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Be consistent

Daniele Bartolini 9 년 전
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18f89be4f5
4개의 변경된 파일30개의 추가작업 그리고 30개의 파일을 삭제
  1. 18 18
      src/lua/lua_api.cpp
  2. 2 2
      src/world/scene_graph.cpp
  3. 1 1
      src/world/scene_graph.h
  4. 9 9
      src/world/world.cpp

+ 18 - 18
src/lua/lua_api.cpp

@@ -1628,11 +1628,11 @@ static int scene_graph_destroy(lua_State* L)
 	return 0;
 }
 
-static int scene_graph_transform_instances(lua_State* L)
+static int scene_graph_instances(lua_State* L)
 {
 	LuaStack stack(L);
 	SceneGraph* sg = stack.get_scene_graph(1);
-	TransformInstance ti = sg->get(stack.get_unit(2));
+	TransformInstance ti = sg->instances(stack.get_unit(2));
 	if (sg->is_valid(ti))
 		stack.push_transform(ti);
 	else
@@ -3268,22 +3268,22 @@ void load_api(LuaEnvironment& env)
 	env.add_module_function("World", "__index",                         "World");
 	env.add_module_function("World", "__tostring",                      world_tostring);
 
-	env.add_module_function("SceneGraph", "create",              scene_graph_create);
-	env.add_module_function("SceneGraph", "destroy",             scene_graph_destroy);
-	env.add_module_function("SceneGraph", "transform_instances", scene_graph_transform_instances);
-	env.add_module_function("SceneGraph", "local_position",      scene_graph_local_position);
-	env.add_module_function("SceneGraph", "local_rotation",      scene_graph_local_rotation);
-	env.add_module_function("SceneGraph", "local_scale",         scene_graph_local_scale);
-	env.add_module_function("SceneGraph", "local_pose",          scene_graph_local_pose);
-	env.add_module_function("SceneGraph", "world_position",      scene_graph_world_position);
-	env.add_module_function("SceneGraph", "world_rotation",      scene_graph_world_rotation);
-	env.add_module_function("SceneGraph", "world_pose",          scene_graph_world_pose);
-	env.add_module_function("SceneGraph", "set_local_position",  scene_graph_set_local_position);
-	env.add_module_function("SceneGraph", "set_local_rotation",  scene_graph_set_local_rotation);
-	env.add_module_function("SceneGraph", "set_local_scale",     scene_graph_set_local_scale);
-	env.add_module_function("SceneGraph", "set_local_pose",      scene_graph_set_local_pose);
-	env.add_module_function("SceneGraph", "link",                scene_graph_link);
-	env.add_module_function("SceneGraph", "unlink",              scene_graph_unlink);
+	env.add_module_function("SceneGraph", "create",             scene_graph_create);
+	env.add_module_function("SceneGraph", "destroy",            scene_graph_destroy);
+	env.add_module_function("SceneGraph", "instances",          scene_graph_instances);
+	env.add_module_function("SceneGraph", "local_position",     scene_graph_local_position);
+	env.add_module_function("SceneGraph", "local_rotation",     scene_graph_local_rotation);
+	env.add_module_function("SceneGraph", "local_scale",        scene_graph_local_scale);
+	env.add_module_function("SceneGraph", "local_pose",         scene_graph_local_pose);
+	env.add_module_function("SceneGraph", "world_position",     scene_graph_world_position);
+	env.add_module_function("SceneGraph", "world_rotation",     scene_graph_world_rotation);
+	env.add_module_function("SceneGraph", "world_pose",         scene_graph_world_pose);
+	env.add_module_function("SceneGraph", "set_local_position", scene_graph_set_local_position);
+	env.add_module_function("SceneGraph", "set_local_rotation", scene_graph_set_local_rotation);
+	env.add_module_function("SceneGraph", "set_local_scale",    scene_graph_set_local_scale);
+	env.add_module_function("SceneGraph", "set_local_pose",     scene_graph_set_local_pose);
+	env.add_module_function("SceneGraph", "link",               scene_graph_link);
+	env.add_module_function("SceneGraph", "unlink",             scene_graph_unlink);
 
 	env.add_module_function("UnitManager", "create", unit_manager_create);
 	env.add_module_function("UnitManager", "alive",  unit_manager_alive);

+ 2 - 2
src/world/scene_graph.cpp

@@ -95,7 +95,7 @@ void SceneGraph::allocate(u32 num)
 
 void SceneGraph::unit_destroyed_callback(UnitId id)
 {
-	TransformInstance ti = get(id);
+	TransformInstance ti = instances(id);
 	if (is_valid(ti))
 		destroy(ti);
 }
@@ -159,7 +159,7 @@ void SceneGraph::destroy(TransformInstance i)
 	--_data.size;
 }
 
-TransformInstance SceneGraph::get(UnitId id)
+TransformInstance SceneGraph::instances(UnitId id)
 {
 	return make_instance(hash_map::get(_map, id, UINT32_MAX));
 }

+ 1 - 1
src/world/scene_graph.h

@@ -89,7 +89,7 @@ struct SceneGraph
 	void destroy(TransformInstance i);
 
 	/// Returns the transform instance of unit @a id.
-	TransformInstance get(UnitId id);
+	TransformInstance instances(UnitId id);
 
 	/// Sets the local position, rotation, scale or pose of the given @a node.
 	void set_local_position(TransformInstance i, const Vector3& pos);

