node we assume
    // it is case #2 and the collision nodes direct parent is the visible mesh.
-   if ( nodeIds.size() == 0 && shape->nodes[colNode].parentIndex != -1 )
-      nodeIds.push_back( shape->nodes[colNode].parentIndex );
+   if ( nodeIds.size() == 0 && shape->mNodes[colNode].parentIndex != -1 )
+      nodeIds.push_back( shape->mNodes[colNode].parentIndex );
 }
 
 extern bool gEditingMission;

+ 1 - 1
Engine/source/T3D/physics/physicsShape.cpp

@@ -698,7 +698,7 @@ bool PhysicsShape::_createShape()
       return false;
 
    // Set the world box.
-   mObjBox = db->shape->bounds;
+   mObjBox = db->shape->mBounds;
    resetWorldBox();
 
    // If this is the server and its a client only simulation

+ 3 - 3
Engine/source/T3D/player.cpp

@@ -492,12 +492,12 @@ bool PlayerData::preload(bool server, String &errorStr)
          if (dStricmp(sp->name, "jet") != 0)
             AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
       }
-      for (S32 b = 0; b < mShape->sequences.size(); b++)
+      for (S32 b = 0; b < mShape->mSequences.size(); b++)
       {
          if (!isTableSequence(b))
          {
             dp->sequence      = b;
-            dp->name          = mShape->getName(mShape->sequences[b].nameIndex);
+            dp->name          = mShape->getName(mShape->mSequences[b].nameIndex);
             dp->velocityScale = false;
             getGroundInfo(si,thread,dp++);
          }
@@ -614,7 +614,7 @@ void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnima
       dp->dir.set(0.0f, 0.0f, 0.0f);
 
       // Death animations MUST define ground transforms, so add dummy ones if required
-      if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0)
+      if (si->getShape()->mSequences[dp->sequence].numGroundFrames == 0)
          si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0));
    }
    else

+ 1 - 1
Engine/source/T3D/projectile.cpp

@@ -764,7 +764,7 @@ bool Projectile::onAdd()
 
    // Setup our bounding box
    if (bool(mDataBlock->projectileShape) == true)
-      mObjBox = mDataBlock->projectileShape->bounds;
+      mObjBox = mDataBlock->projectileShape->mBounds;
    else
       mObjBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
 

+ 26 - 26
Engine/source/T3D/shapeBase.cpp

@@ -319,9 +319,9 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
       // Resolve details and camera node indexes.
       static const String sCollisionStr( "collision-" );
 
-      for (i = 0; i < mShape->details.size(); i++)
+      for (i = 0; i < mShape->mDetails.size(); i++)
       {
-         const String &name = mShape->names[mShape->details[i].nameIndex];
+         const String &name = mShape->mNames[mShape->mDetails[i].nameIndex];
 
          if (name.compare( sCollisionStr, sCollisionStr.length(), String::NoCase ) == 0)
          {
@@ -331,15 +331,15 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
             mShape->computeBounds(collisionDetails.last(), collisionBounds.last());
             mShape->getAccelerator(collisionDetails.last());
 
-            if (!mShape->bounds.isContained(collisionBounds.last()))
+            if (!mShape->mBounds.isContained(collisionBounds.last()))
             {
                Con::warnf("Warning: shape %s collision detail %d (Collision-%d) bounds exceed that of shape.", shapeName, collisionDetails.size() - 1, collisionDetails.last());
-               collisionBounds.last() = mShape->bounds;
+               collisionBounds.last() = mShape->mBounds;
             }
             else if (collisionBounds.last().isValidBox() == false)
             {
                Con::errorf("Error: shape %s-collision detail %d (Collision-%d) bounds box invalid!", shapeName, collisionDetails.size() - 1, collisionDetails.last());
-               collisionBounds.last() = mShape->bounds;
+               collisionBounds.last() = mShape->mBounds;
             }
 
             // The way LOS works is that it will check to see if there is a LOS detail that matches
@@ -360,9 +360,9 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
       // Snag any "unmatched" LOS details
       static const String sLOSStr( "LOS-" );
 
-      for (i = 0; i < mShape->details.size(); i++)
+      for (i = 0; i < mShape->mDetails.size(); i++)
       {
-         const String &name = mShape->names[mShape->details[i].nameIndex];
+         const String &name = mShape->mNames[mShape->mDetails[i].nameIndex];
 
          if (name.compare( sLOSStr, sLOSStr.length(), String::NoCase ) == 0)
          {
@@ -406,7 +406,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
       damageSequence = mShape->findSequence("Damage");
 
       //
-      F32 w = mShape->bounds.len_y() / 2;
+      F32 w = mShape->mBounds.len_y() / 2;
       if (cameraMaxDist < w)
          cameraMaxDist = w;
    }
@@ -602,7 +602,7 @@ DefineEngineMethod( ShapeBaseData, checkDeployPos, bool, ( TransformF txfm ),,
 
    MatrixF mat = txfm.getMatrix();
 
-   Box3F objBox = object->mShape->bounds;
+   Box3F objBox = object->mShape->mBounds;
    Point3F boxCenter = (objBox.minExtents + objBox.maxExtents) * 0.5f;
    objBox.minExtents = boxCenter + (objBox.minExtents - boxCenter) * 0.9f;
    objBox.maxExtents = boxCenter + (objBox.maxExtents - boxCenter) * 0.9f;
@@ -1104,11 +1104,11 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
       if (isClientObject())
          mShapeInstance->cloneMaterialList();
 
-      mObjBox = mDataBlock->mShape->bounds;
+      mObjBox = mDataBlock->mShape->mBounds;
       resetWorldBox();
 
       // Set the initial mesh hidden state.
-      mMeshHidden.setSize( mDataBlock->mShape->objects.size() );
+      mMeshHidden.setSize( mDataBlock->mShape->mObjects.size() );
       mMeshHidden.clear();
 
       // Initialize the threads
@@ -1133,8 +1133,8 @@ bool ShapeBase::onNewDataBlock( GameBaseData *dptr, bool reload )
             AssertFatal( prevDB != NULL, "ShapeBase::onNewDataBlock - how did you have a sequence playing without a prior datablock?" );
    
             const TSShape *prevShape = prevDB->mShape;
-            const TSShape::Sequence &prevSeq = prevShape->sequences[st.sequence];
-            const String &prevSeqName = prevShape->names[prevSeq.nameIndex];
+            const TSShape::Sequence &prevSeq = prevShape->mSequences[st.sequence];
+            const String &prevSeqName = prevShape->mNames[prevSeq.nameIndex];
 
             st.sequence = mDataBlock->mShape->findSequence( prevSeqName );
 
@@ -2130,7 +2130,7 @@ const char *ShapeBase::getThreadSequenceName( U32 slot )
 	}
 
 	// Name Index
-	const U32 nameIndex = getShape()->sequences[st.sequence].nameIndex;
+	const U32 nameIndex = getShape()->mSequences[st.sequence].nameIndex;
 
 	// Return Name.
 	return getShape()->getName( nameIndex );
@@ -2343,7 +2343,7 @@ void ShapeBase::advanceThreads(F32 dt)
    for (U32 i = 0; i < MaxScriptThreads; i++) {
       Thread& st = mScriptThread[i];
       if (st.thread) {
-         if (!mShapeInstance->getShape()->sequences[st.sequence].isCyclic() && !st.atEnd &&
+         if (!mShapeInstance->getShape()->mSequences[st.sequence].isCyclic() && !st.atEnd &&
 			 ( ( st.timescale > 0.f )? mShapeInstance->getPos(st.thread) >= 1.0:
               mShapeInstance->getPos(st.thread) <= 0)) {
             st.atEnd = true;
@@ -2622,7 +2622,7 @@ void ShapeBase::_renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *stat
          MatrixF mat;
          getRenderImageTransform( ri->objectIndex, &mat );         
 
-         const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->bounds;
+         const Box3F &objBox = image.shapeInstance[getImageShapeIndex(image)]->getShape()->mBounds;
 
          drawer->drawCube( desc, objBox, ColorI( 255, 255, 255 ), &mat );
       }
@@ -3341,17 +3341,17 @@ void ShapeBaseConvex::findNodeTransform()
    TSShapeInstance* si = pShapeBase->getShapeInstance();
    TSShape* shape = si->getShape();
 
-   const TSShape::Detail* detail = &shape->details[dl];
+   const TSShape::Detail* detail = &shape->mDetails[dl];
    const S32 subs = detail->subShapeNum;
-   const S32 start = shape->subShapeFirstObject[subs];
-   const S32 end = start + shape->subShapeNumObjects[subs];
+   const S32 start = shape->mSubShapeFirstObject[subs];
+   const S32 end = start + shape->mSubShapeNumObjects[subs];
 
    // Find the first object that contains a mesh for this
    // detail level. There should only be one mesh per
    // collision detail level.
    for (S32 i = start; i < end; i++) 
    {
-      const TSShape::Object* obj = &shape->objects[i];
+      const TSShape::Object* obj = &shape->mObjects[i];
       if (obj->numMeshes && detail->objectDetailNum < obj->numMeshes) 
       {
          nodeTransform = &si->mNodeTransforms[obj->nodeIndex];
@@ -4921,7 +4921,7 @@ DefineEngineMethod( ShapeBase, changeMaterial, void, ( const char* mapTo, Materi
    ShapeBase *clientObj = dynamic_cast< ShapeBase* > ( object->getClientObject() );
 
    // Check the mapTo name exists for this shape
-   S32 matIndex = serverObj->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
+   S32 matIndex = serverObj->getShape()->mMaterialList->getMaterialNameList().find_next(String(mapTo));
    if (matIndex < 0)
    {
       Con::errorf("ShapeBase::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
@@ -4940,19 +4940,19 @@ DefineEngineMethod( ShapeBase, changeMaterial, void, ( const char* mapTo, Materi
    // Replace instances with the new material being traded in. For ShapeBase
    // class we have to update the server/client objects separately so both
    // represent our changes
-   delete serverObj->getShape()->materialList->mMatInstList[matIndex];
-   serverObj->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
+   delete serverObj->getShape()->mMaterialList->mMatInstList[matIndex];
+   serverObj->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
    if (clientObj)
    {
-      delete clientObj->getShape()->materialList->mMatInstList[matIndex];
-      clientObj->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
+      delete clientObj->getShape()->mMaterialList->mMatInstList[matIndex];
+      clientObj->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
    }
 
    // Finish up preparing the material instances for rendering
    const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
    FeatureSet features = MATMGR->getDefaultFeatures();
 
-   serverObj->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
+   serverObj->getShape()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
    if (clientObj)
       clientObj->getShapeInstance()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
 }

+ 2 - 2
Engine/source/T3D/shapeImage.cpp

@@ -490,9 +490,9 @@ bool ShapeBaseImageData::preload(bool server, String &errorStr)
             do {
                MatrixF nmat;
                QuatF q;
-               TSTransform::setMatrix(shape[i]->defaultRotations[node].getQuatF(&q),shape[i]->defaultTranslations[node],&nmat);
+               TSTransform::setMatrix(shape[i]->mDefaultRotations[node].getQuatF(&q),shape[i]->mDefaultTranslations[node],&nmat);
                total.mul(nmat);
-               node = shape[i]->nodes[node].parentIndex;
+               node = shape[i]->mNodes[node].parentIndex;
             }
             while(node != -1);
             total.inverse();

+ 6 - 6
Engine/source/T3D/tsStatic.cpp

@@ -314,7 +314,7 @@ bool TSStatic::_createShape()
          NetConnection::filesWereDownloaded() )
       return false;
 
-   mObjBox = mShape->bounds;
+   mObjBox = mShape->mBounds;
    resetWorldBox();
 
    mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
@@ -371,7 +371,7 @@ void TSStatic::_updatePhysics()
    if ( mCollisionType == Bounds )
    {
       MatrixF offset( true );
-      offset.setPosition( mShape->center );
+      offset.setPosition( mShape->mCenter );
       colShape = PHYSICSMGR->createCollision();
       colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );         
    }
@@ -1109,7 +1109,7 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
    }
 
    // Check the mapTo name exists for this shape
-   S32 matIndex = object->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
+   S32 matIndex = object->getShape()->mMaterialList->getMaterialNameList().find_next(String(mapTo));
    if (matIndex < 0)
    {
       Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
@@ -1127,13 +1127,13 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
 
    // Replace instances with the new material being traded in. Lets make sure that we only
    // target the specific targets per inst, this is actually doing more than we thought
-   delete object->getShape()->materialList->mMatInstList[matIndex];
-   object->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
+   delete object->getShape()->mMaterialList->mMatInstList[matIndex];
+   object->getShape()->mMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
 
    // Finish up preparing the material instances for rendering
    const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
    FeatureSet features = MATMGR->getDefaultFeatures();
-   object->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
+   object->getShape()->mMaterialList->getMaterialInst(matIndex)->init( features, flags );
 }
 
 DefineEngineMethod( TSStatic, getModelFile, const char *, (),,

+ 8 - 8
Engine/source/T3D/turret/turretShape.cpp

@@ -823,8 +823,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
    if (node != -1)
    {
       MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
-      Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
-      Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
+      Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
+      Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
 
       QuatF qrot(zRot);
       qrot *= defaultRot.getQuatF();
@@ -837,8 +837,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
    if (node != -1)
    {
       MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
-      Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
-      Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
+      Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
+      Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
 
       QuatF qrot(xRot);
       qrot *= defaultRot.getQuatF();
@@ -853,8 +853,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
       if (node != -1)
       {
          MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
-         Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
-         Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];         
+         Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
+         Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];         
 
          QuatF qrot(xRot);
          qrot *= defaultRot.getQuatF();
@@ -866,8 +866,8 @@ void TurretShape::_updateNodes(const Point3F& rot)
       if (node != -1)
       {
          MatrixF* mat = &mShapeInstance->mNodeTransforms[node];
-         Point3F defaultPos = mShapeInstance->getShape()->defaultTranslations[node];
-         Quat16 defaultRot = mShapeInstance->getShape()->defaultRotations[node];
+         Point3F defaultPos = mShapeInstance->getShape()->mDefaultTranslations[node];
+         Quat16 defaultRot = mShapeInstance->getShape()->mDefaultRotations[node];
 
          QuatF qrot(zRot);
          qrot *= defaultRot.getQuatF();

+ 3 - 3
Engine/source/T3D/vehicles/wheeledVehicle.cpp

@@ -111,7 +111,7 @@ bool WheeledVehicleTire::preload(bool server, String &errorStr)
       // Determinw wheel radius from the shape's bounding box.
       // The tire should be built with it's hub axis along the
       // object's Y axis.
-      radius = shape->bounds.len_z() / 2;
+      radius = shape->mBounds.len_z() / 2;
    }
 
    return true;
@@ -399,8 +399,8 @@ bool WheeledVehicleData::preload(bool server, String &errorStr)
    if (collisionDetails[0] != -1) {
       MatrixF imat(1);
       SphereF sphere;
-      sphere.center = mShape->center;
-      sphere.radius = mShape->radius;
+      sphere.center = mShape->mCenter;
+      sphere.radius = mShape->mRadius;
       PlaneExtractorPolyList polyList;
       polyList.mPlaneList = &rigidBody.mPlaneList;
       polyList.setTransform(&imat, Point3F(1,1,1));

+ 8 - 8
Engine/source/forest/ts/tsForestItemData.cpp

@@ -154,7 +154,7 @@ TSShapeInstance* TSForestItemData::_getShapeInstance() const
 void TSForestItemData::_checkLastDetail()
 {
    const S32 dl = mShape->mSmallestVisibleDL;
-   const TSDetail *detail = &mShape->details[dl];
+   const TSDetail *detail = &mShape->mDetails[dl];
 
    // TODO: Expose some real parameters to the datablock maybe?
    if ( detail->subShapeNum != -1 )
@@ -162,8 +162,8 @@ void TSForestItemData::_checkLastDetail()
       mShape->addImposter( mShapeFile, 10, 4, 0, 0, 256, 0, 0 );
 
       // HACK: If i don't do this it crashes!
-      while ( mShape->detailCollisionAccelerators.size() < mShape->details.size() )
-         mShape->detailCollisionAccelerators.push_back( NULL );
+      while ( mShape->mDetailCollisionAccelerators.size() < mShape->mDetails.size() )
+         mShape->mDetailCollisionAccelerators.push_back( NULL );
    }
 }
 
@@ -174,12 +174,12 @@ TSLastDetail* TSForestItemData::getLastDetail() const
       return NULL;
 
    const S32 dl = mShape->mSmallestVisibleDL;
-   const TSDetail* detail = &mShape->details[dl];
+   const TSDetail* detail = &mShape->mDetails[dl];
    if (  detail->subShapeNum >= 0 ||
-         mShape->billboardDetails.size() <= dl )
+         mShape->mBillboardDetails.size() <= dl )
       return NULL;
 
-   return mShape->billboardDetails[dl];
+   return mShape->mBillboardDetails[dl];
 }
 
 ForestCellBatch* TSForestItemData::allocateBatch() const
@@ -207,8 +207,8 @@ bool TSForestItemData::canBillboard( const SceneRenderState *state, const Forest
    if ( dl < 0 )
       return true;
 
-   const TSDetail *detail = &mShape->details[dl];
-   if ( detail->subShapeNum < 0 && dl < mShape->billboardDetails.size() )
+   const TSDetail *detail = &mShape->mDetails[dl];
+   if ( detail->subShapeNum < 0 && dl < mShape->mBillboardDetails.size() )
       return true;
 
    return false;

+ 1 - 1
Engine/source/forest/ts/tsForestItemData.h

@@ -88,7 +88,7 @@ public:
    const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
 
    // ForestItemData
-   const Box3F& getObjBox() const { return mShape ? mShape->bounds : Box3F::Invalid; }
+   const Box3F& getObjBox() const { return mShape ? mShape->mBounds : Box3F::Invalid; }
    bool render( TSRenderState *rdata, const ForestItem& item ) const;
    ForestCellBatch* allocateBatch() const;
    bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const;

+ 39 - 39
Engine/source/gui/editor/guiShapeEdPreview.cpp

@@ -331,7 +331,7 @@ void GuiShapeEdPreview::setCurrentDetail(S32 dl)
    if ( mModel )
    {
       S32 smallest = mModel->getShape()->mSmallestVisibleDL;
-      mModel->getShape()->mSmallestVisibleDL = mModel->getShape()->details.size()-1;
+      mModel->getShape()->mSmallestVisibleDL = mModel->getShape()->mDetails.size()-1;
       mModel->setCurrentDetail( dl );
       mModel->getShape()->mSmallestVisibleDL = smallest;
 
@@ -360,18 +360,18 @@ bool GuiShapeEdPreview::setObjectModel(const char* modelName)
       AssertFatal( mModel, avar("GuiShapeEdPreview: Failed to load model %s. Please check your model name and load a valid model.", modelName ));
 
       // Initialize camera values:
-      mOrbitPos = mModel->getShape()->center;
+      mOrbitPos = mModel->getShape()->mCenter;
 
       // Set camera move and zoom speed according to model size
-      mMoveSpeed = mModel->getShape()->radius / sMoveScaler;
-      mZoomSpeed = mModel->getShape()->radius / sZoomScaler;
+      mMoveSpeed = mModel->getShape()->mRadius / sMoveScaler;
+      mZoomSpeed = mModel->getShape()->mRadius / sZoomScaler;
 
