Some whitespace adjustment.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4500 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2013-04-05 21:55:05 +00:00
parent 6d6b243924
commit 9f7227b7ad
45 changed files with 295 additions and 301 deletions

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@ -29,7 +29,7 @@ namespace scene
"box", // camera box against node box
"frustum_box", // camera frustum against node box
"frustum_sphere", // camera frustum against node sphere
"occ_query", // occlusion query
"occ_query", // occlusion query
0
};

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@ -19,7 +19,7 @@ namespace scene
enum ESCENE_NODE_TYPE
{
//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
//! simple cube scene node
ESNT_CUBE = MAKE_IRR_ID('c','u','b','e'),

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@ -80,17 +80,17 @@ namespace scene
//! this holds the header info of the MD3 file
struct SMD3Header
{
c8 headerID[4]; //id of file, always "IDP3"
s32 Version; //this is a version number, always 15
s8 fileName[68]; //sometimes left Blank... 65 chars, 32bit aligned == 68 chars
s32 numFrames; //number of KeyFrames
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numMaxSkins; //maximum number of unique skins used in md3 file. artefact md2
s32 frameStart; //starting position of frame-structur
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 fileSize;
c8 headerID[4]; //id of file, always "IDP3"
s32 Version; //this is a version number, always 15
s8 fileName[68];//sometimes left Blank... 65 chars, 32bit aligned == 68 chars
s32 numFrames; //number of KeyFrames
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numMaxSkins;//maximum number of unique skins used in md3 file. artefact md2
s32 frameStart; //starting position of frame-structur
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 fileSize;
} PACK_STRUCT;
//! this holds the header info of an MD3 mesh section

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@ -76,7 +76,7 @@ namespace scene
/** If the camera's target and rotation are bound ( @see
bindTargetAndRotation() ) then calling this will also change
the camera's scene node rotation to match the target.
Note that setTarget uses the current absolute position
Note that setTarget uses the current absolute position
internally, so if you changed setPosition since last rendering you must
call updateAbsolutePosition before using this function.
\param pos Look at target of the camera, in world co-ordinates. */
@ -179,7 +179,7 @@ namespace scene
if (!out)
return;
out->addBool ("IsOrthogonal", IsOrthogonal );
out->addBool("IsOrthogonal", IsOrthogonal);
}
//! Reads attributes of the camera node