+ 9 - 9
src/world/world.cpp

@@ -146,7 +146,7 @@ void World::update_scene(f32 dt)
 		case EventType::PHYSICS_TRANSFORM:
 			{
 				const PhysicsTransformEvent& ptev = *(PhysicsTransformEvent*)data;
-				const TransformInstance ti = _scene_graph->get(ptev.unit_id);
+				const TransformInstance ti = _scene_graph->instances(ptev.unit_id);
 				const Matrix4x4 pose = matrix4x4(ptev.rotation, ptev.position);
 				_scene_graph->set_world_pose(ti, pose);
 			}
@@ -249,7 +249,7 @@ const Matrix4x4& World::camera_projection_matrix(CameraInstance i) const
 
 Matrix4x4 World::camera_view_matrix(CameraInstance i) const
 {
-	const TransformInstance ti = _scene_graph->get(_camera[i.i].unit);
+	const TransformInstance ti = _scene_graph->instances(_camera[i.i].unit);
 	Matrix4x4 view = _scene_graph->world_pose(ti);
 	invert(view);
 	return view;
@@ -316,7 +316,7 @@ Vector3 World::camera_screen_to_world(CameraInstance i, const Vector3& pos)
 {
 	const Camera& c = _camera[i.i];
 
-	const TransformInstance ti = _scene_graph->get(_camera[i.i].unit);
+	const TransformInstance ti = _scene_graph->instances(_camera[i.i].unit);
 	Matrix4x4 world_inv = _scene_graph->world_pose(ti);
 	invert(world_inv);
 	Matrix4x4 mvp = world_inv * c.projection;
@@ -338,7 +338,7 @@ Vector3 World::camera_world_to_screen(CameraInstance i, const Vector3& pos)
 {
 	const Camera& c = _camera[i.i];
 
-	const TransformInstance ti = _scene_graph->get(_camera[i.i].unit);
+	const TransformInstance ti = _scene_graph->instances(_camera[i.i].unit);
 	Matrix4x4 world_inv = _scene_graph->world_pose(ti);
 	invert(world_inv);
 
@@ -563,7 +563,7 @@ void spawn_units(World& w, const UnitResource& ur, const Vector3& pos, const Qua
 			const ActorResource* ar = (const ActorResource*)data;
 			for (u32 i = 0; i < component->num_instances; ++i, ++ar)
 			{
-				Matrix4x4 tm = scene_graph->world_pose(scene_graph->get(unit_lookup[unit_index[i]]));
+				Matrix4x4 tm = scene_graph->world_pose(scene_graph->instances(unit_lookup[unit_index[i]]));
 				physics_world->actor_create(unit_lookup[unit_index[i]], ar, tm);
 			}
 		}
@@ -572,7 +572,7 @@ void spawn_units(World& w, const UnitResource& ur, const Vector3& pos, const Qua
 			const ControllerDesc* cd = (const ControllerDesc*)data;
 			for (u32 i = 0; i < component->num_instances; ++i, ++cd)
 			{
-				Matrix4x4 tm = scene_graph->world_pose(scene_graph->get(unit_lookup[unit_index[i]]));
+				Matrix4x4 tm = scene_graph->world_pose(scene_graph->instances(unit_lookup[unit_index[i]]));
 				physics_world->controller_create(unit_lookup[unit_index[i]], *cd, tm);
 			}
 		}
@@ -581,7 +581,7 @@ void spawn_units(World& w, const UnitResource& ur, const Vector3& pos, const Qua
 			const MeshRendererDesc* mrd = (const MeshRendererDesc*)data;
 			for (u32 i = 0; i < component->num_instances; ++i, ++mrd)
 			{
-				Matrix4x4 tm = scene_graph->world_pose(scene_graph->get(unit_lookup[unit_index[i]]));
+				Matrix4x4 tm = scene_graph->world_pose(scene_graph->instances(unit_lookup[unit_index[i]]));
 				render_world->mesh_create(unit_lookup[unit_index[i]], *mrd, tm);
 			}
 		}
@@ -590,7 +590,7 @@ void spawn_units(World& w, const UnitResource& ur, const Vector3& pos, const Qua
 			const SpriteRendererDesc* srd = (const SpriteRendererDesc*)data;
 			for (u32 i = 0; i < component->num_instances; ++i, ++srd)
 			{
-				Matrix4x4 tm = scene_graph->world_pose(scene_graph->get(unit_lookup[unit_index[i]]));
+				Matrix4x4 tm = scene_graph->world_pose(scene_graph->instances(unit_lookup[unit_index[i]]));
 				render_world->sprite_create(unit_lookup[unit_index[i]], *srd, tm);
 			}
 		}
@@ -599,7 +599,7 @@ void spawn_units(World& w, const UnitResource& ur, const Vector3& pos, const Qua
 			const LightDesc* ld = (const LightDesc*)data;
 			for (u32 i = 0; i < component->num_instances; ++i, ++ld)
 			{
-				Matrix4x4 tm = scene_graph->world_pose(scene_graph->get(unit_lookup[unit_index[i]]));
+				Matrix4x4 tm = scene_graph->world_pose(scene_graph->instances(unit_lookup[unit_index[i]]));
 				render_world->light_create(unit_lookup[unit_index[i]], *ld, tm);
 			}
 		}