       // Reset node selection
       mHoverNode = -1;
       mSelectedNode = -1;
       mSelectedObject = -1;
       mSelectedObjDetail = 0;
-      mProjectedNodes.setSize( mModel->getShape()->nodes.size() );
+      mProjectedNodes.setSize( mModel->getShape()->mNodes.size() );
 
       // Reset detail stats
       mCurrentDL = 0;
@@ -683,9 +683,9 @@ void GuiShapeEdPreview::refreshShape()
       mModel->initNodeTransforms();
       mModel->initMeshObjects();
 
-      mProjectedNodes.setSize( mModel->getShape()->nodes.size() );
+      mProjectedNodes.setSize( mModel->getShape()->mNodes.size() );
 
-      if ( mSelectedObject >= mModel->getShape()->objects.size() )
+      if ( mSelectedObject >= mModel->getShape()->mObjects.size() )
       {
          mSelectedObject = -1;
          mSelectedObjDetail = 0;
@@ -694,9 +694,9 @@ void GuiShapeEdPreview::refreshShape()
       // Re-compute the collision mesh stats
       mColMeshes = 0;
       mColPolys = 0;
-      for ( S32 i = 0; i < mModel->getShape()->details.size(); i++ )
+      for ( S32 i = 0; i < mModel->getShape()->mDetails.size(); i++ )
       {
-         const TSShape::Detail& det = mModel->getShape()->details[i];
+         const TSShape::Detail& det = mModel->getShape()->mDetails[i];
          const String& detName = mModel->getShape()->getName( det.nameIndex );
          if ( ( det.subShapeNum < 0 ) || !detName.startsWith( "collision-" ) )
             continue;
@@ -704,12 +704,12 @@ void GuiShapeEdPreview::refreshShape()
          mColPolys += det.polyCount;
 
          S32 od = det.objectDetailNum;
-         S32 start = mModel->getShape()->subShapeFirstObject[det.subShapeNum];
-         S32 end   = start + mModel->getShape()->subShapeNumObjects[det.subShapeNum];
+         S32 start = mModel->getShape()->mSubShapeFirstObject[det.subShapeNum];
+         S32 end   = start + mModel->getShape()->mSubShapeNumObjects[det.subShapeNum];
          for ( S32 j = start; j < end; j++ )
          {
-            const TSShape::Object &obj = mModel->getShape()->objects[j];
-            const TSMesh* mesh = ( od < obj.numMeshes ) ? mModel->getShape()->meshes[obj.startMeshIndex + od] : NULL;
+            const TSShape::Object &obj = mModel->getShape()->mObjects[j];
+            const TSMesh* mesh = ( od < obj.numMeshes ) ? mModel->getShape()->mMeshes[obj.startMeshIndex + od] : NULL;
             if ( mesh )
                mColMeshes++;
          }
@@ -850,7 +850,7 @@ void GuiShapeEdPreview::exportToCollada( const String& path )
    if ( mModel )
    {
       MatrixF orientation( true );
-      orientation.setPosition( mModel->getShape()->bounds.getCenter() );
+      orientation.setPosition( mModel->getShape()->mBounds.getCenter() );
       orientation.inverse();
 
       OptimizedPolyList polyList;
@@ -1135,8 +1135,8 @@ bool GuiShapeEdPreview::getCameraTransform(MatrixF* cameraMatrix)
       cameraMatrix->identity();
       if ( mModel )
       {
-         Point3F camPos = mModel->getShape()->bounds.getCenter();
-         F32 offset = mModel->getShape()->bounds.len();
+         Point3F camPos = mModel->getShape()->mBounds.getCenter();
+         F32 offset = mModel->getShape()->mBounds.len();
 
          switch (mDisplayType)
          {
@@ -1166,11 +1166,11 @@ void GuiShapeEdPreview::computeSceneBounds(Box3F& bounds)
 void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
 {
    // Make sure current detail is valid
-   if ( !mModel->getShape()->details.size() )
+   if ( !mModel->getShape()->mDetails.size() )
       return;
 
-   if ( mModel->getCurrentDetail() >= mModel->getShape()->details.size() )
-      setCurrentDetail( mModel->getShape()->details.size() - 1 );
+   if ( mModel->getCurrentDetail() >= mModel->getShape()->mDetails.size() )
+      setCurrentDetail( mModel->getShape()->mDetails.size() - 1 );
 
    // Convert between FOV and distance so zoom is consistent between Perspective
    // and Orthographic views (conversion factor found by trial and error)
@@ -1193,7 +1193,7 @@ void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
       setCurrentDetail( 0 );
 
    currentDetail = mModel->getCurrentDetail();
-   const TSShape::Detail& det = mModel->getShape()->details[ currentDetail ];
+   const TSShape::Detail& det = mModel->getShape()->mDetails[ currentDetail ];
 
    mDetailPolys = det.polyCount;
    mDetailSize = det.size;
@@ -1213,17 +1213,17 @@ void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
    {
       Vector<U32> usedMaterials;
 
-      S32 start = mModel->getShape()->subShapeFirstObject[det.subShapeNum];
-      S32 end = start + mModel->getShape()->subShapeNumObjects[det.subShapeNum];
+      S32 start = mModel->getShape()->mSubShapeFirstObject[det.subShapeNum];
+      S32 end = start + mModel->getShape()->mSubShapeNumObjects[det.subShapeNum];
 
       for ( S32 iObj = start; iObj < end; iObj++ )
       {
-         const TSShape::Object& obj = mModel->getShape()->objects[iObj];
+         const TSShape::Object& obj = mModel->getShape()->mObjects[iObj];
 
          if ( obj.numMeshes <= currentDetail )
             continue;
 
-         const TSMesh* mesh = mModel->getShape()->meshes[ obj.startMeshIndex + currentDetail ];
+         const TSMesh* mesh = mModel->getShape()->mMeshes[ obj.startMeshIndex + currentDetail ];
          if ( !mesh )
             continue;
 
@@ -1262,7 +1262,7 @@ void GuiShapeEdPreview::updateThreads(F32 delta)
          continue;
 
       // Make sure thread priority matches sequence priority (which may have changed)
-      mModel->setPriority( thread.key, mModel->getShape()->sequences[mModel->getSequence( thread.key )].priority );
+      mModel->setPriority( thread.key, mModel->getShape()->mSequences[mModel->getSequence( thread.key )].priority );
 
       // Handle ping-pong
       if ( thread.pingpong && !mModel->isInTransition( thread.key ) )
@@ -1426,18 +1426,18 @@ void GuiShapeEdPreview::renderWorld(const RectI &updateRect)
       // Render the shape bounding box
       if ( mRenderBounds )
       {
-         Point3F boxSize = mModel->getShape()->bounds.maxExtents - mModel->getShape()->bounds.minExtents;
+         Point3F boxSize = mModel->getShape()->mBounds.maxExtents - mModel->getShape()->mBounds.minExtents;
 
          GFXStateBlockDesc desc;
          desc.fillMode = GFXFillWireframe;
-         GFX->getDrawUtil()->drawCube( desc, boxSize, mModel->getShape()->center, ColorF::WHITE );
+         GFX->getDrawUtil()->drawCube( desc, boxSize, mModel->getShape()->mCenter, ColorF::WHITE );
       }
 
       // Render the selected object bounding box
       if ( mRenderObjBox && ( mSelectedObject != -1 ) )
       {
-         const TSShape::Object& obj = mModel->getShape()->objects[mSelectedObject];
-         const TSMesh* mesh = ( mCurrentDL < obj.numMeshes ) ? mModel->getShape()->meshes[obj.startMeshIndex + mSelectedObjDetail] : NULL;
+         const TSShape::Object& obj = mModel->getShape()->mObjects[mSelectedObject];
+         const TSMesh* mesh = ( mCurrentDL < obj.numMeshes ) ? mModel->getShape()->mMeshes[obj.startMeshIndex + mSelectedObjDetail] : NULL;
          if ( mesh )
          {
             GFX->pushWorldMatrix();
@@ -1528,7 +1528,7 @@ void GuiShapeEdPreview::renderSunDirection() const
    {
       // Render four arrows aiming in the direction of the sun's light
       ColorI color( mFakeSun->getColor() );
-      F32 length = mModel->getShape()->bounds.len() * 0.8f;
+      F32 length = mModel->getShape()->mBounds.len() * 0.8f;
 
       // Get the sun's vectors
       Point3F fwd = mFakeSun->getTransform().getForwardVector();
@@ -1536,8 +1536,8 @@ void GuiShapeEdPreview::renderSunDirection() const
       Point3F right = mFakeSun->getTransform().getRightVector() * length / 8;
 
       // Calculate the start and end points of the first arrow (bottom left)
-      Point3F start = mModel->getShape()->center - fwd * length - up/2 - right/2;
-      Point3F end = mModel->getShape()->center - fwd * length / 3 - up/2 - right/2;
+      Point3F start = mModel->getShape()->mCenter - fwd * length - up/2 - right/2;
+      Point3F end = mModel->getShape()->mCenter - fwd * length / 3 - up/2 - right/2;
 
       GFXStateBlockDesc desc;
       desc.setZReadWrite( true, true );
@@ -1560,10 +1560,10 @@ void GuiShapeEdPreview::renderNodes() const
       GFX->setStateBlockByDesc( desc );
 
       PrimBuild::color( ColorI::WHITE );
-      PrimBuild::begin( GFXLineList, mModel->getShape()->nodes.size() * 2 );
-      for ( S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
+      PrimBuild::begin( GFXLineList, mModel->getShape()->mNodes.size() * 2 );
+      for ( S32 i = 0; i < mModel->getShape()->mNodes.size(); i++)
       {
-         const TSShape::Node& node = mModel->getShape()->nodes[i];
+         const TSShape::Node& node = mModel->getShape()->mNodes[i];
          if (node.parentIndex >= 0)
          {
             Point3F start(mModel->mNodeTransforms[i].getPosition());
@@ -1576,7 +1576,7 @@ void GuiShapeEdPreview::renderNodes() const
       PrimBuild::end();
 
       // Render the node axes
-      for ( S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
+      for ( S32 i = 0; i < mModel->getShape()->mNodes.size(); i++)
       {
          // Render the selected and hover nodes last (so they are on top)
          if ( ( i == mSelectedNode ) || ( i == mHoverNode ) )
@@ -1626,7 +1626,7 @@ void GuiShapeEdPreview::renderNodeAxes(S32 index, const ColorF& nodeColor) const
 
 void GuiShapeEdPreview::renderNodeName(S32 index, const ColorF& textColor) const
 {
-   const TSShape::Node& node = mModel->getShape()->nodes[index];
+   const TSShape::Node& node = mModel->getShape()->mNodes[index];
    const String& nodeName = mModel->getShape()->getName( node.nameIndex );
 
    Point2I pos( mProjectedNodes[index].x, mProjectedNodes[index].y + sNodeRectSize + 6 );
@@ -1641,9 +1641,9 @@ void GuiShapeEdPreview::renderCollisionMeshes() const
    {
       ConcretePolyList polylist;
       polylist.setTransform( &MatrixF::Identity, Point3F::One );
-      for ( S32 iDet = 0; iDet < mModel->getShape()->details.size(); iDet++ )
+      for ( S32 iDet = 0; iDet < mModel->getShape()->mDetails.size(); iDet++ )
       {
-         const TSShape::Detail& det = mModel->getShape()->details[iDet];
+         const TSShape::Detail& det = mModel->getShape()->mDetails[iDet];
          const String& detName = mModel->getShape()->getName( det.nameIndex );
 
          // Ignore non-collision details

+ 3 - 3
Engine/source/lighting/common/blobShadow.cpp

@@ -95,8 +95,8 @@ bool BlobShadow::shouldRender(F32 camDist)
    if (mShapeBase && mShapeBase->getFadeVal() < TSMesh::VISIBILITY_EPSILON)
       return false;
 
-   F32 shadowLen = 10.0f * mShapeInstance->getShape()->radius;
-   Point3F pos = mShapeInstance->getShape()->center;
+   F32 shadowLen = 10.0f * mShapeInstance->getShape()->mRadius;
+   Point3F pos = mShapeInstance->getShape()->mCenter;
 
    // this is a bit of a hack...move generic shadows towards feet/base of shape
    pos *= 0.5f;
@@ -182,7 +182,7 @@ void BlobShadow::setRadius(F32 radius)
 
 void BlobShadow::setRadius(TSShapeInstance * shapeInstance, const Point3F & scale)
 {
-   const Box3F & bounds = shapeInstance->getShape()->bounds;
+   const Box3F & bounds = shapeInstance->getShape()->mBounds;
    F32 dx = 0.5f * (bounds.maxExtents.x-bounds.minExtents.x) * scale.x;
    F32 dy = 0.5f * (bounds.maxExtents.y-bounds.minExtents.y) * scale.y;
    F32 dz = 0.5f * (bounds.maxExtents.z-bounds.minExtents.z) * scale.z;

+ 5 - 5
Engine/source/ts/collada/colladaShapeLoader.cpp

@@ -359,24 +359,24 @@ void ColladaShapeLoader::computeBounds(Box3F& bounds)
       bounds.maxExtents += shapeOffset;
 
       // Now adjust all positions for root level nodes (nodes with no parent)
-      for (S32 iNode = 0; iNode < mShape->nodes.size(); iNode++)
+      for (S32 iNode = 0; iNode < mShape->mNodes.size(); iNode++)
       {
          if ( !mAppNodes[iNode]->isParentRoot() )
             continue;
 
          // Adjust default translation
-         mShape->defaultTranslations[iNode] += shapeOffset;
+         mShape->mDefaultTranslations[iNode] += shapeOffset;
 
          // Adjust animated translations
-         for (S32 iSeq = 0; iSeq < mShape->sequences.size(); iSeq++)
+         for (S32 iSeq = 0; iSeq < mShape->mSequences.size(); iSeq++)
          {
-            const TSShape::Sequence& seq = mShape->sequences[iSeq];
+            const TSShape::Sequence& seq = mShape->mSequences[iSeq];
             if ( seq.translationMatters.test(iNode) )
             {
                for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
                {
                   S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
-                  mShape->nodeTranslations[index] += shapeOffset;
+                  mShape->mNodeTranslations[index] += shapeOffset;
                }
             }
          }

+ 108 - 108
Engine/source/ts/loader/tsShapeLoader.cpp

@@ -252,7 +252,7 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
    if (appNode->isBounds())
       return;
 
-   S32 subShapeNum = mShape->subShapeFirstNode.size()-1;
+   S32 subShapeNum = mShape->mSubShapeFirstNode.size()-1;
    Subshape* subshape = mSubShapes[subShapeNum];
 
    // Check if we should collapse this node
@@ -264,19 +264,19 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
    else
    {
       // Check that adding this node will not exceed the maximum node count
-      if (mShape->nodes.size() >= MAX_TS_SET_SIZE)
+      if (mShape->mNodes.size() >= MAX_TS_SET_SIZE)
          return;
 
-      myIndex = mShape->nodes.size();
-      String nodeName = getUniqueName(appNode->getName(), cmpShapeName, mShape->names);
+      myIndex = mShape->mNodes.size();
+      String nodeName = getUniqueName(appNode->getName(), cmpShapeName, mShape->mNames);
 
       // Create the 3space node
-      mShape->nodes.increment();
-      mShape->nodes.last().nameIndex = mShape->addName(nodeName);
-      mShape->nodes.last().parentIndex = parentIndex;
-      mShape->nodes.last().firstObject = -1;
-      mShape->nodes.last().firstChild = -1;
-      mShape->nodes.last().nextSibling = -1;
+      mShape->mNodes.increment();
+      mShape->mNodes.last().nameIndex = mShape->addName(nodeName);
+      mShape->mNodes.last().parentIndex = parentIndex;
+      mShape->mNodes.last().firstObject = -1;
+      mShape->mNodes.last().firstChild = -1;
+      mShape->mNodes.last().nextSibling = -1;
 
       // Add the AppNode to a matching list (so AppNodes can be accessed using 3space
       // node indices)
@@ -312,12 +312,12 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
             appNode->getBool("BB::INCLUDE_POLES", includePoles);
 
             S32 detIndex = mShape->addDetail( "bbDetail", size, -1 );
-            mShape->details[detIndex].bbEquatorSteps = numEquatorSteps;
-            mShape->details[detIndex].bbPolarSteps = numPolarSteps;
-            mShape->details[detIndex].bbDetailLevel = dl;
-            mShape->details[detIndex].bbDimension = dim;
-            mShape->details[detIndex].bbIncludePoles = includePoles;
-            mShape->details[detIndex].bbPolarAngle = polarAngle;
+            mShape->mDetails[detIndex].bbEquatorSteps = numEquatorSteps;
+            mShape->mDetails[detIndex].bbPolarSteps = numPolarSteps;
+            mShape->mDetails[detIndex].bbDetailLevel = dl;
+            mShape->mDetails[detIndex].bbDimension = dim;
+            mShape->mDetails[detIndex].bbIncludePoles = includePoles;
+            mShape->mDetails[detIndex].bbPolarAngle = polarAngle;
          }
       }
    }
@@ -351,15 +351,15 @@ void TSShapeLoader::generateSubshapes()
 
       // Recurse through the node hierarchy, adding 3space nodes and
       // collecting geometry
-      S32 firstNode = mShape->nodes.size();
-      mShape->subShapeFirstNode.push_back(firstNode);      
+      S32 firstNode = mShape->mNodes.size();
+      mShape->mSubShapeFirstNode.push_back(firstNode);      
 
       for (U32 iBranch = 0; iBranch < subshape->branches.size(); iBranch++)
          recurseSubshape(subshape->branches[iBranch], -1, true);
 
-      mShape->subShapeNumNodes.push_back(mShape->nodes.size() - firstNode);
+      mShape->mSubShapeNumNodes.push_back(mShape->mNodes.size() - firstNode);
 
-      if (mShape->nodes.size() >= MAX_TS_SET_SIZE)
+      if (mShape->mNodes.size() >= MAX_TS_SET_SIZE)
       {
          Con::warnf("Shape exceeds the maximum node count (%d). Ignoring additional nodes.",
             MAX_TS_SET_SIZE);
@@ -389,7 +389,7 @@ void TSShapeLoader::generateObjects()
    for (S32 iSub = 0; iSub < mSubShapes.size(); iSub++)
    {
       Subshape* subshape = mSubShapes[iSub];
-      mShape->subShapeFirstObject.push_back(mShape->objects.size());
+      mShape->mSubShapeFirstObject.push_back(mShape->mObjects.size());
 
       // Get the names and sizes of the meshes for this subshape
       Vector<String> meshNames;
@@ -450,17 +450,17 @@ void TSShapeLoader::generateObjects()
 
          if (!lastName || (meshNames[iMesh] != *lastName))
          {
-            mShape->objects.increment();
-            mShape->objects.last().nameIndex = mShape->addName(meshNames[iMesh]);
-            mShape->objects.last().nodeIndex = subshape->objNodes[iMesh];
-            mShape->objects.last().startMeshIndex = mAppMeshes.size();
-            mShape->objects.last().numMeshes = 0;
+            mShape->mObjects.increment();
+            mShape->mObjects.last().nameIndex = mShape->addName(meshNames[iMesh]);
+            mShape->mObjects.last().nodeIndex = subshape->objNodes[iMesh];
+            mShape->mObjects.last().startMeshIndex = mAppMeshes.size();
+            mShape->mObjects.last().numMeshes = 0;
             lastName = &meshNames[iMesh];
          }
 