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@ -24,12 +24,12 @@ namespace scene
{
//! Blinn-phong which is default for opengl and dx fixed function pipelines.
//! But several well-known renderers don't support it and prefer phong.
ECTF_BLINN,
ECTF_BLINN,
//! Phong shading, default in many external renderers.
ECTF_PHONG,
//! diffuse shaded surface that is independent of lighting.
ECTF_LAMBERT,
// constantly shaded surface that is independent of lighting.
// constantly shaded surface that is independent of lighting.
ECTF_CONSTANT
};
@ -39,7 +39,7 @@ namespace scene
//! default - only alpha channel of color or texture is used.
ECOF_A_ONE = 0,
//! Alpha values for each RGB channel of color or texture are used.
//! Alpha values for each RGB channel of color or texture are used.
ECOF_RGB_ZERO = 1
};
@ -80,7 +80,7 @@ namespace scene
enum E_COLLADA_GEOMETRY_WRITING
{
//! Default - write each mesh exactly once to collada. Optimal but will not work with many tools.
ECGI_PER_MESH,
ECGI_PER_MESH,
//! Write each mesh as often as it's used with different materials-names in the scene.
//! Material names which are used here are created on export, so using the IColladaMeshWriterNames
@ -92,25 +92,25 @@ namespace scene
class IColladaMeshWriterProperties : public virtual IReferenceCounted
{
public:
virtual ~IColladaMeshWriterProperties () {}
virtual ~IColladaMeshWriterProperties () {}
//! Which lighting model should be used in the technique (FX) section when exporting effects (materials)
virtual E_COLLADA_TECHNIQUE_FX getTechniqueFx(const video::SMaterial& material) const = 0;
//! Which texture index should be used when writing the texture of the given sampler color.
/** \return the index to the texture-layer or -1 if that texture should never be exported
/** \return the index to the texture-layer or -1 if that texture should never be exported
Note: for ECCS_TRANSPARENT by default the alpha channel is used, if you want to use RGB you have to set
also the ECOF_RGB_ZERO flag in getTransparentFx. */
virtual s32 getTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0;
//! Return which color from Irrlicht should be used for the color requested by collada
/** Note that collada allows exporting either texture or color, not both.
/** Note that collada allows exporting either texture or color, not both.
So color mapping is only checked if we have no valid texture already.
By default we try to return best fits when possible. For example ECCS_DIFFUSE is mapped to ECIC_DIFFUSE.
When ECIC_CUSTOM is returned then the result of getCustomColor will be used. */
virtual E_COLLADA_IRR_COLOR getColorMapping(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0;
//! Return custom colors for certain color types requested by collada.
//! Return custom colors for certain color types requested by collada.
/** Only used when getColorMapping returns ECIC_CUSTOM for the same paramters. */
virtual video::SColor getCustomColor(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0;
@ -118,18 +118,18 @@ namespace scene
/** Not this is only about ECCS_TRANSPARENT and does not affect getTransparency. */
virtual E_COLLADA_TRANSPARENT_FX getTransparentFx(const video::SMaterial& material) const = 0;
//! Transparency value for that material.
//! Transparency value for that material.
/** This value is additional to transparent settings, if both are set they will be multiplicated.
\return 1.0 for fully transparent, 0.0 for not transparent and not written at all when < 0.f */
virtual f32 getTransparency(const video::SMaterial& material) const = 0;
//! Reflectivity value for that material
/** The amount of perfect mirror reflection to be added to the reflected light
/** The amount of perfect mirror reflection to be added to the reflected light
\return 0.0 - 1.0 for reflectivity and element is not written at all when < 0.f */
virtual f32 getReflectivity(const video::SMaterial& material) const = 0;
//! Return index of refraction for that material
/** By default we don't write that.
/** By default we don't write that.
\return a value greater equal 0.f to write \<index_of_refraction\> when it is lesser than 0 nothing will be written */
virtual f32 getIndexOfRefraction(const video::SMaterial& material) const = 0;
@ -137,7 +137,7 @@ namespace scene
//! By default all visible nodes are exported.
virtual bool isExportable(const irr::scene::ISceneNode * node) const = 0;
//! Return the mesh for the given node. If it has no mesh or shouldn't export it's mesh
//! Return the mesh for the given node. If it has no mesh or shouldn't export it's mesh
//! you can return 0 in which case only the transformation matrix of the node will be used.
// TODO: Function is not const because there is no const getMesh() function for several Irrlicht nodes.
virtual IMesh* getMesh(irr::scene::ISceneNode * node) = 0;
@ -158,40 +158,40 @@ namespace scene
class IColladaMeshWriterNames : public virtual IReferenceCounted
{
public:
virtual ~IColladaMeshWriterNames () {}
//! Return a unique name for the given mesh
/** Note that names really must be unique here per mesh-pointer, so
mostly it's a good idea to return the nameForMesh from
IColladaMeshWriter::getDefaultNameGenerator(). Also names must follow
the xs::NCName standard to be valid, you can run them through
/** Note that names really must be unique here per mesh-pointer, so
mostly it's a good idea to return the nameForMesh from
IColladaMeshWriter::getDefaultNameGenerator(). Also names must follow
the xs::NCName standard to be valid, you can run them through
IColladaMeshWriter::toNCName to ensure that.
\param mesh Pointer to the mesh which needs a name
\param instance When E_COLLADA_GEOMETRY_WRITING is not ECGI_PER_MESH then
\param instance When E_COLLADA_GEOMETRY_WRITING is not ECGI_PER_MESH then
several instances of the same mesh can be written and this counts them.
*/
virtual irr::core::stringw nameForMesh(const scene::IMesh* mesh, int instance) = 0;
//! Return a unique name for the given node
/** Note that names really must be unique here per node-pointer, so
mostly it's a good idea to return the nameForNode from
IColladaMeshWriter::getDefaultNameGenerator(). Also names must follow
the xs::NCName standard to be valid, you can run them through
/** Note that names really must be unique here per node-pointer, so
mostly it's a good idea to return the nameForNode from
IColladaMeshWriter::getDefaultNameGenerator(). Also names must follow
the xs::NCName standard to be valid, you can run them through
IColladaMeshWriter::toNCName to ensure that.
*/
virtual irr::core::stringw nameForNode(const scene::ISceneNode* node) = 0;
//! Return a name for the material
/** There is one material created in the writer for each unique name.
So you can use this to control the number of materials which get written.
/** There is one material created in the writer for each unique name.
So you can use this to control the number of materials which get written.
For example Irrlicht does by default write one material for each material
instanced by a node. So if you know that in your application material
instances per node are identical between different nodes you can reduce
the number of exported materials using that knowledge by using identical
names for such shared materials.
Names must follow the xs::NCName standard to be valid, you can run them
through IColladaMeshWriter::toNCName to ensure that.
instanced by a node. So if you know that in your application material
instances per node are identical between different nodes you can reduce
the number of exported materials using that knowledge by using identical
names for such shared materials.
Names must follow the xs::NCName standard to be valid, you can run them
through IColladaMeshWriter::toNCName to ensure that.
*/
virtual irr::core::stringw nameForMaterial(const video::SMaterial & material, int materialId, const scene::IMesh* mesh, const scene::ISceneNode* node) = 0;
};
@ -202,7 +202,7 @@ namespace scene
{
public:
IColladaMeshWriter()
IColladaMeshWriter()
: Properties(0), DefaultProperties(0), NameGenerator(0), DefaultNameGenerator(0)
, WriteTextures(true), WriteDefaultScene(true), ExportSMaterialOnce(true)
, AmbientLight(0.f, 0.f, 0.f, 1.f)
@ -211,7 +211,7 @@ namespace scene
}
//! Destructor
virtual ~IColladaMeshWriter()
virtual ~IColladaMeshWriter()
{
if ( Properties )
Properties->drop();
@ -234,7 +234,7 @@ namespace scene
}
//! Get if texture information should be written
virtual bool getWriteTextures() const
virtual bool getWriteTextures() const
{
return WriteTextures;
}
@ -271,11 +271,11 @@ namespace scene
/** Optimally ECGI_PER_MESH would be always sufficent - writing geometry once per mesh.
Unfortunately many tools (at the time of writing this nearly all of them) have trouble
on import when different materials are used per node. So when you override materials
per node and importing the resuling collada has materials problems in other tools try
using other values here.
\param writeStyle One of the E_COLLADA_GEOMETRY_WRITING settings.
per node and importing the resuling collada has materials problems in other tools try
using other values here.
\param writeStyle One of the E_COLLADA_GEOMETRY_WRITING settings.
*/
virtual void setGeometryWriting(E_COLLADA_GEOMETRY_WRITING writeStyle)
virtual void setGeometryWriting(E_COLLADA_GEOMETRY_WRITING writeStyle)
{
GeometryWriting = writeStyle;
}
@ -287,10 +287,10 @@ namespace scene
}
//! Make certain there is only one collada material generated per Irrlicht material
/** Checks before creating a collada material-name if an identical
irr:::video::SMaterial has been exported already. If so don't export it with
/** Checks before creating a collada material-name if an identical
irr:::video::SMaterial has been exported already. If so don't export it with
another name. This is set by default and leads to way smaller .dae files.
Note that if you need to disable this flag for some reason you can still
Note that if you need to disable this flag for some reason you can still
get a similar effect using the IColladaMeshWriterNames::nameForMaterial
by returning identical names for identical materials there.
*/
@ -305,13 +305,13 @@ namespace scene
}
//! Set properties to use by the meshwriter instead of it's default properties.
/** Overloading properties with an own class allows modifying the writing process in certain ways.
/** Overloading properties with an own class allows modifying the writing process in certain ways.
By default properties are set to the DefaultProperties. */
virtual void setProperties(IColladaMeshWriterProperties * p)
{
if ( p == Properties )
return;
if ( p )
if ( p )
p->grab();
if ( Properties )
Properties->drop();
@ -324,19 +324,19 @@ namespace scene
return Properties;
}
//! Return the original default properties of the writer.
//! Return the original default properties of the writer.
/** You can use this pointer in your own properties to access and return default values. */
IColladaMeshWriterProperties * getDefaultProperties() const
{
return DefaultProperties;
IColladaMeshWriterProperties * getDefaultProperties() const
{
return DefaultProperties;
}
//! Install a generator to create custom names on export.
//! Install a generator to create custom names on export.
virtual void setNameGenerator(IColladaMeshWriterNames * nameGenerator)
{
if ( nameGenerator == NameGenerator )
return;
if ( nameGenerator )
if ( nameGenerator )
nameGenerator->grab();
if ( NameGenerator )
NameGenerator->drop();
@ -349,11 +349,11 @@ namespace scene
return NameGenerator;
}
//! Return the original default name generator of the writer.
//! Return the original default name generator of the writer.
/** You can use this pointer in your own generator to access and return default values. */
IColladaMeshWriterNames * getDefaultNameGenerator() const
{
return DefaultNameGenerator;
IColladaMeshWriterNames * getDefaultNameGenerator() const
{
return DefaultNameGenerator;
}
//! Restrict the characters of oldString a set of allowed characters in xs::NCName and add the prefix.
@ -361,8 +361,8 @@ namespace scene
virtual irr::core::stringw toNCName(const irr::core::stringw& oldString, const irr::core::stringw& prefix=irr::core::stringw(L"_NC_")) const = 0;
//! After export you can find out which name had been used for writing the geometry for this node.
/** The name comes from IColladaMeshWriterNames::nameForMesh, but you can't access the node there.
\return Either a pointer to the name or NULL */
/** The name comes from IColladaMeshWriterNames::nameForMesh, but you can't access the node there.
\return Either a pointer to the name or NULL */
// TODO: Function is not const because there is no const getMesh() function for several Irrlicht nodes.
virtual const irr::core::stringw* findGeometryNameForNode(ISceneNode* node) = 0;
@ -373,7 +373,7 @@ namespace scene
{
if ( p == DefaultProperties )
return;
if ( p )
if ( p )
p->grab();
if ( DefaultProperties )
DefaultProperties->drop();
@ -385,7 +385,7 @@ namespace scene
{
if ( p == DefaultNameGenerator )
return;
if ( p )
if ( p )
p->grab();
if ( DefaultNameGenerator )
DefaultNameGenerator->drop();

