fix: some code tidy about includes & irr namespaces
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@@ -188,7 +188,7 @@ public:
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static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr);
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void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
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void removeFromScene(bool permanent);
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void updateLight(u32 day_night_ratio);
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void updateNodePos();
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@@ -219,7 +219,7 @@ ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
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return new TestCAO(client, env);
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}
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void TestCAO::addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr)
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void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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{
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if(m_node != NULL)
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return;
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@@ -590,7 +590,7 @@ void GenericCAO::removeFromScene(bool permanent)
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m_client->getMinimap()->removeMarker(&m_marker);
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}
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void GenericCAO::addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr)
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void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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{
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m_smgr = smgr;
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@@ -1484,10 +1484,10 @@ void GenericCAO::updateBonePosition()
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if (m_bone_position.empty() || !m_animated_meshnode)
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return;
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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
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for (auto &it : m_bone_position) {
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std::string bone_name = it.first;
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irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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if (bone) {
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bone->setPosition(it.second.X);
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bone->setRotation(it.second.Y);
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@@ -1496,7 +1496,7 @@ void GenericCAO::updateBonePosition()
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// search through bones to find mistakenly rotated bones due to bug in Irrlicht
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for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
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irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
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scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
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if (!bone)
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continue;
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@@ -1924,7 +1924,7 @@ void GenericCAO::updateMeshCulling()
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return;
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}
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irr::scene::ISceneNode *node = getSceneNode();
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scene::ISceneNode *node = getSceneNode();
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if (!node)
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return;
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