          // Add this mesh to the object
          mAppMeshes.push_back(mesh);
-         mShape->objects.last().numMeshes++;
+         mShape->mObjects.last().numMeshes++;
 
          // Set mesh flags
          mesh->mFlags = 0;
@@ -483,9 +483,9 @@ void TSShapeLoader::generateObjects()
          }
 
          // Attempt to add the detail (will fail if it already exists)
-         S32 oldNumDetails = mShape->details.size();
+         S32 oldNumDetails = mShape->mDetails.size();
          mShape->addDetail(detailName, mesh->mDetailSize, iSub);
-         if (mShape->details.size() > oldNumDetails)
+         if (mShape->mDetails.size() > oldNumDetails)
          {
             Con::warnf("Object mesh \"%s\" has no matching detail (\"%s%d\" has"
                " been added automatically)", mesh->getName(false), detailName, mesh->mDetailSize);
@@ -493,18 +493,18 @@ void TSShapeLoader::generateObjects()
       }
 
       // Get object count for this subshape
-      mShape->subShapeNumObjects.push_back(mShape->objects.size() - mShape->subShapeFirstObject.last());
+      mShape->mSubShapeNumObjects.push_back(mShape->mObjects.size() - mShape->mSubShapeFirstObject.last());
    }
 }
 
 void TSShapeLoader::generateSkins()
 {
    Vector<AppMesh*> skins;
-   for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
+   for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
    {
-      for (S32 iMesh = 0; iMesh < mShape->objects[iObject].numMeshes; iMesh++)
+      for (S32 iMesh = 0; iMesh < mShape->mObjects[iObject].numMeshes; iMesh++)
       {
-         AppMesh* mesh = mAppMeshes[mShape->objects[iObject].startMeshIndex + iMesh];
+         AppMesh* mesh = mAppMeshes[mShape->mObjects[iObject].startMeshIndex + iMesh];
          if (mesh->isSkin())
             skins.push_back(mesh);
       }
@@ -551,12 +551,12 @@ void TSShapeLoader::generateSkins()
 void TSShapeLoader::generateDefaultStates()
 {
    // Generate default object states (includes initial geometry)
-   for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
+   for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
    {
       updateProgress(Load_GenerateDefaultStates, "Generating initial mesh and node states...",
-         mShape->objects.size(), iObject);
+         mShape->mObjects.size(), iObject);
 
-      TSShape::Object& obj = mShape->objects[iObject];
+      TSShape::Object& obj = mShape->mObjects[iObject];
 
       // Calculate the objectOffset for each mesh at T=0
       for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
@@ -572,7 +572,7 @@ void TSShapeLoader::generateDefaultStates()
          appMesh->mObjectOffset = nodeMat.inverse() * meshMat;
       }
 
-      generateObjectState(mShape->objects[iObject], smDefaultTime, true, true);
+      generateObjectState(mShape->mObjects[iObject], smDefaultTime, true, true);
    }
 
    // Generate default node transforms
@@ -591,8 +591,8 @@ void TSShapeLoader::generateDefaultStates()
 
 void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
 {
-   mShape->objectStates.increment();
-   TSShape::ObjectState& state = mShape->objectStates.last();
+   mShape->mObjectStates.increment();
+   TSShape::ObjectState& state = mShape->mObjectStates.last();
 
    state.frameIndex = 0;
    state.matFrameIndex = 0;
@@ -689,13 +689,13 @@ void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bo
 void TSShapeLoader::generateMaterialList()
 {
    // Install the materials into the material list
-   mShape->materialList = new TSMaterialList;
+   mShape->mMaterialList = new TSMaterialList;
    for (S32 iMat = 0; iMat < AppMesh::mAppMaterials.size(); iMat++)
    {
       updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::mAppMaterials.size(), iMat);
 
       AppMaterial* appMat = AppMesh::mAppMaterials[iMat];
-      mShape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
+      mShape->mMaterialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
    }
 }
 
@@ -712,8 +712,8 @@ void TSShapeLoader::generateSequences()
       // Initialize the sequence
       mAppSequences[iSeq]->setActive(true);
 
-      mShape->sequences.increment();
-      TSShape::Sequence& seq = mShape->sequences.last();
+      mShape->mSequences.increment();
+      TSShape::Sequence& seq = mShape->mSequences.last();
 
       seq.nameIndex = mShape->addName(mAppSequences[iSeq]->getName());
       seq.toolBegin = mAppSequences[iSeq]->getStart();
@@ -788,7 +788,7 @@ void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
       // Check if any of the node rotations are different to
       // the default rotation
       QuatF defaultRot;
-      mShape->defaultRotations[iNode].getQuatF(&defaultRot);
+      mShape->mDefaultRotations[iNode].getQuatF(&defaultRot);
 
       for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
       {
@@ -807,7 +807,7 @@ void TSShapeLoader::setTranslationMembership(TSShape::Sequence& seq)
    {
       // Check if any of the node translations are different to
       // the default translation
-      Point3F& defaultTrans = mShape->defaultTranslations[iNode];
+      Point3F& defaultTrans = mShape->mDefaultTranslations[iNode];
 
       for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
       {
@@ -865,12 +865,12 @@ void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequenc
    seq.frameMatters.clearAll();        // vert animation (morph) (size = objects.size())
    seq.matFrameMatters.clearAll();     // UV animation (size = objects.size())
 
-   for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
+   for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
    {
-      if (!mAppMeshes[mShape->objects[iObject].startMeshIndex])
+      if (!mAppMeshes[mShape->mObjects[iObject].startMeshIndex])
          continue;
 
-      if (mAppMeshes[mShape->objects[iObject].startMeshIndex]->animatesVis(appSeq))
+      if (mAppMeshes[mShape->mObjects[iObject].startMeshIndex]->animatesVis(appSeq))
          seq.visMatters.set(iObject);
       // Morph and UV animation has been deprecated
       //if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesFrame(appSeq))
@@ -934,44 +934,44 @@ void TSShapeLoader::addNodeRotation(QuatF& rot, bool defaultVal)
    rot16.set(rot);
 
    if (!defaultVal)
-      mShape->nodeRotations.push_back(rot16);
+      mShape->mNodeRotations.push_back(rot16);
    else
-      mShape->defaultRotations.push_back(rot16);
+      mShape->mDefaultRotations.push_back(rot16);
 }
 
 void TSShapeLoader::addNodeTranslation(Point3F& trans, bool defaultVal)
 {
    if (!defaultVal)
-      mShape->nodeTranslations.push_back(trans);
+      mShape->mNodeTranslations.push_back(trans);
    else
-      mShape->defaultTranslations.push_back(trans);
+      mShape->mDefaultTranslations.push_back(trans);
 }
 
 void TSShapeLoader::addNodeUniformScale(F32 scale)
 {
-   mShape->nodeUniformScales.push_back(scale);
+   mShape->mNodeUniformScales.push_back(scale);
 }
 
 void TSShapeLoader::addNodeAlignedScale(Point3F& scale)
 {
-   mShape->nodeAlignedScales.push_back(scale);
+   mShape->mNodeAlignedScales.push_back(scale);
 }
 
 void TSShapeLoader::addNodeArbitraryScale(QuatF& qrot, Point3F& scale)
 {
    Quat16 rot16;
    rot16.set(qrot);
-   mShape->nodeArbitraryScaleRots.push_back(rot16);
-   mShape->nodeArbitraryScaleFactors.push_back(scale);
+   mShape->mNodeArbitraryScaleRots.push_back(rot16);
+   mShape->mNodeArbitraryScaleFactors.push_back(scale);
 }
 
 void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
 {
-   seq.baseRotation = mShape->nodeRotations.size();
-   seq.baseTranslation = mShape->nodeTranslations.size();
-   seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? mShape->nodeArbitraryScaleRots.size() :
-                   (seq.flags & TSShape::AlignedScale) ? mShape->nodeAlignedScales.size() :
-                   mShape->nodeUniformScales.size();
+   seq.baseRotation = mShape->mNodeRotations.size();
+   seq.baseTranslation = mShape->mNodeTranslations.size();
+   seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? mShape->mNodeArbitraryScaleRots.size() :
+                   (seq.flags & TSShape::AlignedScale) ? mShape->mNodeAlignedScales.size() :
+                   mShape->mNodeUniformScales.size();
 
    for (S32 iNode = 0; iNode < mAppNodes.size(); iNode++)
    {
@@ -999,9 +999,9 @@ void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
 
 void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
 {
-   seq.baseObjectState = mShape->objectStates.size();
+   seq.baseObjectState = mShape->mObjectStates.size();
 
-   for (S32 iObject = 0; iObject < mShape->objects.size(); iObject++)
+   for (S32 iObject = 0; iObject < mShape->mObjects.size(); iObject++)
    {
       bool visMatters = seq.visMatters.test(iObject);
       bool frameMatters = seq.frameMatters.test(iObject);
@@ -1012,7 +1012,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
          for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
          {
             F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
-            generateObjectState(mShape->objects[iObject], time, frameMatters, matFrameMatters);
+            generateObjectState(mShape->mObjects[iObject], time, frameMatters, matFrameMatters);
          }
       }
    }
@@ -1020,7 +1020,7 @@ void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSeq
 
 void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
 {
-   seq.firstGroundFrame = mShape->groundTranslations.size();
+   seq.firstGroundFrame = mShape->mGroundTranslations.size();
    seq.numGroundFrames = 0;
 
    if (!mBoundsNode)
@@ -1048,15 +1048,15 @@ void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSeq
       // Add ground transform
       Quat16 rotation;
       rotation.set(QuatF(mat));
-      mShape->groundTranslations.push_back(mat.getPosition());
-      mShape->groundRotations.push_back(rotation);
+      mShape->mGroundTranslations.push_back(mat.getPosition());
+      mShape->mGroundRotations.push_back(rotation);
    }
 }
 
 void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq)
 {
    // Initialize triggers
-   seq.firstTrigger = mShape->triggers.size();
+   seq.firstTrigger = mShape->mTriggers.size();
    seq.numTriggers  = appSeq->getNumTriggers();
    if (!seq.numTriggers)
       return;
@@ -1066,8 +1066,8 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
    // Add triggers
    for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
    {
-      mShape->triggers.increment();
-      appSeq->getTrigger(iTrigger, mShape->triggers.last());
+      mShape->mTriggers.increment();
+      appSeq->getTrigger(iTrigger, mShape->mTriggers.last());
    }
 
    // Track the triggers that get turned off by this shape...normally, triggers
@@ -1077,7 +1077,7 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
    U32 offTriggers = 0;
    for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
    {
-      U32 state = mShape->triggers[seq.firstTrigger+iTrigger].state;
+      U32 state = mShape->mTriggers[seq.firstTrigger+iTrigger].state;
       if ((state & TSShape::Trigger::StateOn) == 0)
          offTriggers |= (state & TSShape::Trigger::StateMask);
    }
@@ -1085,8 +1085,8 @@ void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSeque
    // We now know which states are turned off, set invert on all those (including when turned on)
    for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
    {
-      if (mShape->triggers[seq.firstTrigger + iTrigger].state & offTriggers)
-         mShape->triggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
+      if (mShape->mTriggers[seq.firstTrigger + iTrigger].state & offTriggers)
+         mShape->mTriggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
    }
 }
 
@@ -1105,29 +1105,29 @@ void TSShapeLoader::sortDetails()
 
       for (S32 iDet = 0; iDet < validDetails.size(); iDet++)
       {
-         TSShape::Detail &detail = mShape->details[validDetails[iDet]];
+         TSShape::Detail &detail = mShape->mDetails[validDetails[iDet]];
          if (detail.subShapeNum >= 0)
             detail.objectDetailNum = iDet;
 
-         for (S32 iObj = mShape->subShapeFirstObject[iSub];
-            iObj < (mShape->subShapeFirstObject[iSub] + mShape->subShapeNumObjects[iSub]);
+         for (S32 iObj = mShape->mSubShapeFirstObject[iSub];
+            iObj < (mShape->mSubShapeFirstObject[iSub] + mShape->mSubShapeNumObjects[iSub]);
             iObj++)
          {
-            TSShape::Object &object = mShape->objects[iObj];
+            TSShape::Object &object = mShape->mObjects[iObj];
 
             // Insert a NULL mesh for this detail level if required (ie. if the
             // object does not already have a mesh with an equal or higher detail)
             S32 meshIndex = (iDet < object.numMeshes) ? iDet : object.numMeshes-1;
 
-            if (mAppMeshes[object.startMeshIndex + meshIndex]->mDetailSize < mShape->details[iDet].size)
+            if (mAppMeshes[object.startMeshIndex + meshIndex]->mDetailSize < mShape->mDetails[iDet].size)
             {
                // Add a NULL mesh
                mAppMeshes.insert(object.startMeshIndex + iDet, NULL);
                object.numMeshes++;
 
                // Fixup the start index for the other objects
-               for (S32 k = iObj+1; k < mShape->objects.size(); k++)
-                  mShape->objects[k].startMeshIndex++;
+               for (S32 k = iObj+1; k < mShape->mObjects.size(); k++)
+                  mShape->mObjects[k].startMeshIndex++;
             }
          }
       }
@@ -1142,20 +1142,20 @@ void TSShapeLoader::install()
 {
    // Arrays that are filled in by ts shape init, but need
    // to be allocated beforehand.
-   mShape->subShapeFirstTranslucentObject.setSize(mShape->subShapeFirstObject.size());
+   mShape->mSubShapeFirstTranslucentObject.setSize(mShape->mSubShapeFirstObject.size());
 
    // Construct TS sub-meshes
-   mShape->meshes.setSize(mAppMeshes.size());
+   mShape->mMeshes.setSize(mAppMeshes.size());
    for (U32 m = 0; m < mAppMeshes.size(); m++)
-      mShape->meshes[m] = mAppMeshes[m] ? mAppMeshes[m]->constructTSMesh() : NULL;
+      mShape->mMeshes[m] = mAppMeshes[m] ? mAppMeshes[m]->constructTSMesh() : NULL;
 
    // Remove empty meshes and objects
-   for (S32 iObj = mShape->objects.size()-1; iObj >= 0; iObj--)
+   for (S32 iObj = mShape->mObjects.size()-1; iObj >= 0; iObj--)
    {
-      TSShape::Object& obj = mShape->objects[iObj];
+      TSShape::Object& obj = mShape->mObjects[iObj];
       for (S32 iMesh = obj.numMeshes-1; iMesh >= 0; iMesh--)
       {
-         TSMesh *mesh = mShape->meshes[obj.startMeshIndex + iMesh];
+         TSMesh *mesh = mShape->mMeshes[obj.startMeshIndex + iMesh];
 
          if (mesh && !mesh->mPrimitives.size())
          {
@@ -1171,45 +1171,45 @@ void TSShapeLoader::install()
    }
 
    // Add a dummy object if needed so the shape loads and renders ok
-   if (!mShape->details.size())
+   if (!mShape->mDetails.size())
    {
       mShape->addDetail("detail", 2, 0);
-      mShape->subShapeNumObjects.last() = 1;
+      mShape->mSubShapeNumObjects.last() = 1;
 
-      mShape->meshes.push_back(NULL);
+      mShape->mMeshes.push_back(NULL);
 
-      mShape->objects.increment();
-      mShape->objects.last().nameIndex = mShape->addName("dummy");
-      mShape->objects.last().nodeIndex = 0;
-      mShape->objects.last().startMeshIndex = 0;
-      mShape->objects.last().numMeshes = 1;
+      mShape->mObjects.increment();
+      mShape->mObjects.last().nameIndex = mShape->addName("dummy");
+      mShape->mObjects.last().nodeIndex = 0;
+      mShape->mObjects.last().startMeshIndex = 0;
+      mShape->mObjects.last().numMeshes = 1;
 
-      mShape->objectStates.increment();
-      mShape->objectStates.last().frameIndex = 0;
-      mShape->objectStates.last().matFrameIndex = 0;
-      mShape->objectStates.last().vis = 1.0f;
+      mShape->mObjectStates.increment();
+      mShape->mObjectStates.last().frameIndex = 0;
+      mShape->mObjectStates.last().matFrameIndex = 0;
+      mShape->mObjectStates.last().vis = 1.0f;
    }
 
    // Update smallest visible detail
    mShape->mSmallestVisibleDL = -1;
    mShape->mSmallestVisibleSize = 999999;
-   for (S32 i = 0; i < mShape->details.size(); i++)
+   for (S32 i = 0; i < mShape->mDetails.size(); i++)
    {
-      if ((mShape->details[i].size >= 0) &&
-         (mShape->details[i].size < mShape->mSmallestVisibleSize))
+      if ((mShape->mDetails[i].size >= 0) &&
+         (mShape->mDetails[i].size < mShape->mSmallestVisibleSize))
       {
          mShape->mSmallestVisibleDL = i;
-         mShape->mSmallestVisibleSize = mShape->details[i].size;
+         mShape->mSmallestVisibleSize = mShape->mDetails[i].size;
       }
    }
 
-   computeBounds(mShape->bounds);
-   if (!mShape->bounds.isValidBox())
-      mShape->bounds = Box3F(1.0f);
+   computeBounds(mShape->mBounds);
+   if (!mShape->mBounds.isValidBox())
+      mShape->mBounds = Box3F(1.0f);
 
-   mShape->bounds.getCenter(&mShape->center);
-   mShape->radius = (mShape->bounds.maxExtents - mShape->center).len();
-   mShape->tubeRadius = mShape->radius;
+   mShape->mBounds.getCenter(&mShape->mCenter);
+   mShape->mRadius = (mShape->mBounds.maxExtents - mShape->mCenter).len();
+   mShape->mTubeRadius = mShape->mRadius;
 
    mShape->init();
 }

+ 33 - 33
Engine/source/ts/tsAnimate.cpp

@@ -43,14 +43,14 @@ void TSShapeInstance::sortThreads()
 void TSShapeInstance::setDirty(U32 dirty)
 {
    AssertFatal((dirty & AllDirtyMask) == dirty,"TSShapeInstance::setDirty: illegal dirty flags");
-   for (S32 i=0; i<mShape->subShapeFirstNode.size(); i++)
+   for (S32 i=0; i<mShape->mSubShapeFirstNode.size(); i++)
       mDirtyFlags[i] |= dirty;
 }
 
 void TSShapeInstance::clearDirty(U32 dirty)
 {
    AssertFatal((dirty & AllDirtyMask) == dirty,"TSShapeInstance::clearDirty: illegal dirty flags");
-   for (S32 i=0; i<mShape->subShapeFirstNode.size(); i++)
+   for (S32 i=0; i<mShape->mSubShapeFirstNode.size(); i++)
       mDirtyFlags[i] &= ~dirty;
 }
 
@@ -62,25 +62,25 @@ void TSShapeInstance::animateNodes(S32 ss)
 {
    PROFILE_SCOPE( TSShapeInstance_animateNodes );
 
-   if (!mShape->nodes.size())
+   if (!mShape->mNodes.size())
       return;
 