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@ -20,19 +20,19 @@ namespace gui
enum ECURSOR_ICON
{
// Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
ECI_NORMAL, // arrow
ECI_CROSS, // Crosshair
ECI_HAND, // Hand
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourclass
ECI_SIZEALL, // arrow in all directions
ECI_NORMAL, // arrow
ECI_CROSS, // Crosshair
ECI_HAND, // Hand
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourclass
ECI_SIZEALL, // arrow in all directions
ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENWSE, // resizes in direction north-west or south-east
ECI_SIZENS, // resizes in direction north or south
ECI_SIZEWE, // resizes in direction west or east
ECI_UP, // up-arrow
ECI_SIZENWSE, // resizes in direction north-west or south-east
ECI_SIZENS, // resizes in direction north or south
ECI_SIZEWE, // resizes in direction west or east
ECI_UP, // up-arrow
// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those

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@ -216,7 +216,7 @@ namespace irr
//! The text in an editbox was changed. This does not include automatic changes in text-breaking.
EGET_EDITBOX_CHANGED,
//! The marked area in an editbox was changed.
//! The marked area in an editbox was changed.
EGET_EDITBOX_MARKING_CHANGED,
//! The tab was changed in an tab control
@ -345,7 +345,7 @@ struct SEvent
{
NUMBER_OF_BUTTONS = 32,
AXIS_X = 0, // e.g. analog stick 1 left to right
AXIS_X = 0, // e.g. analog stick 1 left to right
AXIS_Y, // e.g. analog stick 1 top to bottom
AXIS_Z, // e.g. throttle, or analog 2 stick 2 left to right
AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom
@ -454,18 +454,18 @@ struct SJoystickInfo
/** This is an internal Irrlicht index; it does not map directly
* to any particular hardware joystick. It corresponds to the
* irr::SJoystickEvent Joystick ID. */
u8 Joystick;
u8 Joystick;
//! The name that the joystick uses to identify itself.
core::stringc Name;
core::stringc Name;
//! The number of buttons that the joystick has.
u32 Buttons;
u32 Buttons;
//! The number of axes that the joystick has, i.e. X, Y, Z, R, U, V.
/** Note: with a Linux device, the POV hat (if any) will use two axes. These
* will be included in this count. */
u32 Axes;
u32 Axes;
//! An indication of whether the joystick has a POV hat.
/** A Windows device will identify the presence or absence or the POV hat. A

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@ -24,7 +24,7 @@ namespace gui
//! call setVisible(false)
ECMC_HIDE = 2
// note to implementors - this is planned as bitset, so continue with 4 if you need to add further flags.
// note to implementors - this is planned as bitset, so continue with 4 if you need to add further flags.
};
//! GUI Context menu interface.
@ -64,10 +64,10 @@ namespace gui
virtual u32 addItem(const wchar_t* text, s32 commandId=-1, bool enabled=true,
bool hasSubMenu=false, bool checked=false, bool autoChecking=false) = 0;
//! Insert a menu item at specified position.
/** \param idx: Position to insert the new element,
should be smaller than itemcount otherwise the item is added to the end.
\param text: Text of menu item. Set this to 0 to create
//! Insert a menu item at specified position.
/** \param idx: Position to insert the new element,
should be smaller than itemcount otherwise the item is added to the end.
\param text: Text of menu item. Set this to 0 to create
an separator instead of a real item, which is the same like
calling addSeparator();
\param commandId: Command id of menu item, a simple id you may
@ -81,11 +81,11 @@ namespace gui
virtual u32 insertItem(u32 idx, const wchar_t* text, s32 commandId=-1, bool enabled=true,
bool hasSubMenu=false, bool checked=false, bool autoChecking=false) = 0;
//! Find an item by it's CommandID
//! Find an item by its CommandID
/**
\param commandId: We are looking for the first item which has this commandID
\param idxStartSearch: Start searching from this index.
\return Returns the index of the item when found or otherwise -1. */
\return Returns the index of the item when found or otherwise -1. */
virtual s32 findItemWithCommandId(s32 commandId, u32 idxStartSearch=0) const = 0;
//! Adds a separator item to the menu

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@ -134,11 +134,11 @@ namespace gui
//! Returns maximum amount of characters, previously set by setMax();
virtual u32 getMax() const = 0;
//! Set the character used for the cursor.
//! Set the character used for the cursor.
/** By default it's "_" */
virtual void setCursorChar(const wchar_t cursorChar) = 0;
//! Get the character used for the cursor.
//! Get the character used for the cursor.
virtual wchar_t getCursorChar() const = 0;
//! Set the blinktime for the cursor. 2x blinktime is one full cycle.
@ -146,8 +146,7 @@ namespace gui
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
//! Get the cursor blinktime
virtual irr::u32 getCursorBlinkTime() const = 0;
virtual irr::u32 getCursorBlinkTime() const = 0;
};

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@ -564,7 +564,7 @@ public:
virtual bool sendToBack(IGUIElement* child)
{
core::list<IGUIElement*>::Iterator it = Children.begin();
if (child == (*it)) // already there
if (child == (*it)) // already there
return true;
for (; it != Children.end(); ++it)
{
@ -748,7 +748,7 @@ public:
{
return GUIElementTypeNames[Type];
}
//! Returns the name of the element.
/** \return Name as character string. */
virtual const c8* getName() const
@ -778,7 +778,7 @@ public:
scripting languages, editors, debuggers or xml serialization purposes. */
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const
{
out->addString("Name", Name.c_str());
out->addString("Name", Name.c_str());
out->addInt("Id", ID );
out->addString("Caption", getText());
out->addRect("Rect", DesiredRect);
@ -1017,7 +1017,7 @@ protected:
//! tooltip
core::stringw ToolTipText;
//! users can set this for identificating the element by string
core::stringc Name;

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@ -87,8 +87,8 @@ public:
virtual IGUIElement* getFocus() const = 0;
//! Returns the element which was last under the mouse cursor
/** NOTE: This information is updated _after_ the user-eventreceiver
received it's mouse-events. To find the hovered element while catching
/** NOTE: This information is updated _after_ the user-eventreceiver
received it's mouse-events. To find the hovered element while catching
mouse events you have to use instead:
IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos);
\return Pointer to the element under the mouse. */
@ -215,7 +215,7 @@ public:
//! Returns the root gui element.
/** This is the first gui element, the (direct or indirect) parent of all
other gui elements. It is a valid IGUIElement, with dimensions the same
size as the screen.
size as the screen.
\return Pointer to the root element of the GUI. The returned pointer
should not be dropped. See IReferenceCounted::drop() for more
information. */
@ -584,8 +584,8 @@ public:
//! Loads the gui. Note that the current gui is not cleared before.
/** When a parent is set the elements will be added below the parent, the parent itself does not deserialize.
When the file contains skin-settings from the gui-environment those are always serialized into the
guienvironment independent of the parent setting.
When the file contains skin-settings from the gui-environment those are always serialized into the
guienvironment independent of the parent setting.
\param filename Name of the file.
\param parent Parent for the loaded GUI, root if 0.
\return True if loading succeeded, else false. */
@ -593,8 +593,8 @@ public:
//! Loads the gui. Note that the current gui is not cleared before.
/** When a parent is set the elements will be added below the parent, the parent itself does not deserialize.
When the file contains skin-settings from the gui-environment those are always serialized into the
guienvironment independent of the parent setting.
When the file contains skin-settings from the gui-environment those are always serialized into the
guienvironment independent of the parent setting.
\param file The file to load from.
\param parent Parent for the loaded GUI, root if 0.
\return True if loading succeeded, else false. */

