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

bank 11 anni fa
parent
commit
e2545c359c

+ 3 - 3
Engine/source/gui/editor/guiShapeEdPreview.cpp

@@ -1228,9 +1228,9 @@ void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
             continue;
 
          // Count the number of draw calls and materials
-         mNumDrawCalls += mesh->primitives.size();
-         for ( S32 iPrim = 0; iPrim < mesh->primitives.size(); iPrim++ )
-            usedMaterials.push_back_unique( mesh->primitives[iPrim].matIndex & TSDrawPrimitive::MaterialMask );
+         mNumDrawCalls += mesh->mPrimitives.size();
+         for ( S32 iPrim = 0; iPrim < mesh->mPrimitives.size(); iPrim++ )
+            usedMaterials.push_back_unique( mesh->mPrimitives[iPrim].matIndex & TSDrawPrimitive::MaterialMask );
 
          // For skinned meshes, count the number of bones and weights
          if ( mesh->getMeshType() == TSMesh::SkinMeshType )

+ 12 - 12
Engine/source/ts/loader/appMesh.cpp

@@ -147,22 +147,22 @@ TSMesh* AppMesh::constructTSMesh()
    }
 
    // Copy mesh elements
-   tsmesh->verts = mPoints;
-   tsmesh->norms = mNormals;
-   tsmesh->tverts = mUVs;
-   tsmesh->primitives = mPrimitives;
-   tsmesh->indices = mIndices;
-   tsmesh->colors = mColors;
-   tsmesh->tverts2 = mUV2s;
+   tsmesh->mVerts = mPoints;
+   tsmesh->mNorms = mNormals;
+   tsmesh->mTVerts = mUVs;
+   tsmesh->mPrimitives = mPrimitives;
+   tsmesh->mIndices = mIndices;
+   tsmesh->mColors = mColors;
+   tsmesh->mTVerts2 = mUV2s;
 
    // Finish initializing the shape
    tsmesh->setFlags(mFlags);
    tsmesh->computeBounds();
-   tsmesh->numFrames = mNumFrames;
-   tsmesh->numMatFrames = mNumMatFrames;
-   tsmesh->vertsPerFrame = mVertsPerFrame;
-   tsmesh->createTangents(tsmesh->verts, tsmesh->norms);
-   tsmesh->encodedNorms.set(NULL,0);
+   tsmesh->mNumFrames = mNumFrames;
+   tsmesh->mNumMatFrames = mNumMatFrames;
+   tsmesh->mVertsPerFrame = mVertsPerFrame;
+   tsmesh->createTangents(tsmesh->mVerts, tsmesh->mNorms);
+   tsmesh->mEncodedNorms.set(NULL,0);
 
    return tsmesh;
 }

+ 1 - 1
Engine/source/ts/loader/tsShapeLoader.cpp

@@ -1157,7 +1157,7 @@ void TSShapeLoader::install()
       {
          TSMesh *mesh = mShape->meshes[obj.startMeshIndex + iMesh];
 
-         if (mesh && !mesh->primitives.size())
+         if (mesh && !mesh->mPrimitives.size())
          {
             S32 oldMeshCount = obj.numMeshes;
             destructInPlace(mesh);

+ 15 - 15
Engine/source/ts/tsCollision.cpp

@@ -1364,9 +1364,9 @@ void TSMesh::prepOpcodeCollision()
    // Figure out how many triangles we have...
    U32 triCount = 0;
    const U32 base = 0;
-   for ( U32 i = 0; i < primitives.size(); i++ )
+   for ( U32 i = 0; i < mPrimitives.size(); i++ )
    {
-      TSDrawPrimitive & draw = primitives[i];
+      TSDrawPrimitive & draw = mPrimitives[i];
       const U32 start = draw.start;
 
       AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
@@ -1377,16 +1377,16 @@ void TSMesh::prepOpcodeCollision()
       else
       {
          // Have to walk the tristrip to get a count... may have degenerates
-         U32 idx0 = base + indices[start + 0];
+         U32 idx0 = base + mIndices[start + 0];
          U32 idx1;
-         U32 idx2 = base + indices[start + 1];
+         U32 idx2 = base + mIndices[start + 1];
          U32 * nextIdx = &idx1;
          for ( S32 j = 2; j < draw.numElements; j++ )
          {
             *nextIdx = idx2;
             //            nextIdx = (j%2)==0 ? &idx0 : &idx1;
             nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
-            idx2 = base + indices[start + j];
+            idx2 = base + mIndices[start + j];
             if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
                continue;
 