    // @todo: When a node is added, we need to make sure to resize the nodeTransforms array as well
-   mNodeTransforms.setSize(mShape->nodes.size());
+   mNodeTransforms.setSize(mShape->mNodes.size());
 
    // temporary storage for node transforms
-   smNodeCurrentRotations.setSize(mShape->nodes.size());
-   smNodeCurrentTranslations.setSize(mShape->nodes.size());
-   smNodeLocalTransforms.setSize(mShape->nodes.size());
-   smRotationThreads.setSize(mShape->nodes.size());
-   smTranslationThreads.setSize(mShape->nodes.size());
+   smNodeCurrentRotations.setSize(mShape->mNodes.size());
+   smNodeCurrentTranslations.setSize(mShape->mNodes.size());
+   smNodeLocalTransforms.setSize(mShape->mNodes.size());
+   smRotationThreads.setSize(mShape->mNodes.size());
+   smTranslationThreads.setSize(mShape->mNodes.size());
 
    TSIntegerSet rotBeenSet;
    TSIntegerSet tranBeenSet;
    TSIntegerSet scaleBeenSet;
-   rotBeenSet.setAll(mShape->nodes.size());
-   tranBeenSet.setAll(mShape->nodes.size());
-   scaleBeenSet.setAll(mShape->nodes.size());
+   rotBeenSet.setAll(mShape->mNodes.size());
+   tranBeenSet.setAll(mShape->mNodes.size());
+   scaleBeenSet.setAll(mShape->mNodes.size());
    smNodeLocalTransformDirty.clearAll();
 
    S32 i,j,nodeIndex,a,b,start,end,firstBlend = mThreadList.size();
@@ -114,18 +114,18 @@ void TSShapeInstance::animateNodes(S32 ss)
    // we'll set default regardless of mask status
 
    // all the nodes marked above need to have the default transform
-   a = mShape->subShapeFirstNode[ss];
-   b = a + mShape->subShapeNumNodes[ss];
+   a = mShape->mSubShapeFirstNode[ss];
+   b = a + mShape->mSubShapeNumNodes[ss];
    for (i=a; i<b; i++)
    {
       if (rotBeenSet.test(i))
       {
-         mShape->defaultRotations[i].getQuatF(&smNodeCurrentRotations[i]);
+         mShape->mDefaultRotations[i].getQuatF(&smNodeCurrentRotations[i]);
          smRotationThreads[i] = NULL;
       }
       if (tranBeenSet.test(i))
       {
-         smNodeCurrentTranslations[i] = mShape->defaultTranslations[i];
+         smNodeCurrentTranslations[i] = mShape->mDefaultTranslations[i];
          smTranslationThreads[i] = NULL;
       }
    }
@@ -235,7 +235,7 @@ void TSShapeInstance::animateNodes(S32 ss)
    // multiply transforms...
    for (i=a; i<b; i++)
    {
-      S32 parentIdx = mShape->nodes[i].parentIndex;
+      S32 parentIdx = mShape->mNodes[i].parentIndex;
       if (parentIdx < 0)
          mNodeTransforms[i] = smNodeLocalTransforms[i];
       else
@@ -248,12 +248,12 @@ void TSShapeInstance::handleDefaultScale(S32 a, S32 b, TSIntegerSet & scaleBeenS
    // set default scale values (i.e., identity) and do any initialization
    // relating to animated scale (since scale normally not animated)
 
-   smScaleThreads.setSize(mShape->nodes.size());
+   smScaleThreads.setSize(mShape->mNodes.size());
    scaleBeenSet.takeAway(mCallbackNodes);
    scaleBeenSet.takeAway(mHandsOffNodes);
    if (animatesUniformScale())
    {
-      smNodeCurrentUniformScales.setSize(mShape->nodes.size());
+      smNodeCurrentUniformScales.setSize(mShape->mNodes.size());
       for (S32 i=a; i<b; i++)
          if (scaleBeenSet.test(i))
          {
@@ -263,7 +263,7 @@ void TSShapeInstance::handleDefaultScale(S32 a, S32 b, TSIntegerSet & scaleBeenS
    }
    else if (animatesAlignedScale())
    {
-      smNodeCurrentAlignedScales.setSize(mShape->nodes.size());
+      smNodeCurrentAlignedScales.setSize(mShape->mNodes.size());
       for (S32 i=a; i<b; i++)
          if (scaleBeenSet.test(i))
          {
@@ -273,7 +273,7 @@ void TSShapeInstance::handleDefaultScale(S32 a, S32 b, TSIntegerSet & scaleBeenS
    }
    else
    {
-      smNodeCurrentArbitraryScales.setSize(mShape->nodes.size());
+      smNodeCurrentArbitraryScales.setSize(mShape->mNodes.size());
       for (S32 i=a; i<b; i++)
          if (scaleBeenSet.test(i))
          {
@@ -672,12 +672,12 @@ void TSShapeInstance::animateVisibility(S32 ss)
       beenSet.takeAway(mThreadList[i]->getSequence()->visMatters);
 
    // set defaults
-   S32 a = mShape->subShapeFirstObject[ss];
-   S32 b = a + mShape->subShapeNumObjects[ss];
+   S32 a = mShape->mSubShapeFirstObject[ss];
+   S32 b = a + mShape->mSubShapeNumObjects[ss];
    for (i=a; i<b; i++)
    {
       if (beenSet.test(i))
-         mMeshObjects[i].visible = mShape->objectStates[i].vis;
+         mMeshObjects[i].visible = mShape->mObjectStates[i].vis;
    }
 
    // go through each thread and set visibility on those objects that
@@ -735,11 +735,11 @@ void TSShapeInstance::animateFrame(S32 ss)
       beenSet.takeAway(mThreadList[i]->getSequence()->frameMatters);
 
    // set defaults
-   S32 a = mShape->subShapeFirstObject[ss];
-   S32 b = a + mShape->subShapeNumObjects[ss];
+   S32 a = mShape->mSubShapeFirstObject[ss];
+   S32 b = a + mShape->mSubShapeNumObjects[ss];
    for (i=a; i<b; i++)
       if (beenSet.test(i))
-         mMeshObjects[i].frame = mShape->objectStates[i].frameIndex;
+         mMeshObjects[i].frame = mShape->mObjectStates[i].frameIndex;
 
    // go through each thread and set frame on those objects that
    // are not set yet and are controlled by that thread
@@ -790,11 +790,11 @@ void TSShapeInstance::animateMatFrame(S32 ss)
       beenSet.takeAway(mThreadList[i]->getSequence()->matFrameMatters);
 
    // set defaults
-   S32 a = mShape->subShapeFirstObject[ss];
-   S32 b = a + mShape->subShapeNumObjects[ss];
+   S32 a = mShape->mSubShapeFirstObject[ss];
+   S32 b = a + mShape->mSubShapeNumObjects[ss];
    for (i=a; i<b; i++)
       if (beenSet.test(i))
-         mMeshObjects[i].matFrame = mShape->objectStates[i].matFrameIndex;
+         mMeshObjects[i].matFrame = mShape->mObjectStates[i].matFrameIndex;
 
    // go through each thread and set matFrame on those objects that
    // are not set yet and are controlled by that thread
@@ -842,7 +842,7 @@ void TSShapeInstance::animate(S32 dl)
       // nothing to do
       return;
 
-   S32 ss = mShape->details[dl].subShapeNum;
+   S32 ss = mShape->mDetails[dl].subShapeNum;
 
    // this is a billboard detail...
    if (ss<0)
@@ -878,7 +878,7 @@ void TSShapeInstance::animateNodeSubtrees(bool forceFull)
       // force transforms to animate
       setDirty(TransformDirty);
 
-   for (S32 i=0; i<mShape->subShapeNumNodes.size(); i++)
+   for (S32 i=0; i<mShape->mSubShapeNumNodes.size(); i++)
    {
       if (mDirtyFlags[i] & TransformDirty)
       {
@@ -896,7 +896,7 @@ void TSShapeInstance::animateSubtrees(bool forceFull)
       // force full animate
       setDirty(AllDirtyMask);
 
-   for (S32 i=0; i<mShape->subShapeNumNodes.size(); i++)
+   for (S32 i=0; i<mShape->mSubShapeNumNodes.size(); i++)
    {
       if (mDirtyFlags[i] & TransformDirty)
       {

+ 58 - 58
Engine/source/ts/tsCollision.cpp

@@ -52,10 +52,10 @@ bool TSShapeInstance::buildPolyList(AbstractPolyList * polyList, S32 dl)
    if (dl==-1)
       return false;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildPolyList");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
@@ -67,8 +67,8 @@ bool TSShapeInstance::buildPolyList(AbstractPolyList * polyList, S32 dl)
    bool emitted = false;
    U32 surfaceKey = 0;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    if (start<end)
    {
       MatrixF initialMat;
@@ -124,10 +124,10 @@ bool TSShapeInstance::getFeatures(const MatrixF& mat, const Point3F& n, ConvexFe
    if (dl==-1)
       return false;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildPolyList");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
@@ -135,8 +135,8 @@ bool TSShapeInstance::getFeatures(const MatrixF& mat, const Point3F& n, ConvexFe
    bool emitted = false;
    U32 surfaceKey = 0;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    if (start<end)
    {
       MatrixF final;
@@ -168,10 +168,10 @@ bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * ra
    if (dl==-1)
       return false;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRay");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::castRay");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
@@ -179,8 +179,8 @@ bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * ra
    if ( ss < 0 )
       return false;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    RayInfo saveRay;
    saveRay.t = 1.0f;
    const MatrixF * saveMat = NULL;
@@ -255,18 +255,18 @@ bool TSShapeInstance::castRayRendered(const Point3F & a, const Point3F & b, RayI
    if (dl==-1)
       return false;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayRendered");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::castRayRendered");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
    if ( ss == -1 )
       return false;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    RayInfo saveRay;
    saveRay.t = 1.0f;
    const MatrixF * saveMat = NULL;
@@ -339,15 +339,15 @@ Point3F TSShapeInstance::support(const Point3F & v, S32 dl)
 {
    // if dl==-1, nothing to do
    AssertFatal(dl != -1, "Error, should never try to collide with a non-existant detail level!");
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::support");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::support");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
 
    F32     currMaxDP   = -1e9f;
    Point3F currSupport = Point3F(0, 0, 0);
@@ -404,22 +404,22 @@ void TSShapeInstance::computeBounds(S32 dl, Box3F & bounds)
    if (dl==-1)
       return;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::computeBounds");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::computeBounds");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
    // use shape bounds for imposter details
    if (ss < 0)
    {
-      bounds = mShape->bounds;
+      bounds = mShape->mBounds;
       return;
    }
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
 
    // run through objects and updating bounds as we go
    bounds.minExtents.set( 10E30f, 10E30f, 10E30f);
@@ -587,10 +587,10 @@ bool TSShapeInstance::buildPolyListOpcode( S32 dl, AbstractPolyList *polyList, c
    if (dl==-1)
       return false;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyListOpcode");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildPolyListOpcode");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    if ( ss < 0 )
       return false;
@@ -600,8 +600,8 @@ bool TSShapeInstance::buildPolyListOpcode( S32 dl, AbstractPolyList *polyList, c
    // nothing emitted yet...
    bool emitted = false;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    if (start<end)
    {
       MatrixF initialMat;
@@ -670,12 +670,12 @@ bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Poi
    if (dl==-1)
       return false;
 
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayOpcode");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::castRayOpcode");
 
    info->t = 100.f;
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    if ( ss < 0 )
       return false;
@@ -686,8 +686,8 @@ bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Poi
    bool emitted = false;
 
    const MatrixF* saveMat = NULL;
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    if (start<end)
    {
       MatrixF mat;
@@ -742,18 +742,18 @@ bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Poi
 
 bool TSShapeInstance::buildConvexOpcode( const MatrixF &objMat, const Point3F &objScale, S32 dl, const Box3F &bounds, Convex *c, Convex *list )
 {
-   AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildConvexOpcode");
+   AssertFatal(dl>=0 && dl<mShape->mDetails.size(),"TSShapeInstance::buildConvexOpcode");
 
    // get subshape and object detail
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
    // nothing emitted yet...
    bool emitted = false;
 
-   S32 start = mShape->subShapeFirstObject[ss];
-   S32 end   = mShape->subShapeNumObjects[ss] + start;
+   S32 start = mShape->mSubShapeFirstObject[ss];
+   S32 end   = mShape->mSubShapeNumObjects[ss] + start;
    if (start<end)
    {
       MatrixF initialMat = objMat;
@@ -823,10 +823,10 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
       U32 highestDetail = -1;
       F32 highestSize = -F32_MAX;
 
-      for ( U32 i = 0; i < details.size(); i++ )
+      for ( U32 i = 0; i < mDetails.size(); i++ )
       {
          // Make sure we skip any details that shouldn't be rendered
-         if ( details[i].size < 0 )
+         if ( mDetails[i].size < 0 )
             continue;
 
          /*
@@ -838,10 +838,10 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
          */
 
          // Otherwise test against the current highest size
-         if ( details[i].size > highestSize )
+         if ( mDetails[i].size > highestSize )
          {
             highestDetail = i;
-            highestSize = details[i].size;
+            highestSize = mDetails[i].size;
          }
       }
 
@@ -861,9 +861,9 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
    //
    // The LOS (light of sight) details are used for raycasts.
 
-   for ( U32 i = 0; i < details.size(); i++ )
+   for ( U32 i = 0; i < mDetails.size(); i++ )
    {
-      const String &name = names[ details[i].nameIndex ];
+      const String &name = mNames[ mDetails[i].nameIndex ];
       if ( !dStrStartsWith( name, "Collision" ) )
          continue;
 
@@ -906,9 +906,9 @@ void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vect
 
    // Snag any "unmatched" LOS details and put 
    // them at the end of the list.
-   for ( U32 i = 0; i < details.size(); i++ )
+   for ( U32 i = 0; i < mDetails.size(); i++ )
    {
-      const String &name = names[ details[i].nameIndex ];
+      const String &name = mNames[ mDetails[i].nameIndex ];
       if ( !dStrStartsWith( name, "LOS" ) )
          continue;
 
@@ -954,7 +954,7 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
       // visible detail levels.
 
       // A negative subshape on the detail means we don't have geometry.
-      const TSShape::Detail &detail = details[0];     
+      const TSShape::Detail &detail = mDetails[0];     
       if ( detail.subShapeNum < 0 )
          return NULL;
 
@@ -964,16 +964,16 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
       polyList.setTransform( &MatrixF::Identity, scale );
 
       // Create the collision meshes.
-      S32 start = subShapeFirstObject[ detail.subShapeNum ];
-      S32 end = start + subShapeNumObjects[ detail.subShapeNum ];
+      S32 start = mSubShapeFirstObject[ detail.subShapeNum ];
+      S32 end = start + mSubShapeNumObjects[ detail.subShapeNum ];
       for ( S32 o=start; o < end; o++ )
       {
-         const TSShape::Object &object = objects[o];
+         const TSShape::Object &object = mObjects[o];
          if ( detail.objectDetailNum >= object.numMeshes )
             continue;
 
          // No mesh or no verts.... nothing to do.
-         TSMesh *mesh = meshes[ object.startMeshIndex + detail.objectDetailNum ];
+         TSMesh *mesh = mMeshes[ object.startMeshIndex + detail.objectDetailNum ];
          if ( !mesh || mesh->mNumVerts == 0 )
             continue;
 
@@ -1013,31 +1013,31 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
    //
    // TODO: We need to support LOS collision for physics.
    //
-   for ( U32 i = 0; i < details.size(); i++ )
+   for ( U32 i = 0; i < mDetails.size(); i++ )
    {
-      const TSShape::Detail &detail = details[i];
-      const String &name = names[detail.nameIndex];
+      const TSShape::Detail &detail = mDetails[i];
+      const String &name = mNames[detail.nameIndex];
 
       // Is this a valid collision detail.
       if ( !dStrStartsWith( name, "Collision" ) || detail.subShapeNum < 0 )
          continue;
 
       // Now go thru the meshes for this detail.
-      S32 start = subShapeFirstObject[ detail.subShapeNum ];
-      S32 end = start + subShapeNumObjects[ detail.subShapeNum ];
+      S32 start = mSubShapeFirstObject[ detail.subShapeNum ];
+      S32 end = start + mSubShapeNumObjects[ detail.subShapeNum ];
       if ( start >= end )
          continue;         
 
       for ( S32 o=start; o < end; o++ )
       {
-         const TSShape::Object &object = objects[o];
-         const String &meshName = names[ object.nameIndex ];
+         const TSShape::Object &object = mObjects[o];
+         const String &meshName = mNames[ object.nameIndex ];
 
          if ( object.numMeshes <= detail.objectDetailNum )
             continue;
 
          // No mesh, a flat bounds, or no verts.... nothing to do.
-         TSMesh *mesh = meshes[ object.startMeshIndex + detail.objectDetailNum ];
+         TSMesh *mesh = mMeshes[ object.startMeshIndex + detail.objectDetailNum ];
          if ( !mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0 )
             continue;
 

+ 26 - 26
Engine/source/ts/tsDump.cpp

@@ -50,7 +50,7 @@ void TSShapeInstance::dumpNode(Stream & stream ,S32 level, S32 nodeIndex, Vector
    space[level*3] = '\0';
 
    const char *nodeName = "";
-   const TSShape::Node & node = mShape->nodes[nodeIndex];
+   const TSShape::Node & node = mShape->mNodes[nodeIndex];
    if (node.nameIndex != -1)
      nodeName = mShape->getName(node.nameIndex);
    dumpLine(avar("%s%s", space, nodeName));
@@ -93,7 +93,7 @@ void TSShapeInstance::dumpNode(Stream & stream ,S32 level, S32 nodeIndex, Vector
       for (S32 k=0; k<obj->object->numMeshes; k++)
       {
          S32 f = obj->object->startMeshIndex;
-         if (mShape->meshes[f+k])
+         if (mShape->mMeshes[f+k])
             dumpLine(avar(" %i",detailSizes[k]));
       }
 
@@ -108,9 +108,9 @@ void TSShapeInstance::dumpNode(Stream & stream ,S32 level, S32 nodeIndex, Vector
    }
 
    // search for children
-   for (S32 k=nodeIndex+1; k<mShape->nodes.size(); k++)
+   for (S32 k=nodeIndex+1; k<mShape->mNodes.size(); k++)
    {
-      if (mShape->nodes[k].parentIndex == nodeIndex)
+      if (mShape->mNodes[k].parentIndex == nodeIndex)
          // this is our child
          dumpNode(stream, level+1, k, detailSizes);
    }
@@ -126,9 +126,9 @@ void TSShapeInstance::dump(Stream & stream)
 
    dumpLine("\r\n   Details:\r\n");
 
-   for (i=0; i<mShape->details.size(); i++)
+   for (i=0; i<mShape->mDetails.size(); i++)
    {
-      const TSDetail & detail = mShape->details[i];
+      const TSDetail & detail = mShape->mDetails[i];
       name = mShape->getName(detail.nameIndex);
       ss = detail.subShapeNum;
       od = detail.objectDetailNum;
@@ -145,23 +145,23 @@ void TSShapeInstance::dump(Stream & stream)
 
    dumpLine("\r\n   Subtrees:\r\n");
 