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@ -88,7 +88,7 @@ namespace gui
virtual bool hasChildren() const = 0;
//! returns true if this node has child nodes
/** \deprecated Deprecated in 1.8, use hasChildren() instead.
/** \deprecated Deprecated in 1.8, use hasChildren() instead.
This method may be removed by Irrlicht 1.9 */
_IRR_DEPRECATED_ bool hasChilds() const
{

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@ -62,7 +62,7 @@ namespace gui
So to get absolute positions you have to add the resulting rectangle to getAbsolutePosition().UpperLeftCorner.<br>
To get it relative to the parent element you have to add the resulting rectangle to getRelativePosition().UpperLeftCorner.
Beware that adding a menu will not change the clientRect as menus are own gui elements, so in that case you might want to subtract
the menu area additionally. */
the menu area additionally. */
virtual core::rect<s32> getClientRect() const = 0;
};

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@ -103,7 +103,7 @@ namespace scene
}
//! Renames a loaded mesh.
/** \deprecated Use renameMesh() instead. This method may be removed by
/** \deprecated Use renameMesh() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ bool setMeshFilename(u32 index, const io::path& filename)
{
@ -125,12 +125,12 @@ namespace scene
//! Get the name of a loaded mesh, based on its index.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
\return The name if mesh was found and has a name, else the path is empty. */
\return The name if mesh was found and has a name, else the path is empty. */
virtual const io::SNamedPath& getMeshName(u32 index) const = 0;
//! Get the name of the loaded mesh if there is any.
/** \param mesh Pointer to mesh to query.
\return The name if mesh was found and has a name, else the path is empty. */
\return The name if mesh was found and has a name, else the path is empty. */
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0;
//! Renames a loaded mesh.

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@ -119,7 +119,7 @@ namespace scene
}
//! Scales the actual mesh, not a scene node.
/** \deprecated Use scale() instead. This method may be removed by Irrlicht 1.9
/** \deprecated Use scale() instead. This method may be removed by Irrlicht 1.9
\param mesh Mesh on which the operation is performed.
\param factor Scale factor for each axis. */
_IRR_DEPRECATED_ void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
@ -159,7 +159,7 @@ namespace scene
}
//! Applies a transformation to a mesh
/** \deprecated Use transform() instead. This method may be removed by Irrlicht 1.9
/** \deprecated Use transform() instead. This method may be removed by Irrlicht 1.9
\param mesh Mesh on which the operation is performed.
\param m transformation matrix. */
_IRR_DEPRECATED_ virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}

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@ -81,7 +81,7 @@ public:
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) = 0;
//! Set maximal random derivation from the direction
//! Set maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) = 0;
//! Get direction the emitter emits particles
@ -111,10 +111,9 @@ public:
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const = 0;
//! Get maximal random derivation from the direction
//! Get maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const = 0;
//! Get emitter type
virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_POINT; }
};

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@ -68,8 +68,9 @@ public:
virtual void clearParticles() = 0;
//! Do manually update the particles.
//! This should only be called when you want to render the node outside the scenegraph,
//! as the node will care about this otherwise automatically.
/** This should only be called when you want to render the node outside
the scenegraph, as the node will care about this otherwise
automatically. */
virtual void doParticleSystem(u32 time) = 0;
//! Gets the particle emitter, which creates the particles.

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@ -371,50 +371,48 @@ namespace quake3
enum eQ3ModifierFunction
{
TCMOD = 0,
TCMOD = 0,
DEFORMVERTEXES = 1,
RGBGEN = 2,
TCGEN = 3,
MAP = 4,
ALPHAGEN = 5,
RGBGEN = 2,
TCGEN = 3,
MAP = 4,
ALPHAGEN = 5,
FUNCTION2 = 0x10,
SCROLL = FUNCTION2 + 1,
SCALE = FUNCTION2 + 2,
ROTATE = FUNCTION2 + 3,
STRETCH = FUNCTION2 + 4,
TURBULENCE = FUNCTION2 + 5,
WAVE = FUNCTION2 + 6,
FUNCTION2 = 0x10,
SCROLL = FUNCTION2 + 1,
SCALE = FUNCTION2 + 2,
ROTATE = FUNCTION2 + 3,
STRETCH = FUNCTION2 + 4,
TURBULENCE = FUNCTION2 + 5,
WAVE = FUNCTION2 + 6,
IDENTITY = FUNCTION2 + 7,
VERTEX = FUNCTION2 + 8,
TEXTURE = FUNCTION2 + 9,
LIGHTMAP = FUNCTION2 + 10,
ENVIRONMENT = FUNCTION2 + 11,
IDENTITY = FUNCTION2 + 7,
VERTEX = FUNCTION2 + 8,
TEXTURE = FUNCTION2 + 9,
LIGHTMAP = FUNCTION2 + 10,
ENVIRONMENT = FUNCTION2 + 11,
DOLLAR_LIGHTMAP = FUNCTION2 + 12,
BULGE = FUNCTION2 + 13,
AUTOSPRITE = FUNCTION2 + 14,
AUTOSPRITE2 = FUNCTION2 + 15,
TRANSFORM = FUNCTION2 + 16,
EXACTVERTEX = FUNCTION2 + 17,
CONSTANT = FUNCTION2 + 18,
BULGE = FUNCTION2 + 13,
AUTOSPRITE = FUNCTION2 + 14,
AUTOSPRITE2 = FUNCTION2 + 15,
TRANSFORM = FUNCTION2 + 16,
EXACTVERTEX = FUNCTION2 + 17,
CONSTANT = FUNCTION2 + 18,
LIGHTINGSPECULAR = FUNCTION2 + 19,
MOVE = FUNCTION2 + 20,
NORMAL = FUNCTION2 + 21,
MOVE = FUNCTION2 + 20,
NORMAL = FUNCTION2 + 21,
IDENTITYLIGHTING = FUNCTION2 + 22,
WAVE_MODIFIER_FUNCTION = 0x30,
SINUS = WAVE_MODIFIER_FUNCTION + 1,
COSINUS = WAVE_MODIFIER_FUNCTION + 2,
SQUARE = WAVE_MODIFIER_FUNCTION + 3,
TRIANGLE = WAVE_MODIFIER_FUNCTION + 4,
SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5,
SINUS = WAVE_MODIFIER_FUNCTION + 1,
COSINUS = WAVE_MODIFIER_FUNCTION + 2,
SQUARE = WAVE_MODIFIER_FUNCTION + 3,
TRIANGLE = WAVE_MODIFIER_FUNCTION + 4,
SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5,
SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6,
NOISE = WAVE_MODIFIER_FUNCTION + 7,
UNKNOWN = -2
NOISE = WAVE_MODIFIER_FUNCTION + 7,
UNKNOWN = -2
};
struct SModifierFunction

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@ -9,7 +9,7 @@
#ifdef _IRR_COMPILE_WITH_LEAK_HUNTER_
#include "leakHunter.h"
#endif
#endif
namespace irr
{

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@ -702,17 +702,17 @@ namespace scene
{
if (!out)
return;
out->addString ("Name", Name.c_str());
out->addInt ("Id", ID );
out->addString("Name", Name.c_str());
out->addInt("Id", ID );
out->addVector3d("Position", getPosition() );
out->addVector3d("Rotation", getRotation() );
out->addVector3d("Scale", getScale() );
out->addBool ("Visible", IsVisible );
out->addInt ("AutomaticCulling", AutomaticCullingState);
out->addInt ("DebugDataVisible", DebugDataVisible );
out->addBool ("IsDebugObject", IsDebugObject );
out->addBool("Visible", IsVisible );
out->addInt("AutomaticCulling", AutomaticCullingState);
out->addInt("DebugDataVisible", DebugDataVisible );
out->addBool("IsDebugObject", IsDebugObject );
}