@@ -1396,7 +1396,7 @@ void TSMesh::prepOpcodeCollision()
    }
 
    // Just do the first trilist for now.
-   mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : verts.size() );
+   mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : mVerts.size() );
    mi->SetNbTriangles( triCount );
 
    // Stuff everything into appropriate arrays.
@@ -1407,9 +1407,9 @@ void TSMesh::prepOpcodeCollision()
    mOpPoints = pts;
 
    // add the polys...
-   for ( U32 i = 0; i < primitives.size(); i++ )
+   for ( U32 i = 0; i < mPrimitives.size(); i++ )
    {
-      TSDrawPrimitive & draw = primitives[i];
+      TSDrawPrimitive & draw = mPrimitives[i];
       const U32 start = draw.start;
 
       AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
@@ -1421,9 +1421,9 @@ void TSMesh::prepOpcodeCollision()
       {
          for ( S32 j = 0; j < draw.numElements; )
          {
-            curIts->mVRef[2] = base + indices[start + j + 0];
-            curIts->mVRef[1] = base + indices[start + j + 1];
-            curIts->mVRef[0] = base + indices[start + j + 2];
+            curIts->mVRef[2] = base + mIndices[start + j + 0];
+            curIts->mVRef[1] = base + mIndices[start + j + 1];
+            curIts->mVRef[0] = base + mIndices[start + j + 2];
             curIts->mMatIdx = matIndex;
             curIts++;
 
@@ -1434,16 +1434,16 @@ void TSMesh::prepOpcodeCollision()
       {
          AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::buildPolyList (2)" );
 
-         U32 idx0 = base + indices[start + 0];
+         U32 idx0 = base + mIndices[start + 0];
          U32 idx1;
-         U32 idx2 = base + indices[start + 1];
+         U32 idx2 = base + mIndices[start + 1];
          U32 * nextIdx = &idx1;
          for ( S32 j = 2; j < draw.numElements; j++ )
          {
             *nextIdx = idx2;
             //            nextIdx = (j%2)==0 ? &idx0 : &idx1;
             nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
-            idx2 = base + indices[start + j];
+            idx2 = base + mIndices[start + j];
             if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
                continue;
 
@@ -1462,7 +1462,7 @@ void TSMesh::prepOpcodeCollision()
       if( mVertexData.isReady() )
          pts[i].Set( mVertexData[i].vert().x, mVertexData[i].vert().y, mVertexData[i].vert().z );
       else
-         pts[i].Set( verts[i].x, verts[i].y, verts[i].z );
+         pts[i].Set( mVerts[i].x, mVerts[i].y, mVerts[i].z );
 
    mi->SetPointers( its, pts );
 

File diff suppressed because it is too large
+ 231 - 231
Engine/source/ts/tsMesh.cpp


+ 24 - 24
Engine/source/ts/tsMesh.h

@@ -105,7 +105,7 @@ class TSMesh
    struct TSMeshVertexArray;
   protected:
 
-   U32 meshType;
+   U32 mMeshType;
    Box3F mBounds;
    Point3F mCenter;
    F32 mRadius;
@@ -140,17 +140,17 @@ class TSMesh
       FlagMask = Billboard|BillboardZAxis|HasDetailTexture|UseEncodedNormals
    };
 
-   U32 getMeshType() const { return meshType & TypeMask; }
-   void setFlags(U32 flag) { meshType |= flag; }
-   void clearFlags(U32 flag) { meshType &= ~flag; }
-   U32 getFlags( U32 flag = 0xFFFFFFFF ) const { return meshType & flag; }
+   U32 getMeshType() const { return mMeshType & TypeMask; }
+   void setFlags(U32 flag) { mMeshType |= flag; }
+   void clearFlags(U32 flag) { mMeshType &= ~flag; }
+   U32 getFlags( U32 flag = 0xFFFFFFFF ) const { return mMeshType & flag; }
 
    const Point3F* getNormals( S32 firstVert );
 
