From 7af16a96595ad48fc5f565dfe450d0ed9c79626e Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 20 Jan 2013 08:02:11 +1000 Subject: Whitespace clean up. --- ClientHamr/extantz/CDemo.cpp | 134 ++++++++++++++++--------------------------- 1 file changed, 51 insertions(+), 83 deletions(-) (limited to 'ClientHamr/extantz/CDemo.cpp') diff --git a/ClientHamr/extantz/CDemo.cpp b/ClientHamr/extantz/CDemo.cpp index 5ecce45..5f67928 100644 --- a/ClientHamr/extantz/CDemo.cpp +++ b/ClientHamr/extantz/CDemo.cpp @@ -51,7 +51,7 @@ void CDemo::setup(GLData *gld) void CDemo::preDraw(GLData *gld, u32 now) { - if (now - sceneStartTime > timeForThisScene && timeForThisScene!=-1) + if (((now - sceneStartTime) > timeForThisScene) && (timeForThisScene != -1)) switchToNextScene(); createParticleImpacts(); @@ -63,14 +63,9 @@ bool CDemo::OnEvent(const SEvent& event) if (!device) return false; - if (((event.EventType == EET_KEY_INPUT_EVENT && - event.KeyInput.Key == KEY_SPACE && - event.KeyInput.PressedDown == false) || - (event.EventType == EET_MOUSE_INPUT_EVENT && - event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)) && - currentScene == 3) + if (( ((event.EventType == EET_KEY_INPUT_EVENT) && (event.KeyInput.Key == KEY_SPACE) && (event.KeyInput.PressedDown == false)) || + ((event.EventType == EET_MOUSE_INPUT_EVENT) && (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)) ) && (currentScene == 3)) { - // shoot shoot(); } else @@ -179,7 +174,6 @@ void CDemo::switchToNextScene() points.push_back(core::vector3df(150.0f, 170.0f, -160.0f)); points.push_back(core::vector3df(150.0f, 170.0f, -160.0f)); timeForThisScene = (points.size() - 2) * 1000; -// camera = sm->addCameraSceneNode(0, points[0], core::vector3df(108, 90, -140)); sa = sm->createFollowSplineAnimator(device->getTimer()->getTime(), points, 1.0f, 0.6f, false, false); camera->addAnimator(sa); sa->drop(); @@ -256,23 +250,21 @@ void CDemo::loadSceneData() core::matrix4 m; m.setTranslation(core::vector3df(-1300,-70,-1249)); - for ( i = 0; i != scene::quake3::E_Q3_MESH_SIZE; ++i ) + for (i = 0; i != scene::quake3::E_Q3_MESH_SIZE; ++i) sm->getMeshManipulator()->transform(quakeLevelMesh->getMesh(i), m); - quakeLevelNode = sm->addOctreeSceneNode( - quakeLevelMesh->getMesh( scene::quake3::E_Q3_MESH_GEOMETRY)); + quakeLevelNode = sm->addOctreeSceneNode(quakeLevelMesh->getMesh( scene::quake3::E_Q3_MESH_GEOMETRY)); if (quakeLevelNode) { - //quakeLevelNode->setPosition(core::vector3df(-1300,-70,-1249)); + //quakeLevelNode->setPosition(core::vector3df(-1300, -70, -1249)); quakeLevelNode->setVisible(true); // create map triangle selector - mapSelector = sm->createOctreeTriangleSelector(quakeLevelMesh->getMesh(0), - quakeLevelNode, 128); + mapSelector = sm->createOctreeTriangleSelector(quakeLevelMesh->getMesh(0), quakeLevelNode, 128); // if not using shader and no gamma it's better to use more lighting, because // quake3 level are usually dark - quakeLevelNode->setMaterialType ( video::EMT_LIGHTMAP_M4 ); + quakeLevelNode->setMaterialType(video::EMT_LIGHTMAP_M4); // set additive blending if wanted if (additive) @@ -280,30 +272,30 @@ void CDemo::loadSceneData() } // the additional mesh can be quite huge and is unoptimized - scene::IMesh * additional_mesh = quakeLevelMesh->getMesh ( scene::quake3::E_Q3_MESH_ITEMS ); + scene::IMesh *additional_mesh = quakeLevelMesh->getMesh(scene::quake3::E_Q3_MESH_ITEMS); - for ( i = 0; i!= additional_mesh->getMeshBufferCount (); ++i ) + for (i = 0; i != additional_mesh->getMeshBufferCount(); ++i) { - scene::IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i ); + scene::IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer(i); const video::SMaterial &material = meshBuffer->getMaterial(); //! The ShaderIndex is stored in the material parameter s32 shaderIndex = (s32) material.MaterialTypeParam2; // the meshbuffer can be rendered without additional support, or it has no shader - const scene::quake3::IShader *shader = quakeLevelMesh->getShader ( shaderIndex ); - if ( 0 == shader ) + const scene::quake3::IShader *shader = quakeLevelMesh->getShader(shaderIndex); + if (0 == shader) { continue; } // Now add the MeshBuffer(s) with the current Shader to the Manager - sm->addQuake3SceneNode ( meshBuffer, shader ); + sm->addQuake3SceneNode(meshBuffer, shader); } } // load sydney