-   for (i=0; i<mShape->subShapeFirstNode.size(); i++)
+   for (i=0; i<mShape->mSubShapeFirstNode.size(); i++)
    {
-      S32 a = mShape->subShapeFirstNode[i];
-      S32 b = a + mShape->subShapeNumNodes[i];
+      S32 a = mShape->mSubShapeFirstNode[i];
+      S32 b = a + mShape->mSubShapeNumNodes[i];
       dumpLine(avar("      Subtree %i\r\n",i));
 
       // compute detail sizes for each subshape
       Vector<S32> detailSizes;
-      for (S32 l=0;l<mShape->details.size(); l++)
+      for (S32 l=0;l<mShape->mDetails.size(); l++)
       {
-          if ((mShape->details[l].subShapeNum==i) || (mShape->details[l].subShapeNum==-1))
-              detailSizes.push_back((S32)mShape->details[l].size);
+          if ((mShape->mDetails[l].subShapeNum==i) || (mShape->mDetails[l].subShapeNum==-1))
+              detailSizes.push_back((S32)mShape->mDetails[l].size);
       }
 
       for (j=a; j<b; j++)
       {
-          const TSNode & node = mShape->nodes[j];
+          const TSNode & node = mShape->mNodes[j];
           // if the node has a parent, it'll get dumped via the parent
           if (node.parentIndex<0)
               dumpNode(stream,3,j,detailSizes);
@@ -169,22 +169,22 @@ void TSShapeInstance::dump(Stream & stream)
    }
 
    bool foundSkin = false;
-   for (i=0; i<mShape->objects.size(); i++)
+   for (i=0; i<mShape->mObjects.size(); i++)
    {
-      if (mShape->objects[i].nodeIndex<0) // must be a skin
+      if (mShape->mObjects[i].nodeIndex<0) // must be a skin
       {
          if (!foundSkin)
             dumpLine("\r\n   Skins:\r\n");
          foundSkin=true;
          const char * skinName = "";
-         S32 nameIndex = mShape->objects[i].nameIndex;
+         S32 nameIndex = mShape->mObjects[i].nameIndex;
          if (nameIndex>=0)
             skinName = mShape->getName(nameIndex);
          dumpLine(avar("      Skin %s with following details: ",skinName));
-         for (S32 num=0; num<mShape->objects[i].numMeshes; num++)
+         for (S32 num=0; num<mShape->mObjects[i].numMeshes; num++)
          {
-            if (mShape->meshes[mShape->objects[i].startMeshIndex + num])
-               dumpLine(avar(" %i",(S32)mShape->details[num].size));
+            if (mShape->mMeshes[mShape->mObjects[i].startMeshIndex + num])
+               dumpLine(avar(" %i",(S32)mShape->mDetails[num].size));
          }
          dumpLine("\r\n");
       }
@@ -193,19 +193,19 @@ void TSShapeInstance::dump(Stream & stream)
       dumpLine("\r\n");
 
    dumpLine("\r\n   Sequences:\r\n");
-   for (i = 0; i < mShape->sequences.size(); i++)
+   for (i = 0; i < mShape->mSequences.size(); i++)
    {
       const char *name = "(none)";
-      if (mShape->sequences[i].nameIndex != -1)
-         name = mShape->getName(mShape->sequences[i].nameIndex);
+      if (mShape->mSequences[i].nameIndex != -1)
+         name = mShape->getName(mShape->mSequences[i].nameIndex);
       dumpLine(avar("      %3d: %s%s%s\r\n", i, name,
-         mShape->sequences[i].isCyclic() ? " (cyclic)" : "",
-         mShape->sequences[i].isBlend() ? " (blend)" : ""));
+         mShape->mSequences[i].isCyclic() ? " (cyclic)" : "",
+         mShape->mSequences[i].isBlend() ? " (blend)" : ""));
    }
 
-   if (mShape->materialList)
+   if (mShape->mMaterialList)
    {
-      TSMaterialList * ml = mShape->materialList;
+      TSMaterialList * ml = mShape->mMaterialList;
       dumpLine("\r\n   Material list:\r\n");
       for (i=0; i<(S32)ml->size(); i++)
       {

+ 2 - 2
Engine/source/ts/tsLastDetail.cpp

@@ -81,8 +81,8 @@ TSLastDetail::TSLastDetail(   TSShape *shape,
    mDl = dl;
    mDim = getMax( dim, (S32)32 );
 
-   mRadius = mShape->radius;
-   mCenter = mShape->center;
+   mRadius = mShape->mRadius;
+   mCenter = mShape->mCenter;
 
    mCachePath = cachePath;
 

+ 10 - 10
Engine/source/ts/tsMeshFit.cpp

@@ -204,18 +204,18 @@ void MeshFit::initSourceGeometry( const String& target )
    {
       // Add all geometry in the highest detail level
       S32 dl = 0;
-      S32 ss = mShape->details[dl].subShapeNum;
+      S32 ss = mShape->mDetails[dl].subShapeNum;
       if ( ss < 0 )
          return;
 
-      S32 od = mShape->details[dl].objectDetailNum;
-      S32 start = mShape->subShapeFirstObject[ss];
-      S32 end   = start + mShape->subShapeNumObjects[ss];
+      S32 od = mShape->mDetails[dl].objectDetailNum;
+      S32 start = mShape->mSubShapeFirstObject[ss];
+      S32 end   = start + mShape->mSubShapeNumObjects[ss];
 
       for ( S32 i = start; i < end; i++ )
       {
-         const TSShape::Object &obj = mShape->objects[i];
-         const TSMesh* mesh = ( od < obj.numMeshes ) ? mShape->meshes[obj.startMeshIndex + od] : NULL;
+         const TSShape::Object &obj = mShape->mObjects[i];
+         const TSMesh* mesh = ( od < obj.numMeshes ) ? mShape->mMeshes[obj.startMeshIndex + od] : NULL;
          if ( mesh )
             addSourceMesh( obj, mesh );
       }
@@ -227,10 +227,10 @@ void MeshFit::initSourceGeometry( const String& target )
       if ( objIndex == -1 )
          return;
 
-      const TSShape::Object &obj = mShape->objects[objIndex];
+      const TSShape::Object &obj = mShape->mObjects[objIndex];
       for ( S32 i = 0; i < obj.numMeshes; i++ )
       {
-         const TSMesh* mesh = mShape->meshes[obj.startMeshIndex + i];
+         const TSMesh* mesh = mShape->mMeshes[obj.startMeshIndex + i];
          if ( mesh )
          {
             addSourceMesh( obj, mesh );
@@ -310,13 +310,13 @@ TSMesh* MeshFit::initMeshFromFile( const String& filename ) const
 {
    // Open the source shape file and make a copy of the mesh
    Resource<TSShape> hShape = ResourceManager::get().load(filename);
-   if (!bool(hShape) || !((TSShape*)hShape)->meshes.size())
+   if (!bool(hShape) || !((TSShape*)hShape)->mMeshes.size())
    {
       Con::errorf("TSShape::createMesh: Could not load source mesh from %s", filename.c_str());
       return NULL;
    }
 
-   TSMesh* srcMesh = ((TSShape*)hShape)->meshes[0];
+   TSMesh* srcMesh = ((TSShape*)hShape)->mMeshes[0];
    return mShape->copyMesh( srcMesh );
 }
 

+ 8 - 8
Engine/source/ts/tsPartInstance.cpp

@@ -97,9 +97,9 @@ void TSPartInstance::updateBounds()
 
 void TSPartInstance::breakShape(TSShapeInstance * shape, S32 subShape, Vector<TSPartInstance*> & partList, F32 * probShatter, F32 * probBreak, S32 probDepth)
 {
-   AssertFatal(subShape>=0 && subShape<shape->mShape->subShapeFirstNode.size(),"TSPartInstance::breakShape: subShape out of range.");
+   AssertFatal(subShape>=0 && subShape<shape->mShape->mSubShapeFirstNode.size(),"TSPartInstance::breakShape: subShape out of range.");
 
-   S32 start = shape->mShape->subShapeFirstNode[subShape];
+   S32 start = shape->mShape->mSubShapeFirstNode[subShape];
 
    TSPartInstance::breakShape(shape, NULL, start, partList, probShatter, probBreak, probDepth);
 
@@ -120,7 +120,7 @@ void TSPartInstance::breakShape(TSShapeInstance * shape, TSPartInstance * curren
 {
    AssertFatal( !probDepth || (probShatter && probBreak),"TSPartInstance::breakShape: probabilities improperly specified.");
 
-   const TSShape::Node * node = &shape->mShape->nodes[currentNode];
+   const TSShape::Node * node = &shape->mShape->mNodes[currentNode];
    S32 object = node->firstObject;
    S32 child  = node->firstChild;
 
@@ -155,14 +155,14 @@ void TSPartInstance::breakShape(TSShapeInstance * shape, TSPartInstance * curren
       {
          partList.increment();
          partList.last() = new TSPartInstance(shape,object);
-         object = shape->mShape->objects[object].nextSibling;
+         object = shape->mShape->mObjects[object].nextSibling;
       }
 
       // iterate through the child nodes, call ourselves on each one with currentPart = NULL
       while (child>=0)
       {
          TSPartInstance::breakShape(shape,NULL,child,partList,probShatter,probBreak,probDepth);
-         child = shape->mShape->nodes[child].nextSibling;
+         child = shape->mShape->mNodes[child].nextSibling;
       }
 
       return;
@@ -184,14 +184,14 @@ void TSPartInstance::breakShape(TSShapeInstance * shape, TSPartInstance * curren
    while (object>=0)
    {
       currentPart->addObject(object);
-      object = shape->mShape->objects[object].nextSibling;
+      object = shape->mShape->mObjects[object].nextSibling;
    }
 
    // iterate through child nodes, call ourselves on each one with currentPart as is
    while (child>=0)
    {
       TSPartInstance::breakShape(shape,currentPart,child,partList,probShatter,probBreak,probDepth);
-      child = shape->mShape->nodes[child].nextSibling;
+      child = shape->mShape->mNodes[child].nextSibling;
    }
 }
 
@@ -334,7 +334,7 @@ F32 TSPartInstance::getDetailSize(S32 dl) const
    else if (mSizeCutoffs && dl<mNumDetails)
       return mSizeCutoffs[dl];
    else if (!mSizeCutoffs && dl<=mSourceShape->getShape()->mSmallestVisibleDL)
-      return mSourceShape->getShape()->details[dl].size;
+      return mSourceShape->getShape()->mDetails[dl].size;
    else return 0;
 }
 

Файловите разлики са ограничени, защото са твърде много
+ 236 - 236
Engine/source/ts/tsShape.cpp


+ 41 - 41
Engine/source/ts/tsShape.h

@@ -274,25 +274,25 @@ class TSShape
    /// @name Shape Vector Data
    /// @{
 
-   Vector<Node> nodes;
-   Vector<Object> objects;
-   Vector<ObjectState> objectStates;
-   Vector<S32> subShapeFirstNode;
-   Vector<S32> subShapeFirstObject;
-   Vector<S32> detailFirstSkin;
-   Vector<S32> subShapeNumNodes;
-   Vector<S32> subShapeNumObjects;
-   Vector<Detail> details;
-   Vector<Quat16> defaultRotations;
-   Vector<Point3F> defaultTranslations;
+   Vector<Node> mNodes;
+   Vector<Object> mObjects;
+   Vector<ObjectState> mObjectStates;
+   Vector<S32> mSubShapeFirstNode;
+   Vector<S32> mSubShapeFirstObject;
+   Vector<S32> mDetailFirstSkin;
+   Vector<S32> mSubShapeNumNodes;
+   Vector<S32> mSubShapeNumObjects;
+   Vector<Detail> mDetails;
+   Vector<Quat16> mDefaultRotations;
+   Vector<Point3F> mDefaultTranslations;
 
    /// @}
 
    /// These are set up at load time, but memory is allocated along with loaded data
    /// @{
 
-   Vector<S32> subShapeFirstTranslucentObject;
-   Vector<TSMesh*> meshes;
+   Vector<S32> mSubShapeFirstTranslucentObject;
+   Vector<TSMesh*> mMeshes;
 
    /// @}
 
@@ -306,39 +306,39 @@ class TSShape
    ///   - intraDL is at 0 when if shape were any farther away we'd be at dl+1
    /// @{
 
-   Vector<F32> alphaIn;
-   Vector<F32> alphaOut
+   Vector<F32> mAlphaIn;
+   Vector<F32> mAlphaOut
       ;
    /// @}
 
    /// @name Resizeable vectors
    /// @{
 
-   Vector<Sequence>                 sequences;
-   Vector<Quat16>                   nodeRotations;
-   Vector<Point3F>                  nodeTranslations;
-   Vector<F32>                      nodeUniformScales;
-   Vector<Point3F>                  nodeAlignedScales;
-   Vector<Quat16>                   nodeArbitraryScaleRots;
-   Vector<Point3F>                  nodeArbitraryScaleFactors;
-   Vector<Quat16>                   groundRotations;
-   Vector<Point3F>                  groundTranslations;
-   Vector<Trigger>                  triggers;
-   Vector<TSLastDetail*>            billboardDetails;
-   Vector<ConvexHullAccelerator*>   detailCollisionAccelerators;
-   Vector<String>                   names;
+   Vector<Sequence>                 mSequences;
+   Vector<Quat16>                   mNodeRotations;
+   Vector<Point3F>                  mNodeTranslations;
+   Vector<F32>                      mNodeUniformScales;
+   Vector<Point3F>                  mNodeAlignedScales;
+   Vector<Quat16>                   mNodeArbitraryScaleRots;
+   Vector<Point3F>                  mNodeArbitraryScaleFactors;
+   Vector<Quat16>                   mGroundRotations;
+   Vector<Point3F>                  mGroundTranslations;
+   Vector<Trigger>                  mTriggers;
+   Vector<TSLastDetail*>            mBillboardDetails;
+   Vector<ConvexHullAccelerator*>   mDetailCollisionAccelerators;
+   Vector<String>                   mNames;
 
    /// @}
 
-   TSMaterialList * materialList;
+   TSMaterialList * mMaterialList;
 
    /// @name Bounding
    /// @{
 
-   F32 radius;
-   F32 tubeRadius;
-   Point3F center;
-   Box3F bounds;
+   F32 mRadius;
+   F32 mTubeRadius;
+   Point3F mCenter;
+   Box3F mBounds;
 
    /// @}
 
@@ -348,7 +348,7 @@ class TSShape
    S32 mSmallestVisibleDL;    ///< @see mSmallestVisibleSize
    S32 mReadVersion;          ///< File version that this shape was read from.
    U32 mFlags;                ///< hasTranslucancy
-   U32 data;                  ///< User-defined data storage.
+   U32 mData;                  ///< User-defined data storage.
 
    /// If enabled detail selection will use the
    /// legacy screen error method for lod.
@@ -659,34 +659,34 @@ class TSShape
 
 inline QuatF & TSShape::getRotation(const Sequence & seq, S32 keyframeNum, S32 rotNum, QuatF * quat) const
 {
-   return nodeRotations[seq.baseRotation + rotNum*seq.numKeyframes + keyframeNum].getQuatF(quat);
+   return mNodeRotations[seq.baseRotation + rotNum*seq.numKeyframes + keyframeNum].getQuatF(quat);
 }
 
 inline const Point3F & TSShape::getTranslation(const Sequence & seq, S32 keyframeNum, S32 tranNum) const
 {
-   return nodeTranslations[seq.baseTranslation + tranNum*seq.numKeyframes + keyframeNum];
+   return mNodeTranslations[seq.baseTranslation + tranNum*seq.numKeyframes + keyframeNum];
 }
 
 inline F32 TSShape::getUniformScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum) const
 {
-   return nodeUniformScales[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
+   return mNodeUniformScales[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
 }
 
 inline const Point3F & TSShape::getAlignedScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum) const
 {
-   return nodeAlignedScales[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
+   return mNodeAlignedScales[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
 }
 
 inline TSScale & TSShape::getArbitraryScale(const Sequence & seq, S32 keyframeNum, S32 scaleNum, TSScale * scale) const
 {
-   nodeArbitraryScaleRots[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum].getQuatF(&scale->mRotate);
-   scale->mScale = nodeArbitraryScaleFactors[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
+   mNodeArbitraryScaleRots[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum].getQuatF(&scale->mRotate);
+   scale->mScale = mNodeArbitraryScaleFactors[seq.baseScale + scaleNum*seq.numKeyframes + keyframeNum];
    return *scale;
 }
 
 inline const TSShape::ObjectState & TSShape::getObjectState(const Sequence & seq, S32 keyframeNum, S32 objectNum) const
 {
-   return objectStates[seq.baseObjectState + objectNum*seq.numKeyframes + keyframeNum];
+   return mObjectStates[seq.baseObjectState + objectNum*seq.numKeyframes + keyframeNum];
 }
 
 #endif

+ 48 - 48
Engine/source/ts/tsShapeConstruct.cpp

@@ -482,7 +482,7 @@ bool TSShapeConstructor::writeField(StringTableEntry fieldname, const char *valu
          return ret;                                                 \
       }                                                              \
    }                                                                 \
-   TSShape::Node* var = var##Index < 0 ? NULL : &(mShape->nodes[var##Index]); \
+   TSShape::Node* var = var##Index < 0 ? NULL : &(mShape->mNodes[var##Index]); \
    TORQUE_UNUSED(var##Index);                                        \
    TORQUE_UNUSED(var)
 
@@ -495,7 +495,7 @@ bool TSShapeConstructor::writeField(StringTableEntry fieldname, const char *valu
          "node '%s'", name);                                         \
       return ret;                                                    \
    }                                                                 \
-   TSShape::Node* var = &(mShape->nodes[var##Index]);                \
+   TSShape::Node* var = &(mShape->mNodes[var##Index]);                \
    TORQUE_UNUSED(var##Index);                                        \
    TORQUE_UNUSED(var)
 
@@ -508,7 +508,7 @@ bool TSShapeConstructor::writeField(StringTableEntry fieldname, const char *valu
          "object '%s'", name);                                       \
       return ret;                                                    \
    }                                                                 \
-   TSShape::Object* var = &(mShape->objects[var##Index]);            \
+   TSShape::Object* var = &(mShape->mObjects[var##Index]);            \
    TORQUE_UNUSED(var##Index);                                        \
    TORQUE_UNUSED(var)
 
@@ -531,7 +531,7 @@ bool TSShapeConstructor::writeField(StringTableEntry fieldname, const char *valu
          "sequence named '%s'", name);                               \
       return ret;                                                    \
    }                                                                 \
-   TSShape::Sequence* var = &(mShape->sequences[var##Index]);        \
+   TSShape::Sequence* var = &(mShape->mSequences[var##Index]);        \
    TORQUE_UNUSED(var##Index);                                        \
    TORQUE_UNUSED(var);
 
@@ -695,7 +695,7 @@ DefineTSShapeConstructorMethod( getNodeCount, S32, (),,
    "%count = %this.getNodeCount();\n"
    "@endtsexample\n" )
 {
-   return mShape->nodes.size();
+   return mShape->mNodes.size();
 }}
 