-   S32 parentMesh; ///< index into shapes mesh list
-   S32 numFrames;
-   S32 numMatFrames;
-   S32 vertsPerFrame;
+   S32 mParentMesh; ///< index into shapes mesh list
+   S32 mNumFrames;
+   S32 mNumMatFrames;
+   S32 mVertsPerFrame;
 
    /// @name Aligned Vertex Data 
    /// @{
@@ -244,34 +244,34 @@ class TSMesh
       FreeableVector<T>& operator=(const FreeableVector<T>& p) { Vector<T>::operator=(p); return *this; }
    };
 
-   FreeableVector<Point3F> verts;
-   FreeableVector<Point3F> norms;
-   FreeableVector<Point2F> tverts;
-   FreeableVector<Point4F> tangents;
+   FreeableVector<Point3F> mVerts;
+   FreeableVector<Point3F> mNorms;
+   FreeableVector<Point2F> mTVerts;
+   FreeableVector<Point4F> mTangents;
    
    // Optional second texture uvs.
-   FreeableVector<Point2F> tverts2;
+   FreeableVector<Point2F> mTVerts2;
 
    // Optional vertex colors data.
-   FreeableVector<ColorI> colors;
+   FreeableVector<ColorI> mColors;
    /// @}
 
-   Vector<TSDrawPrimitive> primitives;
-   Vector<U8> encodedNorms;
-   Vector<U32> indices;
+   Vector<TSDrawPrimitive> mPrimitives;
+   Vector<U8> mEncodedNorms;
+   Vector<U32> mIndices;
 
    /// billboard data
-   Point3F billboardAxis;
+   Point3F mBillboardAxis;
 
    /// @name Convex Hull Data
    /// Convex hulls are convex (no angles >= 180º) meshes used for collision
    /// @{
 
-   Vector<Point3F> planeNormals;
-   Vector<F32>     planeConstants;
-   Vector<U32>     planeMaterials;
-   S32 planesPerFrame;
-   U32 mergeBufferStart;
+   Vector<Point3F> mPlaneNormals;
+   Vector<F32>     mPlaneConstants;
+   Vector<U32>     mPlaneMaterials;
+   S32 mPlanesPerFrame;
+   U32 mMergeBufferStart;
    /// @}
 
    /// @name Render Methods

+ 43 - 43
Engine/source/ts/tsMeshFit.cpp

@@ -246,24 +246,24 @@ void MeshFit::addSourceMesh( const TSShape::Object& obj, const TSMesh* mesh )
 {
    // Add indices
    S32 indicesBase = mIndices.size();
-   for ( S32 i = 0; i < mesh->primitives.size(); i++ )
+   for ( S32 i = 0; i < mesh->mPrimitives.size(); i++ )
    {
-      const TSDrawPrimitive& draw = mesh->primitives[i];
+      const TSDrawPrimitive& draw = mesh->mPrimitives[i];
       if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
       {
-         mIndices.merge( &mesh->indices[draw.start], draw.numElements );
+         mIndices.merge( &mesh->mIndices[draw.start], draw.numElements );
       }
       else
       {
-         U32 idx0 = mesh->indices[draw.start + 0];
+         U32 idx0 = mesh->mIndices[draw.start + 0];
          U32 idx1;
-         U32 idx2 = mesh->indices[draw.start + 1];
+         U32 idx2 = mesh->mIndices[draw.start + 1];
          U32 *nextIdx = &idx1;
          for ( S32 j = 2; j < draw.numElements; j++ )
          {
             *nextIdx = idx2;
             nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
-            idx2 = mesh->indices[draw.start + j];
+            idx2 = mesh->mIndices[draw.start + j];
             if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
                continue;
 
@@ -290,9 +290,9 @@ void MeshFit::addSourceMesh( const TSShape::Object& obj, const TSMesh* mesh )
    }
    else
    {
-      count = mesh->verts.size();
+      count = mesh->mVerts.size();
       stride = sizeof(Point3F);
-      pVert = (U8*)mesh->verts.address();
+      pVert = (U8*)mesh->mVerts.address();
    }
 
