From c52e4c345d7582f51c2b3fae99e509f3f9ea386e Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Mon, 15 Aug 2022 12:23:38 +0200 Subject: [PATCH] ( ) -> () --- neo/d3xp/anim/Anim.cpp | 4 +- neo/d3xp/anim/Anim_Blend.cpp | 2 +- neo/idlib/MapFile_gltf.cpp | 14 +- neo/idlib/gltfParser.cpp | 2 +- neo/idlib/gltfProperties.h | 4 +- neo/idlib/math/VectorI.h | 4 +- neo/renderer/Model_gltf.cpp | 298 +++++++++++++-------------- neo/renderer/Model_gltf.h | 2 +- neo/tools/compilers/aas/AASBuild.cpp | 20 +- 9 files changed, 175 insertions(+), 175 deletions(-) diff --git a/neo/d3xp/anim/Anim.cpp b/neo/d3xp/anim/Anim.cpp index 031d3204..f002b7fe 100644 --- a/neo/d3xp/anim/Anim.cpp +++ b/neo/d3xp/anim/Anim.cpp @@ -228,9 +228,9 @@ bool idMD5Anim::LoadAnim( const char* filename ) // for resource gathering write this anim to the preload file for this map fileSystem->AddAnimPreload( name ); } - if( doWrite && binaryLoadAnim.GetBool( ) ) + if( doWrite && binaryLoadAnim.GetBool() ) { - idLib::Printf( "Writing %s\n", generatedFileName.c_str( ) ); + idLib::Printf( "Writing %s\n", generatedFileName.c_str() ); fileptr->Seek( 0, FS_SEEK_SET ); idFile_Memory* memFile = static_cast( fileptr ); fileSystem->WriteFile( generatedFileName, memFile->GetDataPtr(), memFile->GetAllocated(), "fs_basepath" ); diff --git a/neo/d3xp/anim/Anim_Blend.cpp b/neo/d3xp/anim/Anim_Blend.cpp index 6d1d7c24..e66c1d1a 100644 --- a/neo/d3xp/anim/Anim_Blend.cpp +++ b/neo/d3xp/anim/Anim_Blend.cpp @@ -3373,7 +3373,7 @@ bool idDeclModelDef::Parse( const char* text, const int textLength, bool allowBi joints.SetNum( num ); jointParents.SetNum( num ); channelJoints[0].SetNum( num ); - md5joints = modelHandle->GetJoints( ); + md5joints = modelHandle->GetJoints(); md5joint = md5joints; for( i = 0; i < num; i++, md5joint++ ) { diff --git a/neo/idlib/MapFile_gltf.cpp b/neo/idlib/MapFile_gltf.cpp index 7c18efc8..e8606bd9 100644 --- a/neo/idlib/MapFile_gltf.cpp +++ b/neo/idlib/MapFile_gltf.cpp @@ -39,7 +39,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p gltfData* data = bv->parent; // files import as y-up. Use this transform to change the model to z-up. - idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3( ); + idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3(); idMat4 axisTransform( rotation, vec3_origin ); gltfMaterial* mat = NULL; @@ -66,9 +66,9 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p } } - int polyCount = accessor->count /3; + int polyCount = accessor->count / 3; - mesh->polygons.AssureSize(polyCount ); + mesh->polygons.AssureSize( polyCount ); mesh->polygons.SetNum( polyCount ); int cnt = 0; @@ -90,7 +90,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p polygon.AddIndex( indices[i + 0] ); } - assert(cnt == polyCount ); + assert( cnt == polyCount ); Mem_Free( indices ); bool sizeSet = false; @@ -311,7 +311,7 @@ void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4 trans, glt origin.z = node->translation.z; // files import as y-up. Use this transform to change the model to z-up. - idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3( ); + idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3(); idMat4 axisTransform( rotation, vec3_origin ); origin *= axisTransform; @@ -326,7 +326,7 @@ void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfD if( _Node->mesh != -1 ) { - for( auto prim : _Data->MeshList( )[_Node->mesh]->primitives ) + for( auto prim : _Data->MeshList()[_Node->mesh]->primitives ) { _Entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, _Data, curTrans ) ); } @@ -334,7 +334,7 @@ void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfD for( auto& child : _Node->children ) { - Map_AddMeshes( _Entity, _Data->NodeList( )[child], curTrans, _Data ); + Map_AddMeshes( _Entity, _Data->NodeList()[child], curTrans, _Data ); } }; diff --git a/neo/idlib/gltfParser.cpp b/neo/idlib/gltfParser.cpp index 5008528e..50ae2953 100644 --- a/neo/idlib/gltfParser.cpp +++ b/neo/idlib/gltfParser.cpp @@ -2339,7 +2339,7 @@ void gltfData::ClearData( idStr& fileName ) } else { - common->DWarning( " tried to clear