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@ -18,7 +18,7 @@ namespace scene
//! Special scene node animator for FPS cameras
/** This scene node animator can be attached to a camera to make it act
like a first person shooter
like a first person shooter
*/
class ISceneNodeAnimatorCameraFPS : public ISceneNodeAnimator
{
@ -45,15 +45,15 @@ namespace scene
virtual void setKeyMap(SKeyMap *map, u32 count) = 0;
//! Sets the keyboard mapping for this animator
//! \param keymap The new keymap array
//! \param keymap The new keymap array
virtual void setKeyMap(const core::array<SKeyMap>& keymap) = 0;
//! Gets the keyboard mapping for this animator
virtual const core::array<SKeyMap>& getKeyMap() const = 0;
//! Sets whether vertical movement should be allowed.
/** If vertical movement is enabled then the camera may fight with
gravity causing camera shake. Disable this if the camera has
/** If vertical movement is enabled then the camera may fight with
gravity causing camera shake. Disable this if the camera has
a collision animator with gravity enabled. */
virtual void setVerticalMovement(bool allow) = 0;

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@ -29,7 +29,7 @@ public:
//! Called when the scene manager create a scene node while loading a file.
virtual void OnCreateNode(ISceneNode* node) = 0;
//! Called when the scene manager read a scene node while loading a file.
/** The userData pointer contains a list of attributes with userData which
were attached to the scene node in the read scene file.*/

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@ -152,7 +152,7 @@ namespace scene
\param file The file to read the image from. File is not rewinded.
\param vertexColor Color of all vertices.
\param smoothFactor Number of smoothing passes. */
virtual bool loadHeightMap(io::IReadFile* file,
virtual bool loadHeightMap(io::IReadFile* file,
video::SColor vertexColor=video::SColor(255,255,255,255),
s32 smoothFactor=0) =0;

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@ -51,7 +51,7 @@ public:
// Day of the year, from 1 to 366
u32 Yearday;
// Whether daylight saving is on
bool IsDST;
bool IsDST;
};
virtual RealTimeDate getRealTimeAndDate() const = 0;

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@ -15,7 +15,7 @@ namespace io
{
//! Interface providing methods for making it easier to write XML files.
/** This XML Writer writes xml files using in the platform dependent
/** This XML Writer writes xml files using in the platform dependent
wchar_t format and sets the xml-encoding correspondingly. */
class IXMLWriter : public virtual IReferenceCounted
{

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@ -161,7 +161,7 @@ If not defined, Windows Multimedia library is used, which offers also broad supp
#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
#endif
// can't get this to compile currently under borland, can be removed if someone has a better solution
#if defined(__BORLANDC__)
#if defined(__BORLANDC__)
#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
#endif
@ -391,7 +391,7 @@ B3D, MS3D or X meshes */
#ifdef NO_IRR_COMPILE_WITH_OGRE_LOADER_
#undef _IRR_COMPILE_WITH_OGRE_LOADER_
#endif
#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
//! Define _IRR_COMPILE_WITH_IRR_MESH_LOADER_ if you want to load Irrlicht Engine .irrmesh files
#define _IRR_COMPILE_WITH_IRR_MESH_LOADER_
@ -845,7 +845,6 @@ precision will be lower but speed higher. currently X86 only
#define _tfindnext __tfindnext
typedef long intptr_t;
#endif
#endif
#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__

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@ -429,14 +429,14 @@ namespace video
{
u16 * dest = (u16*)data;
*dest = video::A8R8G8B8toA1R5G5B5( color );
}
}
break;
case ECF_R5G6B5:
{
u16 * dest = (u16*)data;
*dest = video::A8R8G8B8toR5G6B5( color );
}
}
break;
case ECF_R8G8B8:
@ -445,14 +445,14 @@ namespace video
dest[0] = (u8)getRed();
dest[1] = (u8)getGreen();
dest[2] = (u8)getBlue();
}
}
break;
case ECF_A8R8G8B8:
{
u32 * dest = (u32*)data;
*dest = color;
}
}
break;
default:

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@ -22,15 +22,15 @@ namespace video
//! Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor
enum E_BLEND_FACTOR
{
EBF_ZERO = 0, //!< src & dest (0, 0, 0, 0)
EBF_ONE, //!< src & dest (1, 1, 1, 1)
EBF_DST_COLOR, //!< src (destR, destG, destB, destA)
EBF_ZERO = 0, //!< src & dest (0, 0, 0, 0)
EBF_ONE, //!< src & dest (1, 1, 1, 1)
EBF_DST_COLOR, //!< src (destR, destG, destB, destA)
EBF_ONE_MINUS_DST_COLOR, //!< src (1-destR, 1-destG, 1-destB, 1-destA)
EBF_SRC_COLOR, //!< dest (srcR, srcG, srcB, srcA)
EBF_ONE_MINUS_SRC_COLOR, //!< dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
EBF_SRC_ALPHA, //!< src & dest (srcA, srcA, srcA, srcA)
EBF_SRC_COLOR, //!< dest (srcR, srcG, srcB, srcA)
EBF_ONE_MINUS_SRC_COLOR, //!< dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
EBF_SRC_ALPHA, //!< src & dest (srcA, srcA, srcA, srcA)
EBF_ONE_MINUS_SRC_ALPHA, //!< src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
EBF_DST_ALPHA, //!< src & dest (destA, destA, destA, destA)
EBF_DST_ALPHA, //!< src & dest (destA, destA, destA, destA)
EBF_ONE_MINUS_DST_ALPHA, //!< src & dest (1-destA, 1-destA, 1-destA, 1-destA)
EBF_SRC_ALPHA_SATURATE //!< src (min(srcA, 1-destA), idem, ...)
};
@ -39,11 +39,11 @@ namespace video
enum E_BLEND_OPERATION
{
EBO_NONE = 0, //!< No blending happens
EBO_ADD, //!< Default blending adds the color values
EBO_ADD, //!< Default blending adds the color values
EBO_SUBTRACT, //!< This mode subtracts the color values
EBO_REVSUBTRACT,//!< This modes subtracts destination from source
EBO_MIN, //!< Choose minimum value of each color channel
EBO_MAX, //!< Choose maximum value of each color channel
EBO_MIN, //!< Choose minimum value of each color channel
EBO_MAX, //!< Choose maximum value of each color channel
EBO_MIN_FACTOR, //!< Choose minimum value of each color channel after applying blend factors, not widely supported
EBO_MAX_FACTOR, //!< Choose maximum value of each color channel after applying blend factors, not widely supported
EBO_MIN_ALPHA, //!< Choose minimum value of each color channel based on alpha value, not widely supported
@ -128,7 +128,7 @@ namespace video
{
const u32 state = IR(param);
alphaSource = (state & 0x0000F000) >> 12;
modulo = E_MODULATE_FUNC( ( state & 0x00000F00 ) >> 8 );
modulo = E_MODULATE_FUNC( ( state & 0x00000F00 ) >> 8 );
srcFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
dstFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
}
@ -370,7 +370,7 @@ namespace video
u8 ZBuffer;
//! Sets the antialiasing mode
/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
EAAM_SIMPLE|EAAM_LINE_SMOOTH, i.e. simple multi-sample
anti-aliasing and lime smoothing is enabled. */
u8 AntiAliasing;
@ -384,7 +384,7 @@ namespace video
//! Defines the interpretation of vertex color in the lighting equation
/** Values should be chosen from E_COLOR_MATERIAL.
When lighting is enabled, vertex color can be used instead of the
When lighting is enabled, vertex color can be used instead of the
material values for light modulation. This allows to easily change e.g. the
diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in
a very similar rendering as with lighting turned off, just with light shading. */