model and create 2 instances - scene::IAnimatedMesh* mesh = 0; + scene::IAnimatedMesh *mesh = 0; mesh = sm->getMesh("media/sydney.md2"); if (mesh) { @@ -311,8 +303,8 @@ void CDemo::loadSceneData() if (model1) { model1->setMaterialTexture(0, driver->getTexture("media/sydney.bmp")); - model1->setPosition(core::vector3df(100,40,-80)); - model1->setScale(core::vector3df(2,2,2)); + model1->setPosition(core::vector3df(100, 40, -80)); + model1->setScale(core::vector3df(2, 2, 2)); model1->setMD2Animation(scene::EMAT_STAND); model1->setMaterialFlag(video::EMF_LIGHTING, true); model1->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); @@ -323,8 +315,8 @@ void CDemo::loadSceneData() if (model2) { model2->setMaterialTexture(0, driver->getTexture("media/spheremap.jpg")); - model2->setPosition(core::vector3df(180,15,-60)); - model2->setScale(core::vector3df(2,2,2)); + model2->setPosition(core::vector3df(180, 15, -60)); + model2->setScale(core::vector3df(2, 2, 2)); model2->setMD2Animation(scene::EMAT_RUN); model2->setMaterialFlag(video::EMF_LIGHTING, false); model2->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); @@ -333,7 +325,7 @@ void CDemo::loadSceneData() } } - scene::ISceneNodeAnimator* anim = 0; + scene::ISceneNodeAnimator *anim = 0; // create sky box driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); @@ -347,41 +339,35 @@ void CDemo::loadSceneData() driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); // create walk-between-portals animation - core::vector3df waypoint[2]; - waypoint[0].set(-150,40,100); - waypoint[1].set(350,40,100); + waypoint[0].set(-150, 40, 100); + waypoint[1].set(350, 40, 100); if (model2) { - anim = device->getSceneManager()->createFlyStraightAnimator( - waypoint[0], waypoint[1], 2000, true); + anim = device->getSceneManager()->createFlyStraightAnimator(waypoint[0], waypoint[1], 2000, true); model2->addAnimator(anim); anim->drop(); } // create animation for portals; - core::array textures; for (s32 g=1; g<8; ++g) { core::stringc tmp("media/portal"); tmp += g; tmp += ".bmp"; - video::ITexture* t = driver->getTexture( tmp ); + video::ITexture* t = driver->getTexture(tmp); textures.push_back(t); } anim = sm->createTextureAnimator(textures, 100); // create portals - scene::IBillboardSceneNode* bill = 0; - - for (int r=0; r<2; ++r) + for (int r = 0; r < 2; ++r) { - bill = sm->addBillboardSceneNode(0, core::dimension2d(100,100), - waypoint[r]+ core::vector3df(0,20,0)); + bill = sm->addBillboardSceneNode(0, core::dimension2d(100, 100), waypoint[r]+ core::vector3df(0, 20, 0)); bill->setMaterialFlag(video::EMF_LIGHTING, false); bill->setMaterialTexture(0, driver->getTexture("media/portal1.bmp")); bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); @@ -390,21 +376,16 @@ void CDemo::loadSceneData() anim->drop(); - // create cirlce flying dynamic light with transparent billboard attached + // create circle flying dynamic light with transparent billboard attached + scene::ILightSceneNode *light = 0; - scene::ILightSceneNode* light = 0; - - light = sm->addLightSceneNode(0, - core::vector3df(0,0,0), video::SColorf(1.0f, 1.0f, 1.f, 1.0f), 500.f); - - anim = sm->createFlyCircleAnimator( - core::vector3df(100,150,80), 80.0f, 0.0005f); + light = sm->addLightSceneNode(0, core::vector3df(0, 0, 0), video::SColorf(1.0f, 1.0f, 1.f, 1.0f), 500.f); + anim = sm->createFlyCircleAnimator(core::vector3df(100, 150, 80), 80.0f, 0.0005f); light->addAnimator(anim); anim->drop(); - bill = device->getSceneManager()->addBillboardSceneNode( - light, core::dimension2d(40,40)); + bill = device->getSceneManager()->addBillboardSceneNode(light, core::dimension2d(40, 40)); bill->setMaterialFlag(video::EMF_LIGHTING, false); bill->setMaterialTexture(0, driver->getTexture("media/particlewhite.bmp")); bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); @@ -414,22 +395,17 @@ void CDemo::loadSceneData() metaSelector->addTriangleSelector(mapSelector); // create camp fire - campFire = sm->addParticleSystemSceneNode(false); - campFire->setPosition(core::vector3df(100,120,600)); - campFire->setScale(core::vector3df(2,2,2)); - - scene::IParticleEmitter* em = campFire->createBoxEmitter( - core::aabbox3d(-7,0,-7,7,1,7), - core::vector3df(0.0f,0.06f,0.0f), - 80,100, video::SColor(1,255,255,255),video::SColor(1,255,255,255), 