    MatrixF objMat;
@@ -323,69 +323,69 @@ TSMesh* MeshFit::initMeshFromFile( const String& filename ) const
 TSMesh* MeshFit::createTriMesh( F32* verts, S32 numVerts, U32* indices, S32 numTris ) const
 {
    TSMesh* mesh = mShape->copyMesh( NULL );
-   mesh->numFrames = 1;
-   mesh->numMatFrames = 1;
-   mesh->vertsPerFrame = numVerts;
+   mesh->mNumFrames = 1;
+   mesh->mNumMatFrames = 1;
+   mesh->mVertsPerFrame = numVerts;
    mesh->setFlags(0);
    mesh->mHasColor = false;
    mesh->mHasTVert2 = false;
    mesh->mNumVerts = numVerts;
 
-   mesh->indices.reserve( numTris * 3 );
+   mesh->mIndices.reserve( numTris * 3 );
    for ( S32 i = 0; i < numTris; i++ )
    {
-      mesh->indices.push_back( indices[i*3 + 0] );
-      mesh->indices.push_back( indices[i*3 + 2] );
-      mesh->indices.push_back( indices[i*3 + 1] );
+      mesh->mIndices.push_back( indices[i*3 + 0] );
+      mesh->mIndices.push_back( indices[i*3 + 2] );
+      mesh->mIndices.push_back( indices[i*3 + 1] );
    }
 
-   mesh->verts.set( verts, numVerts );
+   mesh->mVerts.set( verts, numVerts );
 
    // Compute mesh normals
-   mesh->norms.setSize( mesh->verts.size() );
-   for (S32 iNorm = 0; iNorm < mesh->norms.size(); iNorm++)
-      mesh->norms[iNorm] = Point3F::Zero;
+   mesh->mNorms.setSize( mesh->mVerts.size() );
+   for (S32 iNorm = 0; iNorm < mesh->mNorms.size(); iNorm++)
+      mesh->mNorms[iNorm] = Point3F::Zero;
 
    // Sum triangle normals for each vertex
-   for (S32 iInd = 0; iInd < mesh->indices.size(); iInd += 3)
+   for (S32 iInd = 0; iInd < mesh->mIndices.size(); iInd += 3)
    {
       // Compute the normal for this triangle
-      S32 idx0 = mesh->indices[iInd + 0];
-      S32 idx1 = mesh->indices[iInd + 1];
-      S32 idx2 = mesh->indices[iInd + 2];
+      S32 idx0 = mesh->mIndices[iInd + 0];
+      S32 idx1 = mesh->mIndices[iInd + 1];
+      S32 idx2 = mesh->mIndices[iInd + 2];
 
-      const Point3F& v0 = mesh->verts[idx0];
-      const Point3F& v1 = mesh->verts[idx1];
-      const Point3F& v2 = mesh->verts[idx2];
+      const Point3F& v0 = mesh->mVerts[idx0];
+      const Point3F& v1 = mesh->mVerts[idx1];
+      const Point3F& v2 = mesh->mVerts[idx2];
 
       Point3F n;
       mCross(v2 - v0, v1 - v0, &n);
       n.normalize();    // remove this to use 'weighted' normals (large triangles will have more effect)
 
-      mesh->norms[idx0] += n;
-      mesh->norms[idx1] += n;
-      mesh->norms[idx2] += n;
+      mesh->mNorms[idx0] += n;
+      mesh->mNorms[idx1] += n;
+      mesh->mNorms[idx2] += n;
    }
 
    // Normalize the vertex normals (this takes care of averaging the triangle normals)
-   for (S32 iNorm = 0; iNorm < mesh->norms.size(); iNorm++)
-      mesh->norms[iNorm].normalize();
+   for (S32 iNorm = 0; iNorm < mesh->mNorms.size(); iNorm++)
+      mesh->mNorms[iNorm].normalize();
 
    // Set some dummy UVs
-   mesh->tverts.setSize( numVerts );
-   for ( S32 j = 0; j < mesh->tverts.size(); j++ )
-      mesh->tverts[j].set( 0, 0 );
+   mesh->mTVerts.setSize( numVerts );
+   for ( S32 j = 0; j < mesh->mTVerts.size(); j++ )
+      mesh->mTVerts[j].set( 0, 0 );
 