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@ -73,7 +73,7 @@ namespace video
~SMaterialLayer()
{
MatrixAllocator.destruct(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
}
//! Assignment operator
@ -93,7 +93,7 @@ namespace video
else
{
MatrixAllocator.destruct(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
TextureMatrix = 0;
}
}
@ -200,8 +200,8 @@ namespace video
/** In Irrlicht you can use anisotropic texture filtering
in conjunction with bilinear or trilinear texture
filtering to improve rendering results. Primitives
will look less blurry with this flag switched on. The number gives
the maximal anisotropy degree, and is often in the range 2-16.
will look less blurry with this flag switched on. The number gives
the maximal anisotropy degree, and is often in the range 2-16.
Value 1 is equivalent to 0, but should be avoided. */
u8 AnisotropicFilter;

View File

@ -20,27 +20,26 @@ namespace core
// ----------- some basic quite often used string functions -----------------
//! search if a filename has a proper extension
inline s32 isFileExtension ( const io::path& filename,
const io::path& ext0,
const io::path& ext1,
const io::path& ext2)
inline s32 isFileExtension (const io::path& filename, const io::path& ext0,
const io::path& ext1, const io::path& ext2)
{
s32 extPos = filename.findLast ( '.' );
if ( extPos < 0 )
return 0;
extPos += 1;
if ( filename.equals_substring_ignore_case ( ext0, extPos ) ) return 1;
if ( filename.equals_substring_ignore_case ( ext1, extPos ) ) return 2;
if ( filename.equals_substring_ignore_case ( ext2, extPos ) ) return 3;
if ( filename.equals_substring_ignore_case ( ext0, extPos ) )
return 1;
if ( filename.equals_substring_ignore_case ( ext1, extPos ) )
return 2;
if ( filename.equals_substring_ignore_case ( ext2, extPos ) )
return 3;
return 0;
}
//! search if a filename has a proper extension
inline bool hasFileExtension ( const io::path& filename,
const io::path& ext0,
const io::path& ext1 = "",
const io::path& ext2 = "")
inline bool hasFileExtension(const io::path& filename, const io::path& ext0,
const io::path& ext1 = "", const io::path& ext2 = "")
{
return isFileExtension ( filename, ext0, ext1, ext2 ) > 0;
}

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@ -13,8 +13,8 @@ namespace irr
namespace core
{
//! Selection of characters which count as decimal point in fast_atof
// TODO: This should probably also be used in irr::core::string, but the float-to-string code
// used there has to be rewritten first.
// TODO: This should probably also be used in irr::core::string, but
// the float-to-string code used there has to be rewritten first.
IRRLICHT_API extern irr::core::stringc LOCALE_DECIMAL_POINTS;
// we write [17] here instead of [] to work around a swig bug

View File

@ -25,8 +25,7 @@ class array
public:
//! Default constructor for empty array.
array()
: data(0), allocated(0), used(0),
array() : data(0), allocated(0), used(0),
strategy(ALLOC_STRATEGY_DOUBLE), free_when_destroyed(true), is_sorted(true)
{
}
@ -34,9 +33,9 @@ public:
//! Constructs an array and allocates an initial chunk of memory.
/** \param start_count Amount of elements to pre-allocate. */
array(u32 start_count)
: data(0), allocated(0), used(0),
strategy(ALLOC_STRATEGY_DOUBLE), free_when_destroyed(true), is_sorted(true)
array(u32 start_count) : data(0), allocated(0), used(0),
strategy(ALLOC_STRATEGY_DOUBLE),
free_when_destroyed(true), is_sorted(true)
{
reallocate(start_count);
}
@ -468,8 +467,8 @@ public:
//! it is used for searching a multiset
/** The array will be sorted before the binary search if it is not
already sorted.
\param element Element to search for.
\param &last return lastIndex of equal elements
\param element Element to search for.
\param &last return lastIndex of equal elements
\return Position of the first searched element if it was found,
otherwise -1 is returned. */
s32 binary_search_multi(const T& element, s32 &last)
@ -567,12 +566,12 @@ public:
for (i=index+count; i<used; ++i)
{
if (i-count >= index+count) // not already destructed before loop
if (i-count >= index+count) // not already destructed before loop
allocator.destruct(&data[i-count]);
allocator.construct(&data[i-count], data[i]); // data[i-count] = data[i];
if (i >= used-count) // those which are not overwritten
if (i >= used-count) // those which are not overwritten
allocator.destruct(&data[i]);
}
@ -590,14 +589,14 @@ public:
//! Swap the content of this array container with the content of another array
/** Afterwards this object will contain the content of the other object and the other
object will contain the content of this object.
\param other Swap content with this object */
\param other Swap content with this object */
void swap(array<T, TAlloc>& other)
{
core::swap(data, other.data);
core::swap(allocated, other.allocated);
core::swap(used, other.used);
core::swap(allocator, other.allocator); // memory is still released by the same allocator used for allocation
eAllocStrategy helper_strategy(strategy); // can't use core::swap with bitfields
core::swap(allocator, other.allocator); // memory is still released by the same allocator used for allocation
eAllocStrategy helper_strategy(strategy); // can't use core::swap with bitfields
strategy = other.strategy;
other.strategy = helper_strategy;
bool helper_free_when_destroyed(free_when_destroyed);

View File

@ -389,13 +389,13 @@ public:
/** Afterwards this object will contain the content of the other object and the other
object will contain the content of this object. Iterators will afterwards be valid for
the swapped object.
\param other Swap content with this object */
\param other Swap content with this object */
void swap(list<T>& other)
{
core::swap(First, other.First);
core::swap(Last, other.Last);
core::swap(Size, other.Size);
core::swap(allocator, other.allocator); // memory is still released by the same allocator used for allocation
core::swap(allocator, other.allocator); // memory is still released by the same allocator used for allocation
}

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@ -41,16 +41,16 @@ class map
p->setParent(this);
}
void setParent(RBTree* p) { Parent=p; }
void setParent(RBTree* p) { Parent=p; }
void setValue(const ValueTypeRB& v) { Value = v; }
void setValue(const ValueTypeRB& v) { Value = v; }
void setRed() { IsRed = true; }
void setBlack() { IsRed = false; }
void setRed() { IsRed = true; }
void setBlack() { IsRed = false; }
RBTree* getLeftChild() const { return LeftChild; }
RBTree* getRightChild() const { return RightChild; }
RBTree* getParent() const { return Parent; }
RBTree* getLeftChild() const { return LeftChild; }
RBTree* getRightChild() const { return RightChild; }
RBTree* getParent() const { return Parent; }
const ValueTypeRB& getValue() const
{
@ -118,13 +118,13 @@ class map
private:
RBTree();
RBTree* LeftChild;
RBTree* RightChild;
RBTree* LeftChild;
RBTree* RightChild;
RBTree* Parent;
RBTree* Parent;
KeyTypeRB Key;
ValueTypeRB Value;
KeyTypeRB Key;
ValueTypeRB Value;
bool IsRed;
}; // RBTree
@ -442,7 +442,7 @@ class map
{
public:
ParentFirstIterator() : Root(0), Cur(0) {}
ParentFirstIterator() : Root(0), Cur(0) {}
explicit ParentFirstIterator(Node* root) : Root(root), Cur(0)
{
@ -938,7 +938,7 @@ class map
/** Afterwards this object will contain the content of the other object and the other
object will contain the content of this object. Iterators will afterwards be valid for
the swapped object.
\param other Swap content with this object */
\param other Swap content with this object */
void swap(map<KeyType, ValueType>& other)
{
core::swap(Root, other.Root);