 DefineTSShapeConstructorMethod( getNodeIndex, S32, ( const char* name ),,
@@ -723,8 +723,8 @@ DefineTSShapeConstructorMethod( getNodeName, const char*, ( S32 index ),,
    "   echo(%i SPC %this.getNodeName(%i));\n"
    "@endtsexample\n" )
 {
-   CHECK_INDEX_IN_RANGE( getNodeName, index, mShape->nodes.size(), "" );
-   return mShape->getName( mShape->nodes[index].nameIndex );
+   CHECK_INDEX_IN_RANGE( getNodeName, index, mShape->mNodes.size(), "" );
+   return mShape->getName( mShape->mNodes[index].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( getNodeParentName, const char*, ( const char* name ),,
@@ -742,7 +742,7 @@ DefineTSShapeConstructorMethod( getNodeParentName, const char*, ( const char* na
    if ( node->parentIndex < 0 )
       return "";
    else
-      return mShape->getName( mShape->nodes[node->parentIndex].nameIndex );
+      return mShape->getName( mShape->mNodes[node->parentIndex].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( setNodeParent, bool, ( const char* name, const char* parentName ),,
@@ -814,7 +814,7 @@ DefineTSShapeConstructorMethod( getNodeChildName, const char*, ( const char* nam
    mShape->getNodeChildren( nodeIndex, nodeChildren );
    CHECK_INDEX_IN_RANGE( getNodeChildName, index, nodeChildren.size(), "" );
 
-   return mShape->getName( mShape->nodes[nodeChildren[index]].nameIndex );
+   return mShape->getName( mShape->mNodes[nodeChildren[index]].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( getNodeObjectCount, S32, ( const char* name ),,
@@ -852,7 +852,7 @@ DefineTSShapeConstructorMethod( getNodeObjectName, const char*, ( const char* na
    mShape->getNodeObjects( nodeIndex, nodeObjects );
    CHECK_INDEX_IN_RANGE( getNodeObjectName, index, nodeObjects.size(), "" );
 
-   return mShape->getName( mShape->objects[nodeObjects[index]].nameIndex );
+   return mShape->getName( mShape->mObjects[nodeObjects[index]].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( getNodeTransform, TransformF, ( const char* name, bool isWorld ), ( false ),
@@ -884,8 +884,8 @@ DefineTSShapeConstructorMethod( getNodeTransform, TransformF, ( const char* name
    else
    {
       // Local transform
-      pos = mShape->defaultTranslations[nodeIndex];
-      const Quat16& q16 = mShape->defaultRotations[nodeIndex];
+      pos = mShape->mDefaultTranslations[nodeIndex];
+      const Quat16& q16 = mShape->mDefaultRotations[nodeIndex];
       aa.set( q16.getQuatF() );
    }
 
@@ -1067,7 +1067,7 @@ DefineTSShapeConstructorMethod( getObjectCount, S32, (),, (), 0,
    "%count = %this.getObjectCount();\n"
    "@endtsexample\n" )
 {
-   return mShape->objects.size();
+   return mShape->mObjects.size();
 }}
 
 DefineTSShapeConstructorMethod( getObjectName, const char*, ( S32 index ),,
@@ -1082,9 +1082,9 @@ DefineTSShapeConstructorMethod( getObjectName, const char*, ( S32 index ),,
    "   echo( %i SPC %this.getObjectName( %i ) );\n"
    "@endtsexample\n" )
 {
-   CHECK_INDEX_IN_RANGE( getObjectName, index, mShape->objects.size(), "" );
+   CHECK_INDEX_IN_RANGE( getObjectName, index, mShape->mObjects.size(), "" );
 
-   return mShape->getName( mShape->objects[index].nameIndex );
+   return mShape->getName( mShape->mObjects[index].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( getObjectIndex, S32, ( const char* name ),,
@@ -1113,7 +1113,7 @@ DefineTSShapeConstructorMethod( getObjectNode, const char*, ( const char* name )
    if ( obj->nodeIndex < 0 )
       return "";
    else
-      return mShape->getName( mShape->nodes[obj->nodeIndex].nameIndex );
+      return mShape->getName( mShape->mNodes[obj->nodeIndex].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( setObjectNode, bool, ( const char* objName, const char* nodeName ),,
@@ -1217,7 +1217,7 @@ DefineTSShapeConstructorMethod( getMeshName, const char*, ( const char* name, S3
    CHECK_INDEX_IN_RANGE( getMeshName, index, objectDetails.size(), "" );
 
    char* returnBuffer = Con::getReturnBuffer(256);
-   dSprintf(returnBuffer, 256, "%s %d", name, (S32)mShape->details[objectDetails[index]].size);
+   dSprintf(returnBuffer, 256, "%s %d", name, (S32)mShape->mDetails[objectDetails[index]].size);
    return returnBuffer;
 }}
 
@@ -1242,7 +1242,7 @@ DefineTSShapeConstructorMethod( getMeshSize, S32, ( const char* name, S32 index
 
    CHECK_INDEX_IN_RANGE( getMeshName, index, objectDetails.size(), -1 );
 
-   return (S32)mShape->details[objectDetails[index]].size;
+   return (S32)mShape->mDetails[objectDetails[index]].size;
 }}
 
 DefineTSShapeConstructorMethod( setMeshSize, bool, ( const char* name, S32 size ),,
@@ -1327,8 +1327,8 @@ DefineTSShapeConstructorMethod( getMeshMaterial, const char*, ( const char* name
 
    // Return the name of the first material attached to this mesh
    S32 matIndex = mesh->mPrimitives[0].matIndex & TSDrawPrimitive::MaterialMask;
-   if ((matIndex >= 0) && (matIndex < mShape->materialList->size()))
-      return mShape->materialList->getMaterialName( matIndex );
+   if ((matIndex >= 0) && (matIndex < mShape->mMaterialList->size()))
+      return mShape->mMaterialList->getMaterialName( matIndex );
    else
       return "";
 }}
@@ -1350,16 +1350,16 @@ DefineTSShapeConstructorMethod( setMeshMaterial, bool, ( const char* meshName, c
 
    // Check if this material is already in the shape
    S32 matIndex;
-   for ( matIndex = 0; matIndex < mShape->materialList->size(); matIndex++ )
+   for ( matIndex = 0; matIndex < mShape->mMaterialList->size(); matIndex++ )
    {
-      if ( dStrEqual( matName, mShape->materialList->getMaterialName( matIndex ) ) )
+      if ( dStrEqual( matName, mShape->mMaterialList->getMaterialName( matIndex ) ) )
          break;
    }
-   if ( matIndex == mShape->materialList->size() )
+   if ( matIndex == mShape->mMaterialList->size() )
    {
       // Add a new material to the shape
       U32 flags = TSMaterialList::S_Wrap | TSMaterialList::T_Wrap;
-      mShape->materialList->push_back( matName, flags );
+      mShape->mMaterialList->push_back( matName, flags );
    }
 
    // Set this material for all primitives in the mesh
@@ -1431,7 +1431,7 @@ DefineTSShapeConstructorMethod( getBounds, Box3F, (),,
    "Get the bounding box for the shape.\n"
    "@return Bounding box \"minX minY minZ maxX maxY maxZ\"" )
 {
-   return mShape->bounds;
+   return mShape->mBounds;
 }}
 
 DefineTSShapeConstructorMethod( setBounds, bool, ( Box3F bbox ),,
@@ -1443,10 +1443,10 @@ DefineTSShapeConstructorMethod( setBounds, bool, ( Box3F bbox ),,
    // Set shape bounds
    TSShape* shape = mShape;
 
-   shape->bounds = bbox;
-   shape->bounds.getCenter( &shape->center );
-   shape->radius = ( shape->bounds.maxExtents - shape->center ).len();
-   shape->tubeRadius = shape->radius;
+   shape->mBounds = bbox;
+   shape->mBounds.getCenter( &shape->mCenter );
+   shape->mRadius = ( shape->mBounds.maxExtents - shape->mCenter ).len();
+   shape->mTubeRadius = shape->mRadius;
 
    ADD_TO_CHANGE_SET();
    return true;
@@ -1458,7 +1458,7 @@ DefineTSShapeConstructorMethod( getDetailLevelCount, S32, (),, (), 0,
    "Get the total number of detail levels in the shape.\n"
    "@return the number of detail levels in the shape\n" )
 {
-   return mShape->details.size();
+   return mShape->mDetails.size();
 }}
 
 DefineTSShapeConstructorMethod( getDetailLevelName, const char*, ( S32 index ),,
@@ -1473,9 +1473,9 @@ DefineTSShapeConstructorMethod( getDetailLevelName, const char*, ( S32 index ),,
    "   echo( %i SPC %this.getDetailLevelName( %i ) );\n"
    "@endtsexample\n" )
 {
-   CHECK_INDEX_IN_RANGE( getDetailLevelName, index, mShape->details.size(), "" );
+   CHECK_INDEX_IN_RANGE( getDetailLevelName, index, mShape->mDetails.size(), "" );
 
-   return mShape->getName(mShape->details[index].nameIndex);
+   return mShape->getName(mShape->mDetails[index].nameIndex);
 }}
 
 DefineTSShapeConstructorMethod( getDetailLevelSize, S32, ( S32 index),,
@@ -1490,9 +1490,9 @@ DefineTSShapeConstructorMethod( getDetailLevelSize, S32, ( S32 index),,
    "   echo( \"Detail\" @ %i @ \" has size \" @ %this.getDetailLevelSize( %i ) );\n"
    "@endtsexample\n" )
 {
-   CHECK_INDEX_IN_RANGE( getDetailLevelSize, index, mShape->details.size(), 0 );
+   CHECK_INDEX_IN_RANGE( getDetailLevelSize, index, mShape->mDetails.size(), 0 );
 
-   return (S32)mShape->details[index].size;
+   return (S32)mShape->mDetails[index].size;
 }}
 
 DefineTSShapeConstructorMethod( getDetailLevelIndex, S32, ( S32 size ),,
@@ -1567,9 +1567,9 @@ DefineTSShapeConstructorMethod( getImposterDetailLevel, S32, (),, (), -1,
    "@return imposter detail level index, or -1 if the shape does not use "
    "imposters.\n\n" )
 {
-   for ( S32 i = 0; i < mShape->details.size(); i++ )
+   for ( S32 i = 0; i < mShape->mDetails.size(); i++ )
    {
-      if ( mShape->details[i].subShapeNum < 0 )
+      if ( mShape->mDetails[i].subShapeNum < 0 )
          return i;
    }
    return -1;
@@ -1597,10 +1597,10 @@ DefineTSShapeConstructorMethod( getImposterSettings, const char*, ( S32 index ),
    "   echo( \"Imposter settings: \" @ %this.getImposterSettings( %index ) );\n"
    "@endtsexample\n" )
 {
-   CHECK_INDEX_IN_RANGE( getImposterSettings, index, mShape->details.size(), "" );
+   CHECK_INDEX_IN_RANGE( getImposterSettings, index, mShape->mDetails.size(), "" );
 
    // Return information about the detail level
-   const TSShape::Detail& det = mShape->details[index];
+   const TSShape::Detail& det = mShape->mDetails[index];
 
    char* returnBuffer = Con::getReturnBuffer(512);
    dSprintf(returnBuffer, 512, "%d\t%d\t%d\t%d\t%d\t%d\t%g",
@@ -1670,7 +1670,7 @@ DefineTSShapeConstructorMethod( getSequenceCount, S32, (),, (), 0,
    "Get the total number of sequences in the shape.\n"
    "@return the number of sequences in the shape\n\n" )
 {
-   return mShape->sequences.size();
+   return mShape->mSequences.size();
 }}
 
 DefineTSShapeConstructorMethod( getSequenceIndex, S32, ( const char* name),,
@@ -1699,9 +1699,9 @@ DefineTSShapeConstructorMethod( getSequenceName, const char*, ( S32 index ),,
    "   echo( %i SPC %this.getSequenceName( %i ) );\n"
    "@endtsexample\n" )
 {
-   CHECK_INDEX_IN_RANGE( getSequenceName, index, mShape->sequences.size(), "" );
+   CHECK_INDEX_IN_RANGE( getSequenceName, index, mShape->mSequences.size(), "" );
 
-   return mShape->getName( mShape->sequences[index].nameIndex );
+   return mShape->getName( mShape->mSequences[index].nameIndex );
 }}
 
 DefineTSShapeConstructorMethod( getSequenceSource, const char*, ( const char* name ),,
@@ -1789,12 +1789,12 @@ DefineTSShapeConstructorMethod( getSequenceGroundSpeed, const char*, ( const cha
    Point3F trans(0,0,0), rot(0,0,0);
    if ( seq->numGroundFrames > 0 )
    {
-      const Point3F& p1 = mShape->groundTranslations[seq->firstGroundFrame];
-      const Point3F& p2 = mShape->groundTranslations[seq->firstGroundFrame + 1];
+      const Point3F& p1 = mShape->mGroundTranslations[seq->firstGroundFrame];
+      const Point3F& p2 = mShape->mGroundTranslations[seq->firstGroundFrame + 1];
       trans = p2 - p1;
 
-      QuatF r1 = mShape->groundRotations[seq->firstGroundFrame].getQuatF();
-      QuatF r2 = mShape->groundRotations[seq->firstGroundFrame + 1].getQuatF();
+      QuatF r1 = mShape->mGroundRotations[seq->firstGroundFrame].getQuatF();
+      QuatF r2 = mShape->mGroundRotations[seq->firstGroundFrame + 1].getQuatF();
       r2 -= r1;
 
       MatrixF mat;
@@ -2032,7 +2032,7 @@ DefineTSShapeConstructorMethod( getTrigger, const char*, ( const char* name, S32
 
    CHECK_INDEX_IN_RANGE( getTrigger, index, seq->numTriggers, "" );
 
-   const TSShape::Trigger& trig = mShape->triggers[seq->firstTrigger + index];
+   const TSShape::Trigger& trig = mShape->mTriggers[seq->firstTrigger + index];
    S32 frame = trig.pos * seq->numKeyframes;
    S32 state = getBinLog2(trig.state & TSShape::Trigger::StateMask) + 1;
    if (!(trig.state & TSShape::Trigger::StateOn))
@@ -2138,9 +2138,9 @@ void TSShapeConstructor::ChangeSet::write(TSShape* shape, Stream& stream, const
    // Remove all __backup__ sequences (used during Shape Editing)
    if (shape)
    {
-      for (S32 i = 0; i < shape->sequences.size(); i++)
+      for (S32 i = 0; i < shape->mSequences.size(); i++)
       {
-         const char* seqName = shape->getName( shape->sequences[i].nameIndex );
+         const char* seqName = shape->getName( shape->mSequences[i].nameIndex );
          if ( dStrStartsWith( seqName, "__backup__" ) )
          {
             Command cmd( "removeSequence" );

Файловите разлики са ограничени, защото са твърде много
+ 219 - 219
Engine/source/ts/tsShapeEdit.cpp


+ 26 - 26
Engine/source/ts/tsShapeInstance.cpp

@@ -176,7 +176,7 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
    mScaleCurrentlyAnimated = false;
 
    if(loadMaterials)
-      setMaterialList(mShape->materialList);
+      setMaterialList(mShape->mMaterialList);
 
    // set up node data
    initNodeTransforms();
@@ -185,7 +185,7 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
    initMeshObjects();
 
    // set up subtree data
-   S32 ss = mShape->subShapeFirstNode.size(); // we have this many subtrees
+   S32 ss = mShape->mSubShapeFirstNode.size(); // we have this many subtrees
    mDirtyFlags = new U32[ss];
 
    mGroundThread = NULL;
@@ -201,18 +201,18 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
 void TSShapeInstance::initNodeTransforms()
 {
    // set up node data
-   S32 numNodes = mShape->nodes.size();
+   S32 numNodes = mShape->mNodes.size();
    mNodeTransforms.setSize(numNodes);
 }
 
 void TSShapeInstance::initMeshObjects()
 {
    // add objects to trees
-   S32 numObjects = mShape->objects.size();
+   S32 numObjects = mShape->mObjects.size();
    mMeshObjects.setSize(numObjects);
    for (S32 i=0; i<numObjects; i++)
    {
-      const TSObject * obj = &mShape->objects[i];
+      const TSObject * obj = &mShape->mObjects[i];
       MeshObjectInstance * objInst = &mMeshObjects[i];
 
       // hook up the object to it's node and transforms.
@@ -221,7 +221,7 @@ void TSShapeInstance::initMeshObjects()
 
       // set up list of meshes
       if (obj->numMeshes)
-         objInst->meshList = &mShape->meshes[obj->startMeshIndex];
+         objInst->meshList = &mShape->mMeshes[obj->startMeshIndex];
       else
          objInst->meshList = NULL;
 
@@ -328,7 +328,7 @@ void TSShapeInstance::renderDebugNormals( F32 normalScalar, S32 dl )
    if ( dl < 0 )
       return;
 
-   AssertFatal( dl >= 0 && dl < mShape->details.size(),
+   AssertFatal( dl >= 0 && dl < mShape->mDetails.size(),
       "TSShapeInstance::renderDebugNormals() - Bad detail level!" );
 
    static GFXStateBlockRef sb;
@@ -344,13 +344,13 @@ void TSShapeInstance::renderDebugNormals( F32 normalScalar, S32 dl )
    }
    GFX->setStateBlock( sb );
 
-   const TSDetail *detail = &mShape->details[dl];
+   const TSDetail *detail = &mShape->mDetails[dl];
    const S32 ss = detail->subShapeNum;
    if ( ss < 0 )
       return;
 
-   const S32 start = mShape->subShapeFirstObject[ss];
-   const S32 end   = start + mShape->subShapeNumObjects[ss];
+   const S32 start = mShape->mSubShapeFirstObject[ss];
+   const S32 end   = start + mShape->mSubShapeNumObjects[ss];
 
    for ( S32 i = start; i < end; i++ )
    {
@@ -446,8 +446,8 @@ void TSShapeInstance::render( const TSRenderState &rdata )
    // NOTE:
    //   intraDL is at 1 when if shape were any closer to us we'd be at dl-1,
    //   intraDL is at 0 when if shape were any farther away we'd be at dl+1
-   F32 alphaOut = mShape->alphaOut[mCurrentDetailLevel];
-   F32 alphaIn  = mShape->alphaIn[mCurrentDetailLevel];
+   F32 alphaOut = mShape->mAlphaOut[mCurrentDetailLevel];
+   F32 alphaIn  = mShape->mAlphaIn[mCurrentDetailLevel];
    F32 saveAA = mAlphaAlways ? mAlphaAlwaysValue : 1.0f;
 
    /// This first case is the single detail level render.
@@ -459,7 +459,7 @@ void TSShapeInstance::render( const TSRenderState &rdata )
       // alpha=1-(intraDl-alphaOut)/alphaIn
 
       // first draw next detail level
-      if ( mCurrentDetailLevel + 1 < mShape->details.size() && mShape->details[ mCurrentDetailLevel + 1 ].size > 0.0f )
+      if ( mCurrentDetailLevel + 1 < mShape->mDetails.size() && mShape->mDetails[ mCurrentDetailLevel + 1 ].size > 0.0f )
       {
          setAlphaAlways( saveAA * ( alphaIn + alphaOut - mCurrentIntraDetailLevel ) / alphaIn );
          render( rdata, mCurrentDetailLevel + 1, 0.0f );
@@ -474,7 +474,7 @@ void TSShapeInstance::render( const TSRenderState &rdata )
       // alpha = 1-intraDL/alphaOut
 