    // Add a single triangle-list primitive
-   mesh->primitives.increment();
-   mesh->primitives.last().start = 0;
-   mesh->primitives.last().numElements = mesh->indices.size();
-   mesh->primitives.last().matIndex =  TSDrawPrimitive::Triangles |
+   mesh->mPrimitives.increment();
+   mesh->mPrimitives.last().start = 0;
+   mesh->mPrimitives.last().numElements = mesh->mIndices.size();
+   mesh->mPrimitives.last().matIndex =  TSDrawPrimitive::Triangles |
                                        TSDrawPrimitive::Indexed |
                                        TSDrawPrimitive::NoMaterial;
 
-   mesh->createTangents( mesh->verts, mesh->norms );
-   mesh->encodedNorms.set( NULL,0 );
+   mesh->createTangents( mesh->mVerts, mesh->mNorms );
+   mesh->mEncodedNorms.set( NULL,0 );
 
    return mesh;
 }
@@ -792,10 +792,10 @@ DefineTSShapeConstructorMethod( addPrimitive, bool, ( const char* meshName, cons
    }
    else
    {
-      for (S32 i = 0; i < mesh->verts.size(); i++)
+      for (S32 i = 0; i < mesh->mVerts.size(); i++)
       {
-         Point3F v(mesh->verts[i]);
-         mat.mulP( v, &mesh->verts[i] );
+         Point3F v(mesh->mVerts[i]);
+         mat.mulP( v, &mesh->mVerts[i] );
       }
    }
 

+ 18 - 18
Engine/source/ts/tsShape.cpp

@@ -569,8 +569,8 @@ void TSShape::initVertexFeatures()
          }
          else
          {
-            hasColors |= !mesh->colors.empty();
-            hasTexcoord2 |= !mesh->tverts2.empty();
+            hasColors |= !mesh->mColors.empty();
+            hasTexcoord2 |= !mesh->mTVerts2.empty();
          }
       }
    }
@@ -676,11 +676,11 @@ void TSShape::initMaterialList()
 
             mHasSkinMesh |= mesh->getMeshType() == TSMesh::SkinMeshType;
 
-            for (k=0; k<mesh->primitives.size(); k++)
+            for (k=0; k<mesh->mPrimitives.size(); k++)
             {
-               if (mesh->primitives[k].matIndex & TSDrawPrimitive::NoMaterial)
+               if (mesh->mPrimitives[k].matIndex & TSDrawPrimitive::NoMaterial)
                   continue;
-               S32 flags = materialList->getFlags(mesh->primitives[k].matIndex & TSDrawPrimitive::MaterialMask);
+               S32 flags = materialList->getFlags(mesh->mPrimitives[k].matIndex & TSDrawPrimitive::MaterialMask);
                if (flags & TSMaterialList::AuxiliaryMap)
                   continue;
                if (flags & TSMaterialList::Translucent)
@@ -690,7 +690,7 @@ void TSShape::initMaterialList()
                   break;
                }
             }
-            if (k!=mesh->primitives.size())
+            if (k!=mesh->mPrimitives.size())
                break;
          }
          if (j!=obj.numMeshes)
@@ -1175,15 +1175,15 @@ void TSShape::assembleShape()
       // fill in location of verts, tverts, and normals for detail levels
       if (mesh && meshType!=TSMesh::DecalMeshType)
       {
-         TSMesh::smVertsList[i]  = mesh->verts.address();
-         TSMesh::smTVertsList[i] = mesh->tverts.address();
+         TSMesh::smVertsList[i]  = mesh->mVerts.address();
+         TSMesh::smTVertsList[i] = mesh->mTVerts.address();
          if (smReadVersion >= 26)
          {
-            TSMesh::smTVerts2List[i] = mesh->tverts2.address();
-            TSMesh::smColorsList[i] = mesh->colors.address();
+            TSMesh::smTVerts2List[i] = mesh->mTVerts2.address();
+            TSMesh::smColorsList[i] = mesh->mColors.address();
          }
-         TSMesh::smNormsList[i]  = mesh->norms.address();
-         TSMesh::smEncodedNormsList[i] = mesh->encodedNorms.address();
+         TSMesh::smNormsList[i]  = mesh->mNorms.address();
+         TSMesh::smEncodedNormsList[i] = mesh->mEncodedNorms.address();
          TSMesh::smDataCopied[i] = !skip; // as long as we didn't skip this mesh, the data should be in shape now
          if (meshType==TSMesh::SkinMeshType)
          {
@@ -1271,9 +1271,9 @@ void TSShape::assembleShape()
          if (skin)
          {
             TSMesh::smVertsList[i]  = skin->batchData.initialVerts.address();
-            TSMesh::smTVertsList[i] = skin->tverts.address();
+            TSMesh::smTVertsList[i] = skin->mTVerts.address();
             TSMesh::smNormsList[i]  = skin->batchData.initialNorms.address();
-            TSMesh::smEncodedNormsList[i]  = skin->encodedNorms.address();
+            TSMesh::smEncodedNormsList[i]  = skin->mEncodedNorms.address();
             TSMesh::smDataCopied[i] = !skip; // as long as we didn't skip this mesh, the data should be in shape now
             TSSkinMesh::smInitTransformList[i] = skin->batchData.initialTransforms.address();
             TSSkinMesh::smVertexIndexList[i] = skin->vertexIndex.address();
@@ -1448,15 +1448,15 @@ bool TSShape::canWriteOldFormat() const
          continue;
 