GLTF data while no data was loaded for %s", fileName.c_str( ) ); + common->DWarning( " tried to clear GLTF data while no data was loaded for %s", fileName.c_str() ); } } diff --git a/neo/idlib/gltfProperties.h b/neo/idlib/gltfProperties.h index fff75eed..4102c123 100644 --- a/neo/idlib/gltfProperties.h +++ b/neo/idlib/gltfProperties.h @@ -807,7 +807,7 @@ public: if( create && index == -1 ) { - index = dataList.Num( ); + index = dataList.Num(); dataList.AssureSizeAlloc( index + 1, idListNewElement ); dataList[index]->FileName( fileName, key ); fileDataHash.Add( key , index ); @@ -886,7 +886,7 @@ public: gltfNode* GetNode( idStr sceneName, int id, idStr* name = nullptr ) { int sceneId = GetSceneId( sceneName ); - if( sceneId < 0 || sceneId > scenes.Num( ) ) + if( sceneId < 0 || sceneId > scenes.Num() ) { return nullptr; } diff --git a/neo/idlib/math/VectorI.h b/neo/idlib/math/VectorI.h index 1b4b9a89..95a9595b 100644 --- a/neo/idlib/math/VectorI.h +++ b/neo/idlib/math/VectorI.h @@ -307,7 +307,7 @@ public: int operator[]( const int index ) const; uint8& operator[]( const int index ); - idVec4i operator-( ) const; + idVec4i operator-() const; uint8 operator*( const idVec4i& a ) const; idVec4i operator*( const uint8 a ) const; idVec4i operator/( const uint8 a ) const; @@ -375,7 +375,7 @@ ID_INLINE uint8& idVec4i::operator[]( int index ) return ( &x )[index]; } -ID_INLINE idVec4i idVec4i::operator-( ) const +ID_INLINE idVec4i idVec4i::operator-() const { return idVec4i( -x, -y, -z, -w ); } diff --git a/neo/renderer/Model_gltf.cpp b/neo/renderer/Model_gltf.cpp index 02070e06..505f9931 100644 --- a/neo/renderer/Model_gltf.cpp +++ b/neo/renderer/Model_gltf.cpp @@ -49,7 +49,7 @@ static const byte GLMB_VERSION = 100; static const unsigned int GLMB_MAGIC = ( 'M' << 24 ) | ( 'L' << 16 ) | ( 'G' << 8 ) | GLMB_VERSION; static const char* GLTF_SnapshotName = "_GLTF_Snapshot_"; static const idAngles axisTransformAngels = idAngles( 0.0f, 0.0f, 90 ); -static const idMat4 axisTransform( axisTransformAngels.ToMat3( ), vec3_origin ); +static const idMat4 axisTransform( axisTransformAngels.ToMat3(), vec3_origin ); static idRenderModelGLTF* lastMeshFromFile = nullptr; bool idRenderModelStatic::ConvertGltfMeshToModelsurfaces( const gltfMesh* mesh ) @@ -59,8 +59,8 @@ bool idRenderModelStatic::ConvertGltfMeshToModelsurfaces( const gltfMesh* mesh ) void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData* data ) { - auto& meshList = data->MeshList( ); - auto& nodeList = data->NodeList( ); + auto& meshList = data->MeshList(); + auto& nodeList = data->NodeList(); gltfData::ResolveNodeMatrix( modelNode ); @@ -90,9 +90,9 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData gltfMaterial* mat = NULL; if( prim->material != -1 ) { - mat = data->MaterialList( )[prim->material]; + mat = data->MaterialList()[prim->material]; } - if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool( ) ) + if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool() ) { surf.shader = declManager->FindMaterial( mat->name ); } @@ -100,20 +100,20 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData { surf.shader = declManager->FindMaterial( "textures/base_wall/snpanel2rust" ); } - surf.id = this->NumSurfaces( ); + surf.id = this->NumSurfaces(); - srfTriangles_t* tri = R_AllocStaticTriSurf( ); - tri->numIndexes = mesh->GetNumPolygons( ) * 3; - tri->numVerts = mesh->GetNumVertices( ); + srfTriangles_t* tri = R_AllocStaticTriSurf(); + tri->numIndexes = mesh->GetNumPolygons() * 3; + tri->numVerts = mesh->GetNumVertices(); R_AllocStaticTriSurfIndexes( tri, tri->numIndexes ); R_AllocStaticTriSurfVerts( tri, tri->numVerts ); int indx = 0; - for( int i = 0; i < mesh->GetNumPolygons( ); i++ ) + for( int i = 0; i < mesh->GetNumPolygons(); i++ ) { auto& face = mesh->GetFace( i ); - auto& faceIdxs = face.GetIndexes( ); + auto& faceIdxs = face.GetIndexes(); tri->indexes[indx] = faceIdxs[0]; tri->indexes[indx + 1] = faceIdxs[1]; tri->indexes[indx + 2] = faceIdxs[2]; @@ -122,7 +122,7 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData for( int