       // first draw next detail level
-      if ( mCurrentDetailLevel + 1 < mShape->details.size() && mShape->details[ mCurrentDetailLevel + 1 ].size > 0.0f )
+      if ( mCurrentDetailLevel + 1 < mShape->mDetails.size() && mShape->mDetails[ mCurrentDetailLevel + 1 ].size > 0.0f )
          render( rdata, mCurrentDetailLevel+1, 0.0f );
 
       setAlphaAlways( saveAA * mCurrentIntraDetailLevel / alphaOut );
@@ -489,7 +489,7 @@ void TSShapeInstance::setMeshForceHidden( const char *meshName, bool hidden )
    for ( ; iter != mMeshObjects.end(); iter++ )
    {
       S32 nameIndex = iter->object->nameIndex;
-      const char *name = mShape->names[ nameIndex ];
+      const char *name = mShape->mNames[ nameIndex ];
 
       if ( dStrcmp( meshName, name ) == 0 )
       {
@@ -509,11 +509,11 @@ void TSShapeInstance::setMeshForceHidden( S32 meshIndex, bool hidden )
 
 void TSShapeInstance::render( const TSRenderState &rdata, S32 dl, F32 intraDL )
 {
-   AssertFatal( dl >= 0 && dl < mShape->details.size(),"TSShapeInstance::render" );
+   AssertFatal( dl >= 0 && dl < mShape->mDetails.size(),"TSShapeInstance::render" );
 
    S32 i;
 
-   const TSDetail * detail = &mShape->details[dl];
+   const TSDetail * detail = &mShape->mDetails[dl];
    S32 ss = detail->subShapeNum;
    S32 od = detail->objectDetailNum;
 
@@ -523,14 +523,14 @@ void TSShapeInstance::render( const TSRenderState &rdata, S32 dl, F32 intraDL )
       PROFILE_SCOPE( TSShapeInstance_RenderBillboards );
       
       if ( !rdata.isNoRenderTranslucent() && ( TSLastDetail::smCanShadow || !rdata.getSceneState()->isShadowPass() ) )
-         mShape->billboardDetails[ dl ]->render( rdata, mAlphaAlways ? mAlphaAlwaysValue : 1.0f );
+         mShape->mBillboardDetails[ dl ]->render( rdata, mAlphaAlways ? mAlphaAlwaysValue : 1.0f );
 
       return;
    }
 
    // run through the meshes   
-   S32 start = rdata.isNoRenderNonTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss];
-   S32 end   = rdata.isNoRenderTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss] + mShape->subShapeNumObjects[ss];
+   S32 start = rdata.isNoRenderNonTranslucent() ? mShape->mSubShapeFirstTranslucentObject[ss] : mShape->mSubShapeFirstObject[ss];
+   S32 end   = rdata.isNoRenderTranslucent() ? mShape->mSubShapeFirstTranslucentObject[ss] : mShape->mSubShapeFirstObject[ss] + mShape->mSubShapeNumObjects[ss];
    for (i=start; i<end; i++)
    {
       // following line is handy for debugging, to see what part of the shape that it is rendering
@@ -613,7 +613,7 @@ S32 TSShapeInstance::setDetailFromDistance( const SceneRenderState *state, F32 s
 
    // We're inlining SceneRenderState::projectRadius here to 
    // skip the unnessasary divide by zero protection.
-   F32 pixelRadius = ( mShape->radius / scaledDistance ) * state->getWorldToScreenScale().y * pixelScale;
+   F32 pixelRadius = ( mShape->mRadius / scaledDistance ) * state->getWorldToScreenScale().y * pixelScale;
    F32 pixelSize = pixelRadius * smDetailAdjust;
 
    if ( pixelSize < smSmallestVisiblePixelSize ) {
@@ -671,7 +671,7 @@ S32 TSShapeInstance::setDetailFromScreenError( F32 errorTolerance )
    if ( mShape->mSmallestVisibleDL < 0 )
       prevErr = 0.0f;
    else
-      prevErr = 10.0f * mShape->details[mShape->mSmallestVisibleDL].averageError * 20.0f;
+      prevErr = 10.0f * mShape->mDetails[mShape->mSmallestVisibleDL].averageError * 20.0f;
    if ( mShape->mSmallestVisibleDL < 0 || prevErr < errorTolerance )
    {
       // draw last detail
@@ -688,7 +688,7 @@ S32 TSShapeInstance::setDetailFromScreenError( F32 errorTolerance )
    // we use the next highest detail (higher error)
    for (S32 i = mShape->mSmallestVisibleDL; i >= 0; i-- )
    {
-      F32 err0 = 10.0f * mShape->details[i].averageError;
+      F32 err0 = 10.0f * mShape->mDetails[i].averageError;
       if ( err0 < errorTolerance )
       {
          // ok, stop here
@@ -776,10 +776,10 @@ void TSShapeInstance::prepCollision()
    PROFILE_SCOPE( TSShapeInstance_PrepCollision );
 
    // Iterate over all our meshes and call prepCollision on them...
-   for(S32 i=0; i<mShape->meshes.size(); i++)
+   for(S32 i=0; i<mShape->mMeshes.size(); i++)
    {
-      if(mShape->meshes[i])
-         mShape->meshes[i]->prepOpcodeCollision();
+      if(mShape->mMeshes[i])
+         mShape->mMeshes[i]->prepOpcodeCollision();
    }
 }
 

+ 2 - 2
Engine/source/ts/tsShapeInstance.h

@@ -531,7 +531,7 @@ protected:
    void deltaGround1(TSThread *, F32 start, F32 end, MatrixF& mat);
    /// @}
 
-   U32 getNumDetails() const { return mShape ? mShape->details.size() : 0; }
+   U32 getNumDetails() const { return mShape ? mShape->mDetails.size() : 0; }
 
    S32 getCurrentDetail() const { return mCurrentDetailLevel; }
 
@@ -785,7 +785,7 @@ public:
    TSShapeInstance * getShapeInstance() { return mShapeInstance; }
    bool hasSequence() const { return sequence >= 0; }
    U32 getSeqIndex() const { return sequence; }
-   const TSSequence* getSequence() const { return &(mShapeInstance->mShape->sequences[sequence]); }
+   const TSSequence* getSequence() const { return &(mShapeInstance->mShape->mSequences[sequence]); }
    const String& getSequenceName() const { return mShapeInstance->mShape->getSequenceName(sequence); }
    S32 operator<(const TSThread &) const;
 };

+ 149 - 149
Engine/source/ts/tsShapeOldRead.cpp

@@ -33,12 +33,12 @@ void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * d
 {
 #if !defined(TORQUE_MAX_LIB)
    // this method not necessary in exporter, and a couple lines won't compile for exporter
-   if (!objects.address() || !meshes.address() || !numSkins)
+   if (!mObjects.address() || !mMeshes.address() || !numSkins)
       // not ready for this yet, will catch it on the next pass
       return;
-   S32 numObjects = objects.size();
-   TSObject * newObjects = objects.address() + objects.size();
-   TSSkinMesh ** skins = (TSSkinMesh**)&meshes[numMeshes];
+   S32 numObjects = mObjects.size();
+   TSObject * newObjects = mObjects.address() + mObjects.size();
+   TSSkinMesh ** skins = (TSSkinMesh**)&mMeshes[numMeshes];
    Vector<TSSkinMesh*> skinsCopy;
    // Note: newObjects has as much free space as we need, so we just need to keep track of the
    //       number of objects we use and then update objects.size
@@ -52,7 +52,7 @@ void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * d
    while (skinsUsed<numSkins-emptySkins)
    {
       TSObject & object = newObjects[numSkinObjects++];
-      objects.increment();
+      mObjects.increment();
       object.nameIndex = 0; // no name
       object.numMeshes = 0;
       object.startMeshIndex = numMeshes + skinsCopy.size();
@@ -92,29 +92,29 @@ void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * d
       // if no meshes, don't need object
       if (!object.numMeshes)
       {
-         objects.decrement();
+         mObjects.decrement();
          numSkinObjects--;
       }
    }
    dMemcpy(skins,skinsCopy.address(),skinsCopy.size()*sizeof(TSSkinMesh*));
 
-   if (subShapeFirstObject.size()==1)
+   if (mSubShapeFirstObject.size()==1)
       // as long as only one subshape, we'll now be rendered
-      subShapeNumObjects[0] += numSkinObjects;
+      mSubShapeNumObjects[0] += numSkinObjects;
 
    // now for something ugly -- we've added somoe objects to hold the skins...
    // now we have to add default states for those objects
    // we also have to increment base states on all the sequences that are loaded
-   dMemmove(objectStates.address()+numObjects+numSkinObjects,objectStates.address()+numObjects,(objectStates.size()-numObjects)*sizeof(ObjectState));
+   dMemmove(mObjectStates.address()+numObjects+numSkinObjects,mObjectStates.address()+numObjects,(mObjectStates.size()-numObjects)*sizeof(ObjectState));
    for (i=numObjects; i<numObjects+numSkinObjects; i++)
    {
-      objectStates[i].vis=1.0f;
-      objectStates[i].frameIndex=0;
-      objectStates[i].matFrameIndex=0;
+      mObjectStates[i].vis=1.0f;
+      mObjectStates[i].frameIndex=0;
+      mObjectStates[i].matFrameIndex=0;
    }
-   for (i=0;i<sequences.size();i++)
+   for (i=0;i<mSequences.size();i++)
    {
-      sequences[i].baseObjectState += numSkinObjects;
+      mSequences[i].baseObjectState += numSkinObjects;
    }
 #endif
 }
@@ -197,10 +197,10 @@ void TSShape::exportSequences(Stream * s)
 
    // write node names
    // -- this is how we will map imported sequence nodes to shape nodes
-   sz = nodes.size();
+   sz = mNodes.size();
    s->write(sz);
-   for (i=0;i<nodes.size();i++)
-      writeName(s,nodes[i].nameIndex);
+   for (i=0;i<mNodes.size();i++)
+      writeName(s,mNodes[i].nameIndex);
 
    // legacy write -- write zero objects, don't pretend to support object export anymore
    s->write(0);
@@ -208,71 +208,71 @@ void TSShape::exportSequences(Stream * s)
    // on import, we will need to adjust keyframe data based on number of
    // nodes/objects in this shape...number of nodes can be inferred from
    // above, but number of objects cannot be.  Write that quantity here:
-   s->write(objects.size());
+   s->write(mObjects.size());
 
    // write node states -- skip default node states
-   s->write(nodeRotations.size());
-   for (i=0;i<nodeRotations.size();i++)
+   s->write(mNodeRotations.size());
+   for (i=0;i<mNodeRotations.size();i++)
    {
-      s->write(nodeRotations[i].x);
-      s->write(nodeRotations[i].y);
-      s->write(nodeRotations[i].z);
-      s->write(nodeRotations[i].w);
+      s->write(mNodeRotations[i].x);
+      s->write(mNodeRotations[i].y);
+      s->write(mNodeRotations[i].z);
+      s->write(mNodeRotations[i].w);
    }
-   s->write(nodeTranslations.size());
-   for (i=0;i<nodeTranslations.size(); i++)
+   s->write(mNodeTranslations.size());
+   for (i=0;i<mNodeTranslations.size(); i++)
    {
-      s->write(nodeTranslations[i].x);
-      s->write(nodeTranslations[i].y);
-      s->write(nodeTranslations[i].z);
+      s->write(mNodeTranslations[i].x);
+      s->write(mNodeTranslations[i].y);
+      s->write(mNodeTranslations[i].z);
    }
-   s->write(nodeUniformScales.size());
-   for (i=0;i<nodeUniformScales.size();i++)
-      s->write(nodeUniformScales[i]);
-   s->write(nodeAlignedScales.size());
-   for (i=0;i<nodeAlignedScales.size();i++)
+   s->write(mNodeUniformScales.size());
+   for (i=0;i<mNodeUniformScales.size();i++)
+      s->write(mNodeUniformScales[i]);
+   s->write(mNodeAlignedScales.size());
+   for (i=0;i<mNodeAlignedScales.size();i++)
    {
-      s->write(nodeAlignedScales[i].x);
-      s->write(nodeAlignedScales[i].y);
-      s->write(nodeAlignedScales[i].z);
+      s->write(mNodeAlignedScales[i].x);
+      s->write(mNodeAlignedScales[i].y);
+      s->write(mNodeAlignedScales[i].z);
    }
-   s->write(nodeArbitraryScaleRots.size());
-   for (i=0;i<nodeArbitraryScaleRots.size();i++)
+   s->write(mNodeArbitraryScaleRots.size());
+   for (i=0;i<mNodeArbitraryScaleRots.size();i++)
    {
-      s->write(nodeArbitraryScaleRots[i].x);
-      s->write(nodeArbitraryScaleRots[i].y);
-      s->write(nodeArbitraryScaleRots[i].z);
-      s->write(nodeArbitraryScaleRots[i].w);
+      s->write(mNodeArbitraryScaleRots[i].x);
+      s->write(mNodeArbitraryScaleRots[i].y);
+      s->write(mNodeArbitraryScaleRots[i].z);
+      s->write(mNodeArbitraryScaleRots[i].w);
    }
-   for (i=0;i<nodeArbitraryScaleFactors.size();i++)
+   for (i=0;i<mNodeArbitraryScaleFactors.size();i++)
    {
-      s->write(nodeArbitraryScaleFactors[i].x);
-      s->write(nodeArbitraryScaleFactors[i].y);
-      s->write(nodeArbitraryScaleFactors[i].z);
+      s->write(mNodeArbitraryScaleFactors[i].x);
+      s->write(mNodeArbitraryScaleFactors[i].y);
+      s->write(mNodeArbitraryScaleFactors[i].z);
    }
-   s->write(groundTranslations.size());
-   for (i=0;i<groundTranslations.size();i++)
+   s->write(mGroundTranslations.size());
+   for (i=0;i<mGroundTranslations.size();i++)
    {
-      s->write(groundTranslations[i].x);
-      s->write(groundTranslations[i].y);
-      s->write(groundTranslations[i].z);
+      s->write(mGroundTranslations[i].x);
+      s->write(mGroundTranslations[i].y);
+      s->write(mGroundTranslations[i].z);
    }
-   for (i=0;i<groundRotations.size();i++)
+   for (i=0;i<mGroundRotations.size();i++)
    {
-      s->write(groundRotations[i].x);
-      s->write(groundRotations[i].y);
-      s->write(groundRotations[i].z);
-      s->write(groundRotations[i].w);
+      s->write(mGroundRotations[i].x);
+      s->write(mGroundRotations[i].y);
+      s->write(mGroundRotations[i].z);
+      s->write(mGroundRotations[i].w);
    }
 
    // write object states -- legacy..no object states
    s->write((S32)0);
 
    // write sequences
-   s->write(sequences.size());
-   for (i=0;i<sequences.size();i++)
+   s->write(mSequences.size());
+   for (i=0;i<mSequences.size();i++)
    {
-      Sequence & seq = sequences[i];
+      Sequence & seq = mSequences[i];
 
       // first write sequence name
       writeName(s,seq.nameIndex);
@@ -282,11 +282,11 @@ void TSShape::exportSequences(Stream * s)
    }
 
    // write out all the triggers...
-   s->write(triggers.size());
-   for (i=0; i<triggers.size(); i++)
+   s->write(mTriggers.size());
+   for (i=0; i<mTriggers.size(); i++)
    {
-      s->write(triggers[i].state);
-      s->write(triggers[i].pos);
+      s->write(mTriggers[i].state);
+      s->write(mTriggers[i].pos);
    }
 }
 
@@ -303,9 +303,9 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
    s->write(smVersion);
 
    // write node names
-   s->write( nodes.size() );
-   for ( S32 i = 0; i < nodes.size(); i++ )
-      writeName( s, nodes[i].nameIndex );
+   s->write( mNodes.size() );
+   for ( S32 i = 0; i < mNodes.size(); i++ )
+      writeName( s, mNodes[i].nameIndex );
 
    // legacy write -- write zero objects, don't pretend to support object export anymore
    s->write( (S32)0 );
@@ -313,26 +313,26 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
    // on import, we will need to adjust keyframe data based on number of
    // nodes/objects in this shape...number of nodes can be inferred from
    // above, but number of objects cannot be.  Write that quantity here:
-   s->write( objects.size() );
+   s->write( mObjects.size() );
 
    // write node states -- skip default node states
    S32 count = seq.rotationMatters.count() * seq.numKeyframes;
    s->write( count );
    for ( S32 i = seq.baseRotation; i < seq.baseRotation + count; i++ )
    {
-      s->write( nodeRotations[i].x );
-      s->write( nodeRotations[i].y );
-      s->write( nodeRotations[i].z );
-      s->write( nodeRotations[i].w );
+      s->write( mNodeRotations[i].x );
+      s->write( mNodeRotations[i].y );
+      s->write( mNodeRotations[i].z );
+      s->write( mNodeRotations[i].w );
    }
 
    count = seq.translationMatters.count() * seq.numKeyframes;
    s->write( count );
    for ( S32 i = seq.baseTranslation; i < seq.baseTranslation + count; i++ )
    {
-      s->write( nodeTranslations[i].x );
-      s->write( nodeTranslations[i].y );
-      s->write( nodeTranslations[i].z );
+      s->write( mNodeTranslations[i].x );
+      s->write( mNodeTranslations[i].y );
+      s->write( mNodeTranslations[i].z );
    }
 
    count = seq.scaleMatters.count() * seq.numKeyframes;
@@ -340,7 +340,7 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
    {
       s->write( count );
       for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
-         s->write( nodeUniformScales[i] );
+         s->write( mNodeUniformScales[i] );
    }
    else
       s->write( (S32)0 );
@@ -350,9 +350,9 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
       s->write( count );
       for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
       {
-         s->write( nodeAlignedScales[i].x );
-         s->write( nodeAlignedScales[i].y );
-         s->write( nodeAlignedScales[i].z );
+         s->write( mNodeAlignedScales[i].x );
+         s->write( mNodeAlignedScales[i].y );
+         s->write( mNodeAlignedScales[i].z );
       }
    }
    else
@@ -363,16 +363,16 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
       s->write( count );
       for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
       {
-         s->write( nodeArbitraryScaleRots[i].x );
-         s->write( nodeArbitraryScaleRots[i].y );
-         s->write( nodeArbitraryScaleRots[i].z );
-         s->write( nodeArbitraryScaleRots[i].w );
+         s->write( mNodeArbitraryScaleRots[i].x );
+         s->write( mNodeArbitraryScaleRots[i].y );
+         s->write( mNodeArbitraryScaleRots[i].z );
+         s->write( mNodeArbitraryScaleRots[i].w );
       }
       for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ )
       {
-         s->write( nodeArbitraryScaleFactors[i].x );
-         s->write( nodeArbitraryScaleFactors[i].y );
-         s->write( nodeArbitraryScaleFactors[i].z );
+         s->write( mNodeArbitraryScaleFactors[i].x );
+         s->write( mNodeArbitraryScaleFactors[i].y );
+         s->write( mNodeArbitraryScaleFactors[i].z );
       }
    }
    else
@@ -381,16 +381,16 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
    s->write( seq.numGroundFrames );
    for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ )
    {
-      s->write( groundTranslations[i].x );
-      s->write( groundTranslations[i].y );
-      s->write( groundTranslations[i].z );
+      s->write( mGroundTranslations[i].x );
+      s->write( mGroundTranslations[i].y );
+      s->write( mGroundTranslations[i].z );
    }
    for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ )
    {
-      s->write( groundRotations[i].x );
-      s->write( groundRotations[i].y );
-      s->write( groundRotations[i].z );
-      s->write( groundRotations[i].w );
+      s->write( mGroundRotations[i].x );
+      s->write( mGroundRotations[i].y );
+      s->write( mGroundRotations[i].z );
+      s->write( mGroundRotations[i].w );
    }
 