       // Cannot use old format if using the new functionality (COLORs, 2nd UV set)
-      if (meshes[i]->tverts2.size() || meshes[i]->colors.size())
+      if (meshes[i]->mTVerts2.size() || meshes[i]->mColors.size())
          return false;
 
       // Cannot use old format if any primitive has too many triangles
       // (ie. cannot fit in a S16)
-      for (S32 j = 0; j < meshes[i]->primitives.size(); j++)
+      for (S32 j = 0; j < meshes[i]->mPrimitives.size(); j++)
       {
-         if ((meshes[i]->primitives[j].start +
-               meshes[i]->primitives[j].numElements) >= (1 << 15))
+         if ((meshes[i]->mPrimitives[j].start +
+               meshes[i]->mPrimitives[j].numElements) >= (1 << 15))
          {
             return false;
          }

+ 4 - 4
Engine/source/ts/tsShapeConstruct.cpp

@@ -1326,7 +1326,7 @@ DefineTSShapeConstructorMethod( getMeshMaterial, const char*, ( const char* name
    GET_MESH( getMeshMaterial, mesh, name, "" );
 
    // Return the name of the first material attached to this mesh
-   S32 matIndex = mesh->primitives[0].matIndex & TSDrawPrimitive::MaterialMask;
+   S32 matIndex = mesh->mPrimitives[0].matIndex & TSDrawPrimitive::MaterialMask;
    if ((matIndex >= 0) && (matIndex < mShape->materialList->size()))
       return mShape->materialList->getMaterialName( matIndex );
    else
@@ -1363,10 +1363,10 @@ DefineTSShapeConstructorMethod( setMeshMaterial, bool, ( const char* meshName, c
    }
 
    // Set this material for all primitives in the mesh
-   for ( S32 i = 0; i < mesh->primitives.size(); i++ )
+   for ( S32 i = 0; i < mesh->mPrimitives.size(); i++ )
    {
-      U32 matType = mesh->primitives[i].matIndex & ( TSDrawPrimitive::TypeMask | TSDrawPrimitive::Indexed );
-      mesh->primitives[i].matIndex = ( matType | matIndex );
+      U32 matType = mesh->mPrimitives[i].matIndex & ( TSDrawPrimitive::TypeMask | TSDrawPrimitive::Indexed );
+      mesh->mPrimitives[i].matIndex = ( matType | matIndex );
    }
 
    ADD_TO_CHANGE_SET();

+ 17 - 17
Engine/source/ts/tsShapeEdit.cpp

@@ -900,11 +900,11 @@ TSMesh* TSShape::copyMesh( const TSMesh* srcMesh ) const
       return mesh;      // return an empty mesh
 
