From a9958a60a8db52bd7494a50754ce738ea3a9ee3d Mon Sep 17 00:00:00 2001 From: hiker Date: Mon, 29 Jun 2015 08:41:20 +1000 Subject: [PATCH] Minor cosmetical changes. --- src/graphics/mesh_tools.cpp | 57 +++++++++++++++++++------------------ 1 file changed, 30 insertions(+), 27 deletions(-) diff --git a/src/graphics/mesh_tools.cpp b/src/graphics/mesh_tools.cpp index 3addc0e32..c1df6f588 100644 --- a/src/graphics/mesh_tools.cpp +++ b/src/graphics/mesh_tools.cpp @@ -148,7 +148,7 @@ static inline core::vector3df getAngleWeight(const core::vector3df& v1, // Copied from irrlicht template -void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, bool smooth, bool angleWeighted) +void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculate_normals, bool smooth, bool angle_weighted) { if (!buffer || (buffer->getVertexType() != video::EVT_TANGENTS)) return; @@ -166,7 +166,7 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b for (i = 0; i != vtxCnt; ++i) { - if (recalculateNormals) + if (recalculate_normals) v[i].Normal.set(0.f, 0.f, 0.f); v[i].Tangent.set(0.f, 0.f, 0.f); v[i].Binormal.set(0.f, 0.f, 0.f); @@ -188,7 +188,7 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b //Angle-weighted normals look better, but are slightly more CPU intensive to calculate core::vector3df weight(1.f, 1.f, 1.f); - if (angleWeighted) + if (angle_weighted) weight = getAngleWeight(v[i + 0].Pos, v[i + 1].Pos, v[i + 2].Pos); core::vector3df localNormal; core::vector3df localTangent; @@ -205,7 +205,7 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b v[idx[i + 1]].TCoords, v[idx[i + 2]].TCoords); - if (recalculateNormals) + if (recalculate_normals) v[idx[i + 0]].Normal += localNormal * weight.X; v[idx[i + 0]].Tangent += localTangent * weight.X; v[idx[i + 0]].Binormal += localBinormal * weight.X; @@ -221,7 +221,7 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b v[idx[i + 2]].TCoords, v[idx[i + 0]].TCoords); - if (recalculateNormals) + if (recalculate_normals) v[idx[i + 1]].Normal += localNormal * weight.Y; v[idx[i + 1]].Tangent += localTangent * weight.Y; v[idx[i + 1]].Binormal += localBinormal * weight.Y; @@ -237,14 +237,14 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b v[idx[i + 0]].TCoords, v[idx[i + 1]].TCoords); - if (recalculateNormals) + if (recalculate_normals) v[idx[i + 2]].Normal += localNormal * weight.Z; v[idx[i + 2]].Tangent += localTangent * weight.Z; v[idx[i + 2]].Binormal += localBinormal * weight.Z; } // Normalize the tangents and binormals - if (recalculateNormals) + if (recalculate_normals) { for (i = 0; i != vtxCnt; ++i) v[i].Normal.normalize(); @@ -270,7 +270,7 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b v[idx[i + 0]].TCoords, v[idx[i + 1]].TCoords, v[idx[i + 2]].TCoords); - if (recalculateNormals) + if (recalculate_normals) v[idx[i + 0]].Normal = localNormal; calculateTangents( @@ -283,7 +283,7 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b v[idx[i + 1]].TCoords, v[idx[i + 2]].TCoords, v[idx[i + 0]].TCoords); - if (recalculateNormals) + if (recalculate_normals) v[idx[i + 1]].Normal = localNormal; calculateTangents( @@ -296,34 +296,34 @@ void recalculateTangentsT(scene::IMeshBuffer* buffer, bool recalculateNormals, b v[idx[i + 2]].TCoords, v[idx[i + 0]].TCoords, v[idx[i + 1]].TCoords); - if (recalculateNormals) + if (recalculate_normals) v[idx[i + 2]].Normal = localNormal; } } } // Copied from irrlicht -void recalculateTangents(scene::IMeshBuffer* buffer, bool recalculateNormals, bool smooth, bool angleWeighted) +void recalculateTangents(scene::IMeshBuffer* buffer, bool recalculate_normals, bool smooth, bool angle_weighted) { if (buffer && (buffer->getVertexType() == video::EVT_TANGENTS)) { if (buffer->getIndexType() == video::EIT_16BIT) - recalculateTangentsT(buffer, recalculateNormals, smooth, angleWeighted); + recalculateTangentsT(buffer, recalculate_normals, smooth, angle_weighted); else - recalculateTangentsT(buffer, recalculateNormals, smooth, angleWeighted); + recalculateTangentsT(buffer, recalculate_normals, smooth, angle_weighted); } } // Copied from irrlicht -void recalculateTangents(scene::IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted) +void recalculateTangents(scene::IMesh* mesh, bool recalculate_normals, bool smooth, bool angle_weighted) { if (!mesh) return; - const u32 meshBufferCount = mesh->getMeshBufferCount(); - for (u32 b = 0; bgetMeshBufferCount(); + for (u32 b = 0; bgetMeshBuffer(b), recalculateNormals, smooth, angleWeighted); + recalculateTangents(mesh->getMeshBuffer(b), recalculate_normals, smooth, angle_weighted); } } @@ -336,8 +336,11 @@ bool MeshTools::isNormalMap(scene::IMeshBuffer* mb) } // Copied from irrlicht -scene::IMesh* MeshTools::createMeshWithTangents(scene::IMesh* mesh, bool(*predicate)(scene::IMeshBuffer*), - bool recalculateNormals, bool smooth, bool angleWeighted, bool calculateTangents) +scene::IMesh* MeshTools::createMeshWithTangents(scene::IMesh* mesh, + bool(*predicate)(scene::IMeshBuffer*), + bool recalculate_normals, bool smooth, + bool angle_weighted, + bool calculate_tangents) { if (!mesh) return 0; @@ -345,25 +348,25 @@ scene::IMesh* MeshTools::createMeshWithTangents(scene::IMesh* mesh, bool(*predic // copy mesh and fill data into SMeshBufferTangents scene::SMesh* clone = new scene::SMesh(); - const u32 meshBufferCount = mesh->getMeshBufferCount(); + const u32 mesh_buffer_count = mesh->getMeshBufferCount(); - bool needsNormalMap = false; - for (u32 b = 0; b < meshBufferCount; ++b) + bool needs_normal_map = false; + for (u32 b = 0; b < mesh_buffer_count; ++b) { scene::IMeshBuffer* original = mesh->getMeshBuffer(b); if (predicate(original)) { - needsNormalMap = true; + needs_normal_map = true; break; } } - if (!needsNormalMap) + if (!needs_normal_map) { return mesh; } - for (u32 b = 0; bgetMeshBuffer(b); const u32 idxCnt = original->getIndexCount(); @@ -439,8 +442,8 @@ scene::IMesh* MeshTools::createMeshWithTangents(scene::IMesh* mesh, bool(*predic } clone->recalculateBoundingBox(); - if (calculateTangents) - recalculateTangents(clone, recalculateNormals, smooth, angleWeighted); + if (calculate_tangents) + recalculateTangents(clone, recalculate_normals, smooth, angle_weighted); int mbcount = clone->getMeshBufferCount(); for (int i = 0; i < mbcount; i++)