View File

@ -53,19 +53,19 @@ namespace core
#undef PI
#endif
//! Constant for PI.
const f32 PI = 3.14159265359f;
const f32 PI = 3.14159265359f;
//! Constant for reciprocal of PI.
const f32 RECIPROCAL_PI = 1.0f/PI;
const f32 RECIPROCAL_PI = 1.0f/PI;
//! Constant for half of PI.
const f32 HALF_PI = PI/2.0f;
const f32 HALF_PI = PI/2.0f;
#ifdef PI64 // make sure we don't collide with a define
#undef PI64
#endif
//! Constant for 64bit PI.
const f64 PI64 = 3.1415926535897932384626433832795028841971693993751;
const f64 PI64 = 3.1415926535897932384626433832795028841971693993751;
//! Constant for 64bit reciprocal of PI.
const f64 RECIPROCAL_PI64 = 1.0/PI64;
@ -84,7 +84,7 @@ namespace core
//! Utility function to convert a radian value to degrees
/** Provided as it can be clearer to write radToDeg(X) than RADTODEG * X
\param radians The radians value to convert to degrees.
\param radians The radians value to convert to degrees.
*/
inline f32 radToDeg(f32 radians)
{
@ -93,7 +93,7 @@ namespace core
//! Utility function to convert a radian value to degrees
/** Provided as it can be clearer to write radToDeg(X) than RADTODEG * X
\param radians The radians value to convert to degrees.
\param radians The radians value to convert to degrees.
*/
inline f64 radToDeg(f64 radians)
{
@ -102,7 +102,7 @@ namespace core
//! Utility function to convert a degrees value to radians
/** Provided as it can be clearer to write degToRad(X) than DEGTORAD * X
\param degrees The degrees value to convert to radians.
\param degrees The degrees value to convert to radians.
*/
inline f32 degToRad(f32 degrees)
{
@ -111,7 +111,7 @@ namespace core
//! Utility function to convert a degrees value to radians
/** Provided as it can be clearer to write degToRad(X) than DEGTORAD * X
\param degrees The degrees value to convert to radians.
\param degrees The degrees value to convert to radians.
*/
inline f64 degToRad(f64 degrees)
{
@ -348,26 +348,26 @@ namespace core
//! code is taken from IceFPU
//! Integer representation of a floating-point value.
#ifdef IRRLICHT_FAST_MATH
#define IR(x) ((u32&)(x))
#define IR(x) ((u32&)(x))
#else
inline u32 IR(f32 x) {inttofloat tmp; tmp.f=x; return tmp.u;}
#endif
//! Absolute integer representation of a floating-point value
#define AIR(x) (IR(x)&0x7fffffff)
#define AIR(x) (IR(x)&0x7fffffff)
//! Floating-point representation of an integer value.
#ifdef IRRLICHT_FAST_MATH
#define FR(x) ((f32&)(x))
#define FR(x) ((f32&)(x))
#else
inline f32 FR(u32 x) {inttofloat tmp; tmp.u=x; return tmp.f;}
inline f32 FR(s32 x) {inttofloat tmp; tmp.s=x; return tmp.f;}
#endif
//! integer representation of 1.0
#define IEEE_1_0 0x3f800000
#define IEEE_1_0 0x3f800000
//! integer representation of 255.0
#define IEEE_255_0 0x437f0000
#define IEEE_255_0 0x437f0000
#ifdef IRRLICHT_FAST_MATH
#define F32_LOWER_0(f) (F32_AS_U32(f) > F32_SIGN_BIT)

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@ -74,7 +74,7 @@ typedef signed int s32;
typedef unsigned __int64 u64;
#elif __GNUC__
#if __WORDSIZE == 64
typedef unsigned long int u64;
typedef unsigned long int u64;
#else
__extension__ typedef unsigned long long u64;
#endif
@ -88,7 +88,7 @@ typedef unsigned long long u64;
typedef __int64 s64;
#elif __GNUC__
#if __WORDSIZE == 64
typedef long int s64;
typedef long int s64;
#else
__extension__ typedef long long s64;
#endif
@ -164,18 +164,18 @@ strings
//! define a break macro for debugging.
#if defined(_DEBUG)
#if defined(_IRR_WINDOWS_API_) && defined(_MSC_VER) && !defined (_WIN32_WCE)
#if defined(WIN64) || defined(_WIN64) // using portable common solution for x64 configuration
#include <crtdbg.h>
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) if (_CONDITION_) {_CrtDbgBreak();}
#else
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) if (_CONDITION_) {_asm int 3}
#endif
#if defined(WIN64) || defined(_WIN64) // using portable common solution for x64 configuration
#include <crtdbg.h>
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) if (_CONDITION_) {_CrtDbgBreak();}
#else
#include "assert.h"
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) assert( !(_CONDITION_) );
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) if (_CONDITION_) {_asm int 3}
#endif
#else
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ )
#include "assert.h"
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) assert( !(_CONDITION_) );
#endif
#else
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ )
#endif
//! Defines a deprecated macro which generates a warning at compile time

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@ -381,7 +381,7 @@ namespace io
xmlChar<T>(unsigned short in) : c(static_cast<T>(in)) {}
xmlChar<T>(unsigned int in) : c(static_cast<T>(in)) {}
xmlChar<T>(unsigned long in) : c(static_cast<T>(in)) {}
#else
#else
explicit xmlChar<T>(unsigned char in) : c(static_cast<T>(in)) {}
explicit xmlChar<T>(unsigned short in) : c(static_cast<T>(in)) {}
explicit xmlChar<T>(unsigned int in) : c(static_cast<T>(in)) {}

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@ -13,40 +13,40 @@
namespace irr
{
class IReferenceCounted;
//! A calls helping to find unrelease objects of type IReferenceCounted.
/** To use this you have recompile Irrlicht with _IRR_COMPILE_WITH_LEAK_HUNTER_.
Note that this will slow down your application and should only be used for debugging.
Note that this will slow down your application and should only be used for debugging.
The way to use is that you can check after you closed and dropped your last Irrlicht device
if there are still any IReferenceCounted left over which have not been deleted.
*/
class LeakHunter
class LeakHunter
{
public:
friend class IReferenceCounted;
//! Clear all IReferenceCounted objects inside LeakHunter
/** This does not affect the IReferenceCounted themselfes only the
counting of them. Usually you don't ever need to clear, but
sometimes it helps when for example you want for to ignore
/** This does not affect the IReferenceCounted themselfes only the
counting of them. Usually you don't ever need to clear, but
sometimes it helps when for example you want for to ignore
certain leaks.
*/
static void clearReferenceCountedObjects()
static void clearReferenceCountedObjects()
{
ReferenceCountedObjects.clear();
}
static inline irr::core::array<const IReferenceCounted*> getReferenceCountedObjects()
{
return ReferenceCountedObjects;
return ReferenceCountedObjects;
}
protected:
protected:
static inline void addObject(const IReferenceCounted* object)
{
ReferenceCountedObjects.push_back(object);
}
static inline void removeObject(const IReferenceCounted* object)
{
irr::s32 idx = ReferenceCountedObjects.linear_search(object );
@ -56,10 +56,10 @@ namespace irr
ReferenceCountedObjects.erase( ReferenceCountedObjects.size()-1 );
}
}
private:
// NOTE: We don't do additional grab()/drop()'s here as we want to supervise reference counted objects and not affect them otherwise.
IRRLICHT_API static irr::core::array<const IReferenceCounted*> ReferenceCountedObjects;
IRRLICHT_API static irr::core::array<const IReferenceCounted*> ReferenceCountedObjects;
};
} // end namespace irr