    // Copy mesh elements
-   mesh->indices = srcMesh->indices;
-   mesh->primitives = srcMesh->primitives;
-   mesh->numFrames = srcMesh->numFrames;
-   mesh->numMatFrames = srcMesh->numMatFrames;
-   mesh->vertsPerFrame = srcMesh->vertsPerFrame;
+   mesh->mIndices = srcMesh->mIndices;
+   mesh->mPrimitives = srcMesh->mPrimitives;
+   mesh->mNumFrames = srcMesh->mNumFrames;
+   mesh->mNumMatFrames = srcMesh->mNumMatFrames;
+   mesh->mVertsPerFrame = srcMesh->mVertsPerFrame;
    mesh->setFlags(srcMesh->getFlags());
    mesh->mHasColor = srcMesh->mHasColor;
    mesh->mHasTVert2 = srcMesh->mHasTVert2;
@@ -936,14 +936,14 @@ TSMesh* TSShape::copyMesh( const TSMesh* srcMesh ) const
    }
    else
    {
-      mesh->verts = srcMesh->verts;
-      mesh->tverts = srcMesh->tverts;
-      mesh->tverts2 = srcMesh->tverts2;
-      mesh->colors = srcMesh->colors;
-      mesh->norms = srcMesh->norms;
+      mesh->mVerts = srcMesh->mVerts;
+      mesh->mTVerts = srcMesh->mTVerts;
+      mesh->mTVerts2 = srcMesh->mTVerts2;
+      mesh->mColors = srcMesh->mColors;
+      mesh->mNorms = srcMesh->mNorms;
 
-      mesh->createTangents(mesh->verts, mesh->norms);
-      mesh->encodedNorms.set(NULL,0);
+      mesh->createTangents(mesh->mVerts, mesh->mNorms);
+      mesh->mEncodedNorms.set(NULL,0);
 
       mesh->convertToAlignedMeshData();
    }
@@ -1103,12 +1103,12 @@ bool TSShape::addMesh(TSShape* srcShape, const String& srcMeshName, const String
    // Copy materials used by the source mesh (only if from a different shape)
    if (srcShape != this)
    {
-      for (S32 i = 0; i < mesh->primitives.size(); i++)
+      for (S32 i = 0; i < mesh->mPrimitives.size(); i++)
       {
-         if (!(mesh->primitives[i].matIndex & TSDrawPrimitive::NoMaterial))
+         if (!(mesh->mPrimitives[i].matIndex & TSDrawPrimitive::NoMaterial))
          {
-            S32 drawType = (mesh->primitives[i].matIndex & (~TSDrawPrimitive::MaterialMask));
-            S32 srcMatIndex = mesh->primitives[i].matIndex & TSDrawPrimitive::MaterialMask;
+            S32 drawType = (mesh->mPrimitives[i].matIndex & (~TSDrawPrimitive::MaterialMask));
+            S32 srcMatIndex = mesh->mPrimitives[i].matIndex & TSDrawPrimitive::MaterialMask;
             const String& matName = srcShape->materialList->getMaterialName(srcMatIndex);
 
             // Add the material if it does not already exist
@@ -1119,7 +1119,7 @@ bool TSShape::addMesh(TSShape* srcShape, const String& srcMeshName, const String
                materialList->push_back(matName, srcShape->materialList->getFlags(srcMatIndex));
             }
 
-            mesh->primitives[i].matIndex = drawType | destMatIndex;
+            mesh->mPrimitives[i].matIndex = drawType | destMatIndex;
          }
       }
    }

+ 3 - 3
Engine/source/ts/tsSortedMesh.cpp

@@ -86,10 +86,10 @@ S32 TSSortedMesh::getNumPolys()
       Cluster & cluster = clusters[cIdx];
       for (S32 i=cluster.startPrimitive; i<cluster.endPrimitive; i++)
       {
-         if (primitives[i].matIndex & TSDrawPrimitive::Triangles)
-            count += primitives[i].numElements / 3;
+         if (mPrimitives[i].matIndex & TSDrawPrimitive::Triangles)
+            count += mPrimitives[i].numElements / 3;
          else
-            count += primitives[i].numElements - 2;
+            count += mPrimitives[i].numElements - 2;
       }
       cIdx = cluster.frontCluster; // always use frontCluster...we assume about the same no matter what
    }

+ 1 - 1
Engine/source/ts/tsSortedMesh.h

@@ -71,7 +71,7 @@ public:
    void disassemble();
 
    TSSortedMesh() {
-      meshType = SortedMeshType;
+      mMeshType = SortedMeshType;
    }
 };
 

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