800,2000); + campFire->setPosition(core::vector3df(100, 120, 600)); + campFire->setScale(core::vector3df(2, 2, 2)); + scene::IParticleEmitter *em = campFire->createBoxEmitter(core::aabbox3d(-7, 0, -7, 7, 1, 7), core::vector3df(0.0f, 0.06f, 0.0f), 80, 100, video::SColor(1, 255, 255, 255), video::SColor(1, 255, 255, 255), 800, 2000); em->setMinStartSize(core::dimension2d(20.0f, 10.0f)); em->setMaxStartSize(core::dimension2d(20.0f, 10.0f)); campFire->setEmitter(em); em->drop(); - scene::IParticleAffector* paf = campFire->createFadeOutParticleAffector(); + scene::IParticleAffector *paf = campFire->createFadeOutParticleAffector(); campFire->addAffector(paf); paf->drop(); @@ -442,21 +418,20 @@ void CDemo::loadSceneData() void CDemo::shoot() { - scene::ISceneManager* sm = device->getSceneManager(); - scene::ICameraSceneNode* camera = sm->getActiveCamera(); + scene::ISceneManager *sm = device->getSceneManager(); + scene::ICameraSceneNode *camera = sm->getActiveCamera(); - if (!camera || !mapSelector) + if ((!camera) || (!mapSelector)) return; SParticleImpact imp; imp.when = 0; // get line of camera - core::vector3df start = camera->getPosition(); core::vector3df end = (camera->getTarget() - start); end.normalize(); - start += end*8.0f; + start += end * 8.0f; end = start + (end * camera->getFarValue()); core::triangle3df triangle; @@ -465,8 +440,7 @@ void CDemo::shoot() // get intersection point with map scene::ISceneNode* hitNode; - if (sm->getSceneCollisionManager()->getCollisionPoint( - line, mapSelector, end, triangle, hitNode)) + if (sm->getSceneCollisionManager()->getCollisionPoint(line, mapSelector, end, triangle, hitNode)) { // collides with wall core::vector3df out = triangle.getNormal(); @@ -482,14 +456,13 @@ void CDemo::shoot() core::vector3df start = camera->getPosition(); core::vector3df end = (camera->getTarget() - start); end.normalize(); - start += end*8.0f; + start += end * 8.0f; end = start + (end * camera->getFarValue()); } // create fire ball - scene::ISceneNode* node = 0; - node = sm->addBillboardSceneNode(0, - core::dimension2d(25,25), start); + scene::ISceneNode *node = 0; + node = sm->addBillboardSceneNode(0, core::dimension2d(25, 25), start); node->setMaterialFlag(video::EMF_LIGHTING, false); node->setMaterialTexture(0, device->getVideoDriver()->getTexture("media/fireball.bmp")); @@ -497,12 +470,11 @@ void CDemo::shoot() f32 length = (f32)(end - start).getLength(); const f32 speed = 0.6f; - u32 time = (u32)(length / speed); + u32 time = (u32) (length / speed); - scene::ISceneNodeAnimator* anim = 0; + scene::ISceneNodeAnimator *anim = 0; // set flight line - anim = sm->createFlyStraightAnimator(start, end, time); node->addAnimator(anim); anim->drop(); @@ -523,27 +495,23 @@ void CDemo::shoot() void CDemo::createParticleImpacts() { u32 now = device->getTimer()->getTime(); - scene::ISceneManager* sm = device->getSceneManager(); + scene::ISceneManager *sm = device->getSceneManager(); - for (s32 i=0; i<(s32)Impacts.size(); ++i) + for (s32 i = 0; i < (s32) Impacts.size(); ++i) if (now > Impacts[i].when) { // create smoke particle system - scene::IParticleSystemSceneNode* pas = 0; + scene::IParticleSystemSceneNode *pas = 0; pas = sm->addParticleSystemSceneNode(false, 0, -1, Impacts[i].pos); pas->setParticleSize(core::dimension2d(10.0f, 10.0f)); - scene::IParticleEmitter* em = pas->createBoxEmitter( - core::aabbox3d(-5,-5,-5,5,5,5), - Impacts[i].outVector, 20,40, video::SColor(50,255,255,255),video::SColor(50,255,255,255), - 1200,1600, 20); - + scene::IParticleEmitter* em = pas->createBoxEmitter(core::aabbox3d(-5, -5, -5, 5, 5, 5), Impacts[i].outVector, 20, 40, video::SColor(50, 255, 255, 255), video::SColor(50, 255, 255, 255), 1200, 1600, 20); pas->setEmitter(em); em->drop(); - scene::IParticleAffector* paf = campFire->createFadeOutParticleAffector(); + scene::IParticleAffector *paf = campFire->createFadeOutParticleAffector(); pas->addAffector(paf); paf->drop(); @@ -552,7 +520,7 @@ void CDemo::createParticleImpacts() pas->setMaterialTexture(0, device->getVideoDriver()->getTexture("media/smoke.bmp")); pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); - scene::ISceneNodeAnimator* anim = sm->createDeleteAnimator(2000); + scene::ISceneNodeAnimator *anim = sm->createDeleteAnimator(2000); pas->addAnimator(anim); anim->drop(); -- cgit v1.1