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@ -218,7 +218,7 @@ class line2d
vector2d<f64> c((f64)(point.X-start.X), (f64)(point.Y- start.Y));
vector2d<f64> v((f64)(end.X-start.X), (f64)(end.Y-start.Y));
f64 d = v.getLength();
if ( d == 0 ) // can't tell much when the line is just a single point
if ( d == 0 ) // can't tell much when the line is just a single point
return start;
v /= d;
f64 t = v.dotProduct(c);
@ -246,7 +246,7 @@ class line2d
vector2df c = point - start;
vector2df v = end - start;
f32 d = (f32)v.getLength();
if ( d == 0 ) // can't tell much when the line is just a single point
if ( d == 0 ) // can't tell much when the line is just a single point
return start;
v /= d;
f32 t = v.dotProduct(c);

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@ -947,18 +947,18 @@ namespace core
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setRotationAxisRadians( const T& angle, const vector3d<T>& axis )
{
const f64 c = cos(angle);
const f64 c = cos(angle);
const f64 s = sin(angle);
const f64 t = 1.0 - c;
const f64 tx = t * axis.X;
const f64 ty = t * axis.Y;
const f64 ty = t * axis.Y;
const f64 tz = t * axis.Z;
const f64 sx = s * axis.X;
const f64 sy = s * axis.Y;
const f64 sz = s * axis.Z;
M[0] = (T)(tx * axis.X + c);
M[1] = (T)(tx * axis.Y + sz);
M[2] = (T)(tx * axis.Z - sy);

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@ -37,14 +37,14 @@ class plane3d
// Constructors
plane3d(): Normal(0,1,0) { recalculateD(vector3d<T>(0,0,0)); }
plane3d(const vector3d<T>& MPoint, const vector3d<T>& Normal) : Normal(Normal) { recalculateD(MPoint); }
plane3d(T px, T py, T pz, T nx, T ny, T nz) : Normal(nx, ny, nz) { recalculateD(vector3d<T>(px, py, pz)); }
plane3d(const vector3d<T>& point1, const vector3d<T>& point2, const vector3d<T>& point3)
{ setPlane(point1, point2, point3); }
plane3d(const vector3d<T> & normal, const T d) : Normal(normal), D(d) { }
// operators

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@ -11,7 +11,7 @@
#include "vector3d.h"
// Between Irrlicht 1.7 and Irrlicht 1.8 the quaternion-matrix conversions got fixed.
// This define disables all involved functions completely to allow finding all places
// This define disables all involved functions completely to allow finding all places
// where the wrong conversions had been in use.
#define IRR_TEST_BROKEN_QUATERNION_USE 0
@ -101,7 +101,7 @@ class quaternion
#if !IRR_TEST_BROKEN_QUATERNION_USE
//! Creates a matrix from this quaternion
matrix4 getMatrix() const;
#endif
#endif
//! Creates a matrix from this quaternion
void getMatrix( matrix4 &dest, const core::vector3df &translation=core::vector3df() ) const;

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@ -93,8 +93,8 @@ namespace core
vector3d<f64> cf64((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z);
vector3d<f64> pf64((f64)p.X, (f64)p.Y, (f64)p.Z);
return (isOnSameSide(pf64, af64, bf64, cf64) &&
isOnSameSide(pf64, bf64, af64, cf64) &&
isOnSameSide(pf64, cf64, af64, bf64));
isOnSameSide(pf64, bf64, af64, cf64) &&
isOnSameSide(pf64, cf64, af64, bf64));
}
//! Check if a point is inside the triangle (border-points count also as inside)
@ -254,9 +254,9 @@ namespace core
// This catches some floating point troubles.
// Unfortunately slightly expensive and we don't really know the best epsilon for iszero.
vector3d<f64> cp1 = bminusa.normalize().crossProduct((p1 - a).normalize());
if ( core::iszero(cp1.X, (f64)ROUNDING_ERROR_f32)
&& core::iszero(cp1.Y, (f64)ROUNDING_ERROR_f32)
&& core::iszero(cp1.Z, (f64)ROUNDING_ERROR_f32) )
if (core::iszero(cp1.X, (f64)ROUNDING_ERROR_f32)
&& core::iszero(cp1.Y, (f64)ROUNDING_ERROR_f32)
&& core::iszero(cp1.Z, (f64)ROUNDING_ERROR_f32) )
{
res = 0.f;
}

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@ -67,28 +67,28 @@ public:
//! sort in order X, Y. Equality with rounding tolerance.
bool operator<=(const vector2d<T>&other) const
{
return (X<other.X || core::equals(X, other.X)) ||
return (X<other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y<other.Y || core::equals(Y, other.Y)));
}
//! sort in order X, Y. Equality with rounding tolerance.
bool operator>=(const vector2d<T>&other) const
{
return (X>other.X || core::equals(X, other.X)) ||
return (X>other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y>other.Y || core::equals(Y, other.Y)));
}
//! sort in order X, Y. Difference must be above rounding tolerance.
bool operator<(const vector2d<T>&other) const
{
return (X<other.X && !core::equals(X, other.X)) ||
return (X<other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y<other.Y && !core::equals(Y, other.Y));
}
//! sort in order X, Y. Difference must be above rounding tolerance.
bool operator>(const vector2d<T>&other) const
{
return (X>other.X && !core::equals(X, other.X)) ||
return (X>other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y>other.Y && !core::equals(Y, other.Y));
}

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@ -60,7 +60,7 @@ namespace core
//! sort in order X, Y, Z. Equality with rounding tolerance.
bool operator<=(const vector3d<T>&other) const
{
return (X<other.X || core::equals(X, other.X)) ||
return (X<other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y<other.Y || core::equals(Y, other.Y))) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && (Z<other.Z || core::equals(Z, other.Z)));
}
@ -68,7 +68,7 @@ namespace core
//! sort in order X, Y, Z. Equality with rounding tolerance.
bool operator>=(const vector3d<T>&other) const
{
return (X>other.X || core::equals(X, other.X)) ||
return (X>other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y>other.Y || core::equals(Y, other.Y))) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && (Z>other.Z || core::equals(Z, other.Z)));
}
@ -76,7 +76,7 @@ namespace core
//! sort in order X, Y, Z. Difference must be above rounding tolerance.
bool operator<(const vector3d<T>&other) const
{
return (X<other.X && !core::equals(X, other.X)) ||
return (X<other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y<other.Y && !core::equals(Y, other.Y)) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && Z<other.Z && !core::equals(Z, other.Z));
}
@ -84,7 +84,7 @@ namespace core
//! sort in order X, Y, Z. Difference must be above rounding tolerance.
bool operator>(const vector3d<T>&other) const
{
return (X>other.X && !core::equals(X, other.X)) ||
return (X>other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y>other.Y && !core::equals(Y, other.Y)) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && Z>other.Z && !core::equals(Z, other.Z));
}