    // write object states -- legacy..no object states
@@ -417,8 +417,8 @@ void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool save
    s->write( seq.numTriggers );
    for ( S32 i = seq.firstTrigger; i < seq.firstTrigger + seq.numTriggers; i++ )
    {
-      s->write( triggers[i].state );
-      s->write( triggers[i].pos );
+      s->write( mTriggers[i].state );
+      s->write( mTriggers[i].pos );
    }
 
    smVersion = currentVersion;
@@ -460,7 +460,7 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
 
    for (i=0;i<sz;i++)
    {
-      U32 startSize = names.size();
+      U32 startSize = mNames.size();
       S32 nameIndex = readName(s,true);
       
       nodeMap[i] = findNode(nameIndex);
@@ -468,12 +468,12 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
       if (nodeMap[i] < 0)
       {
          // node found in sequence but not shape => remove the added node name
-         if (names.size() != startSize)
+         if (mNames.size() != startSize)
          {
-            names.decrement();
+            mNames.decrement();
 
-            if (names.size() != startSize)
-               Con::errorf(ConsoleLogEntry::General, "TSShape::importSequence: failed to remove unused node correctly for dsq %s.", names[nameIndex].c_str(), sequencePath.c_str());
+            if (mNames.size() != startSize)
+               Con::errorf(ConsoleLogEntry::General, "TSShape::importSequence: failed to remove unused node correctly for dsq %s.", mNames[nameIndex].c_str(), sequencePath.c_str());
          }
       }
    }
@@ -487,9 +487,9 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
    s->read(&oldShapeNumObjects);
 
    // adjust all the new keyframes
-   S32 adjNodeRots = smReadVersion<22 ? nodeRotations.size() - nodeMap.size() : nodeRotations.size();
-   S32 adjNodeTrans = smReadVersion<22 ? nodeTranslations.size() - nodeMap.size() : nodeTranslations.size();
-   S32 adjGroundStates = smReadVersion<22 ? 0 : groundTranslations.size(); // groundTrans==groundRot
+   S32 adjNodeRots = smReadVersion<22 ? mNodeRotations.size() - nodeMap.size() : mNodeRotations.size();
+   S32 adjNodeTrans = smReadVersion<22 ? mNodeTranslations.size() - nodeMap.size() : mNodeTranslations.size();
+   S32 adjGroundStates = smReadVersion<22 ? 0 : mGroundTranslations.size(); // groundTrans==groundRot
 
    // Read the node states into temporary vectors, then use the
    // nodeMap to discard unused transforms and map others to our nodes
@@ -551,21 +551,21 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
       // ground transforms can be read directly into the shape (none will be
       // discarded)
       s->read(&sz);
-      S32 oldSz = groundTranslations.size();
-      groundTranslations.setSize(sz+oldSz);
+      S32 oldSz = mGroundTranslations.size();
+      mGroundTranslations.setSize(sz+oldSz);
       for (i=oldSz;i<sz+oldSz;i++)
       {
-         s->read(&groundTranslations[i].x);
-         s->read(&groundTranslations[i].y);
-         s->read(&groundTranslations[i].z);
+         s->read(&mGroundTranslations[i].x);
+         s->read(&mGroundTranslations[i].y);
+         s->read(&mGroundTranslations[i].z);
       }
-      groundRotations.setSize(sz+oldSz);
+      mGroundRotations.setSize(sz+oldSz);
       for (i=oldSz;i<sz+oldSz;i++)
       {
-         s->read(&groundRotations[i].x);
-         s->read(&groundRotations[i].y);
-         s->read(&groundRotations[i].z);
-         s->read(&groundRotations[i].w);
+         s->read(&mGroundRotations[i].x);
+         s->read(&mGroundRotations[i].y);
+         s->read(&mGroundRotations[i].z);
+         s->read(&mGroundRotations[i].w);
       }
    }
    else
@@ -590,28 +590,28 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
 
    // read sequences
    s->read(&sz);
-   S32 startSeqNum = sequences.size();
+   S32 startSeqNum = mSequences.size();
    for (i=0;i<sz;i++)
    {
-      sequences.increment();
-      Sequence & seq = sequences.last();
+      mSequences.increment();
+      Sequence & seq = mSequences.last();
 
       // read name
       seq.nameIndex = readName(s,true);
 
       // read the rest of the sequence
       seq.read(s,false);
-      seq.baseRotation = nodeRotations.size();
-      seq.baseTranslation = nodeTranslations.size();
+      seq.baseRotation = mNodeRotations.size();
+      seq.baseTranslation = mNodeTranslations.size();
 
       if (smReadVersion > 21)
       {
          if (seq.animatesUniformScale())
-            seq.baseScale = nodeUniformScales.size();
+            seq.baseScale = mNodeUniformScales.size();
          else if (seq.animatesAlignedScale())
-            seq.baseScale = nodeAlignedScales.size();
+            seq.baseScale = mNodeAlignedScales.size();
          else if (seq.animatesArbitraryScale())
-            seq.baseScale = nodeArbitraryScaleFactors.size();
+            seq.baseScale = mNodeArbitraryScaleFactors.size();
       }
 
       // remap the node matters arrays
@@ -633,18 +633,18 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
       }
 
       // resize node transform arrays
-      nodeTranslations.increment(newTransMembership.count() * seq.numKeyframes);
-      nodeRotations.increment(newRotMembership.count() * seq.numKeyframes);
+      mNodeTranslations.increment(newTransMembership.count() * seq.numKeyframes);
+      mNodeRotations.increment(newRotMembership.count() * seq.numKeyframes);
       if (seq.flags & TSShape::ArbitraryScale)
       {
          S32 scaleCount = newScaleMembership.count() * seq.numKeyframes;
-         nodeArbitraryScaleRots.increment(scaleCount);
-         nodeArbitraryScaleFactors.increment(scaleCount);
+         mNodeArbitraryScaleRots.increment(scaleCount);
+         mNodeArbitraryScaleFactors.increment(scaleCount);
       }
       else if (seq.flags & TSShape::AlignedScale)
-         nodeAlignedScales.increment(newScaleMembership.count() * seq.numKeyframes);
+         mNodeAlignedScales.increment(newScaleMembership.count() * seq.numKeyframes);
       else
-         nodeUniformScales.increment(newScaleMembership.count() * seq.numKeyframes);
+         mNodeUniformScales.increment(newScaleMembership.count() * seq.numKeyframes);
 
       // remap node transforms from temporary arrays
       for (S32 j = 0; j < nodeMap.size(); j++)
@@ -656,13 +656,13 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
          {
             S32 src = seq.numKeyframes * seq.translationMatters.count(j);
             S32 dest = seq.baseTranslation + seq.numKeyframes * newTransMembership.count(nodeMap[j]);
-            dCopyArray(&nodeTranslations[dest], &seqTranslations[src], seq.numKeyframes);
+            dCopyArray(&mNodeTranslations[dest], &seqTranslations[src], seq.numKeyframes);
          }
          if (newRotMembership.test(nodeMap[j]))
          {
             S32 src = seq.numKeyframes * seq.rotationMatters.count(j);
             S32 dest = seq.baseRotation + seq.numKeyframes * newRotMembership.count(nodeMap[j]);
-            dCopyArray(&nodeRotations[dest], &seqRotations[src], seq.numKeyframes);
+            dCopyArray(&mNodeRotations[dest], &seqRotations[src], seq.numKeyframes);
          }
          if (newScaleMembership.test(nodeMap[j]))
          {
@@ -670,13 +670,13 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
             S32 dest = seq.baseScale + seq.numKeyframes * newScaleMembership.count(nodeMap[j]);
             if (seq.flags & TSShape::ArbitraryScale)
             {
-               dCopyArray(&nodeArbitraryScaleRots[dest], &seqArbitraryScaleRots[src], seq.numKeyframes);
-               dCopyArray(&nodeArbitraryScaleFactors[dest], &seqArbitraryScaleFactors[src], seq.numKeyframes);
+               dCopyArray(&mNodeArbitraryScaleRots[dest], &seqArbitraryScaleRots[src], seq.numKeyframes);
+               dCopyArray(&mNodeArbitraryScaleFactors[dest], &seqArbitraryScaleFactors[src], seq.numKeyframes);
             }
             else if (seq.flags & TSShape::AlignedScale)
-               dCopyArray(&nodeAlignedScales[dest], &seqAlignedScales[src], seq.numKeyframes);
+               dCopyArray(&mNodeAlignedScales[dest], &seqAlignedScales[src], seq.numKeyframes);
             else
-               dCopyArray(&nodeUniformScales[dest], &seqUniformScales[src], seq.numKeyframes);
+               dCopyArray(&mNodeUniformScales[dest], &seqUniformScales[src], seq.numKeyframes);
          }
       }
 
@@ -685,7 +685,7 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
       seq.scaleMatters = newScaleMembership;
 
       // adjust trigger numbers...we'll read triggers after sequences...
-      seq.firstTrigger += triggers.size();
+      seq.firstTrigger += mTriggers.size();
 
       // finally, adjust ground transform's nodes states
       seq.firstGroundFrame += adjGroundStates;
@@ -693,30 +693,30 @@ bool TSShape::importSequences(Stream * s, const String& sequencePath)
 
    if (smReadVersion<22)
    {
-      for (i=startSeqNum; i<sequences.size(); i++)
+      for (i=startSeqNum; i<mSequences.size(); i++)
       {
          // move ground transform data to ground vectors
-         Sequence & seq = sequences[i];
-         S32 oldSz = groundTranslations.size();
-         groundTranslations.setSize(oldSz+seq.numGroundFrames);
-         groundRotations.setSize(oldSz+seq.numGroundFrames);
+         Sequence & seq = mSequences[i];
+         S32 oldSz = mGroundTranslations.size();
+         mGroundTranslations.setSize(oldSz+seq.numGroundFrames);
+         mGroundRotations.setSize(oldSz+seq.numGroundFrames);
          for (S32 j=0;j<seq.numGroundFrames;j++)
          {
-            groundTranslations[j+oldSz] = nodeTranslations[seq.firstGroundFrame+adjNodeTrans+j];
-            groundRotations[j+oldSz] = nodeRotations[seq.firstGroundFrame+adjNodeRots+j];
+            mGroundTranslations[j+oldSz] = mNodeTranslations[seq.firstGroundFrame+adjNodeTrans+j];
+            mGroundRotations[j+oldSz] = mNodeRotations[seq.firstGroundFrame+adjNodeRots+j];
          }
          seq.firstGroundFrame = oldSz;
       }
    }
 
    // add the new triggers
-   S32 oldSz = triggers.size();
+   S32 oldSz = mTriggers.size();
    s->read(&sz);
-   triggers.setSize(oldSz+sz);
+   mTriggers.setSize(oldSz+sz);
    for (S32 i=0; i<sz;i++)
    {
-      s->read(&triggers[i+oldSz].state);
-      s->read(&triggers[i+oldSz].pos);
+      s->read(&mTriggers[i+oldSz].state);
+      s->read(&mTriggers[i+oldSz].pos);
    }
 
    if (smInitOnRead)
@@ -846,7 +846,7 @@ void TSShape::writeName(Stream * s, S32 nameIndex)
 {
    const char * name = "";
    if (nameIndex>=0)
-      name = names[nameIndex];
+      name = mNames[nameIndex];
    S32 sz = (S32)dStrlen(name);
    s->write(sz);
    if (sz)
@@ -876,9 +876,9 @@ S32 TSShape::readName(Stream * s, bool addName)
 
       if (nameIndex<0 && addName)
       {
-         nameIndex = names.size();
-         names.increment();
-         names.last() = buffer;
+         nameIndex = mNames.size();
+         mNames.increment();
+         mNames.last() = buffer;
       }
    }
 

+ 22 - 22
Engine/source/ts/tsThread.cpp

@@ -139,8 +139,8 @@ void TSThread::getGround(F32 t, MatrixF * pMat)
    // assumed to be ident. and not found in the list.
    if (frame)
    {
-      p1 = &mShapeInstance->mShape->groundTranslations[getSequence()->firstGroundFrame + frame - 1];
-      q1 = &mShapeInstance->mShape->groundRotations[getSequence()->firstGroundFrame + frame - 1].getQuatF(&rot1);
+      p1 = &mShapeInstance->mShape->mGroundTranslations[getSequence()->firstGroundFrame + frame - 1];
+      q1 = &mShapeInstance->mShape->mGroundRotations[getSequence()->firstGroundFrame + frame - 1].getQuatF(&rot1);
    }
    else
    {
@@ -149,8 +149,8 @@ void TSThread::getGround(F32 t, MatrixF * pMat)
    }
 
    // similar to above, ground keyframe number 'frame+1' is actually offset by 'frame'
-   p2 = &mShapeInstance->mShape->groundTranslations[getSequence()->firstGroundFrame + frame];
-   q2 = &mShapeInstance->mShape->groundRotations[getSequence()->firstGroundFrame + frame].getQuatF(&rot2);
+   p2 = &mShapeInstance->mShape->mGroundTranslations[getSequence()->firstGroundFrame + frame];
+   q2 = &mShapeInstance->mShape->mGroundRotations[getSequence()->firstGroundFrame + frame].getQuatF(&rot2);
 
    QuatF q;
    Point3F p;
@@ -163,7 +163,7 @@ void TSThread::setSequence(S32 seq, F32 toPos)
 {
    const TSShape * shape = mShapeInstance->mShape;
 
-   AssertFatal(shape && shape->sequences.size()>seq && toPos>=0.0f && toPos<=1.0f,
+   AssertFatal(shape && shape->mSequences.size()>seq && toPos>=0.0f && toPos<=1.0f,
       "TSThread::setSequence: invalid shape handle, sequence number, or position.");
 
    mShapeInstance->clearTransition(this);
@@ -287,12 +287,12 @@ void TSThread::activateTriggers(F32 a, F32 b)
    for (i=firstTrigger; i<numTriggers+firstTrigger; i++)
    {
       // is a between this trigger and previous one...
-      if (a>lastPos && a<=shape->triggers[i].pos)
+      if (a>lastPos && a<=shape->mTriggers[i].pos)
          aIndex = i;
       // is b between this trigger and previous one...
-      if (b>lastPos && b<=shape->triggers[i].pos)
+      if (b>lastPos && b<=shape->mTriggers[i].pos)
          bIndex = i;
-      lastPos = shape->triggers[i].pos;
+      lastPos = shape->mTriggers[i].pos;
    }
 
    // activate triggers between aIndex and bIndex (depends on direction)
@@ -300,7 +300,7 @@ void TSThread::activateTriggers(F32 a, F32 b)
    {
       for (i=aIndex; i<bIndex; i++)
       {
-         U32 state = shape->triggers[i].state;
+         U32 state = shape->mTriggers[i].state;
          bool on = (state & TSShape::Trigger::StateOn)!=0;
          mShapeInstance->setTriggerStateBit(state & TSShape::Trigger::StateMask, on);
       }
@@ -309,7 +309,7 @@ void TSThread::activateTriggers(F32 a, F32 b)
    {
       for (i=aIndex-1; i>=bIndex; i--)
       {
-         U32 state = shape->triggers[i].state;
+         U32 state = shape->mTriggers[i].state;
          bool on = (state & TSShape::Trigger::StateOn)!=0;
          if (state & TSShape::Trigger::InvertOnReverse)
             on = !on;
@@ -354,7 +354,7 @@ void TSThread::advancePos(F32 delta)
    {
       // make dirty what this thread changes
       U32 dirtyFlags = getSequence()->dirtyFlags | (transitionData.inTransition ? TSShapeInstance::TransformDirty : 0);
-      for (S32 i=0; i<mShapeInstance->getShape()->subShapeFirstNode.size(); i++)
+      for (S32 i=0; i<mShapeInstance->getShape()->mSubShapeFirstNode.size(); i++)
          mShapeInstance->mDirtyFlags[i] |= dirtyFlags;
    }
 
@@ -500,7 +500,7 @@ S32 TSThread::operator<(const TSThread & th2) const
 
 TSThread * TSShapeInstance::addThread()
 {
-   if (mShape->sequences.empty())
+   if (mShape->mSequences.empty())
       return NULL;
 
    mThreadList.increment();
@@ -656,9 +656,9 @@ void TSShapeInstance::updateTransitions()
    updateTransitionNodeTransforms(transitionNodes);
 
    S32 i;
-   mNodeReferenceRotations.setSize(mShape->nodes.size());
-   mNodeReferenceTranslations.setSize(mShape->nodes.size());
-   for (i=0; i<mShape->nodes.size(); i++)
+   mNodeReferenceRotations.setSize(mShape->mNodes.size());
+   mNodeReferenceTranslations.setSize(mShape->mNodes.size());
+   for (i=0; i<mShape->mNodes.size(); i++)
    {
       if (mTransitionRotationNodes.test(i))
          mNodeReferenceRotations[i].set(smNodeCurrentRotations[i]);
@@ -674,8 +674,8 @@ void TSShapeInstance::updateTransitions()
 
       if (animatesUniformScale())
       {
-         mNodeReferenceUniformScales.setSize(mShape->nodes.size());
-         for (i=0; i<mShape->nodes.size(); i++)
+         mNodeReferenceUniformScales.setSize(mShape->mNodes.size());
+         for (i=0; i<mShape->mNodes.size(); i++)
          {
             if (mTransitionScaleNodes.test(i))
                mNodeReferenceUniformScales[i] = smNodeCurrentUniformScales[i];
@@ -683,8 +683,8 @@ void TSShapeInstance::updateTransitions()
       }
       else if (animatesAlignedScale())
       {
-         mNodeReferenceScaleFactors.setSize(mShape->nodes.size());
-         for (i=0; i<mShape->nodes.size(); i++)
+         mNodeReferenceScaleFactors.setSize(mShape->mNodes.size());
+         for (i=0; i<mShape->mNodes.size(); i++)
          {
             if (mTransitionScaleNodes.test(i))
                mNodeReferenceScaleFactors[i] = smNodeCurrentAlignedScales[i];
@@ -692,9 +692,9 @@ void TSShapeInstance::updateTransitions()
       }
       else
       {
-         mNodeReferenceScaleFactors.setSize(mShape->nodes.size());
-         mNodeReferenceArbitraryScaleRots.setSize(mShape->nodes.size());
-         for (i=0; i<mShape->nodes.size(); i++)
+         mNodeReferenceScaleFactors.setSize(mShape->mNodes.size());
+         mNodeReferenceArbitraryScaleRots.setSize(mShape->mNodes.size());
+         for (i=0; i<mShape->mNodes.size(); i++)
          {
             if (mTransitionScaleNodes.test(i))
             {

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