i = 0; i < tri->numVerts; ++i ) { - tri->verts[i] = mesh->GetDrawVerts( )[i]; + tri->verts[i] = mesh->GetDrawVerts()[i]; tri->bounds.AddPoint( tri->verts[i].xyz ); } @@ -155,7 +155,7 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) name = fileName; currentSkin = nullptr; - PurgeModel( ); + PurgeModel(); //FIXME FIXME FIXME maxJointVertDist = 10; @@ -200,8 +200,8 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) if( !root ) { - common->Warning( "Couldn't find model: '%s'", name.c_str( ) ); - MakeDefaultModel( ); + common->Warning( "Couldn't find model: '%s'", name.c_str() ); + MakeDefaultModel(); return; } @@ -210,7 +210,7 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) data->GetAllMeshes( root, MeshNodeIds ); //find all animations and bones - bones.Clear( ); + bones.Clear(); int totalAnims = 0; for( int meshID : MeshNodeIds ) { @@ -221,7 +221,7 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) //if not but it has an anim, create a bone from the target mesh-node as origin. if( tmpNode->skin >= 0 ) { - currentSkin = data->SkinList( )[tmpNode->skin]; + currentSkin = data->SkinList()[tmpNode->skin]; assert( currentSkin ); if( currentSkin->joints.Num() ) { @@ -243,10 +243,10 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) ProcessNode( root, mat4_identity, data ); - if( surfaces.Num( ) <= 0 ) + if( surfaces.Num() <= 0 ) { - common->Warning( "Couldn't load model: '%s'", name.c_str( ) ); - MakeDefaultModel( ); + common->Warning( "Couldn't load model: '%s'", name.c_str() ); + MakeDefaultModel(); return; } @@ -291,7 +291,7 @@ bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTim if( animCnt > 0 ) { animIds.Resize( animCnt, 1 ); - file->ReadBigArray( animIds.Ptr( ), animCnt ); + file->ReadBigArray( animIds.Ptr(), animCnt ); animIds.SetNum( animCnt ); } hasAnimations = animCnt > 0; @@ -299,14 +299,14 @@ bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTim int tempNum; file->ReadBig( tempNum ); md5joints.SetNum( tempNum ); - for( int i = 0; i < md5joints.Num( ); i++ ) + for( int i = 0; i < md5joints.Num(); i++ ) { file->ReadString( md5joints[i].name ); int offset; file->ReadBig( offset ); if( offset >= 0 ) { - md5joints[i].parent = md5joints.Ptr( ) + offset; + md5joints[i].parent = md5joints.Ptr() + offset; } else { @@ -319,21 +319,21 @@ bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTim if( boneCnt > 0 ) { bones.Resize( boneCnt, 1 ); - file->ReadBigArray( bones.Ptr( ), boneCnt ); + file->ReadBigArray( bones.Ptr(), boneCnt ); bones.SetNum( boneCnt ); } else { if( hasAnimations && !bones.Num() ) { - bones.Clear( ); + bones.Clear(); bones.Append( rootID ); } } file->ReadBig( tempNum ); defaultPose.SetNum( tempNum ); - for( int i = 0; i < defaultPose.Num( ); i++ ) + for( int i = 0; i < defaultPose.Num(); i++ ) { file->ReadBig( defaultPose[i].q.x ); file->ReadBig( defaultPose[i].q.y ); @@ -344,11 +344,11 @@ bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTim file->ReadBig( tempNum ); invertedDefaultPose.SetNum( tempNum ); - for( int i = 0; i < invertedDefaultPose.Num( ); i++ ) + for( int i = 0; i < invertedDefaultPose.Num(); i++ ) { - file->ReadBigArray( invertedDefaultPose[i].ToFloatPtr( ), JOINTMAT_TYPESIZE ); + file->ReadBigArray( invertedDefaultPose[i].ToFloatPtr(), JOINTMAT_TYPESIZE ); } - SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr( ), md5joints.Num( ) ); + SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr(), md5joints.Num() ); model_state = hasAnimations ? DM_CONTINUOUS : DM_STATIC; @@ -356,7 +356,7 @@ bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTim return true; } -void idRenderModelGLTF::UpdateMd5Joints( ) +void idRenderModelGLTF::UpdateMd5Joints() { md5joints.Clear(); md5joints.Resize( bones.Num() ); @@ -415,7 +415,7 @@ void idRenderModelGLTF::UpdateMd5Joints( ) } } - if( bones.Num( ) == 1 ) + if( bones.Num() == 1 ) { //patch bone indices for( auto& surf : surfaces ) @@ -444,35 +444,35 @@ void idRenderModelGLTF::DrawJoints( const struct renderEntity_s* ent, const view md5Joint = md5joints.Ptr(); for( i = 0; i < num; i++, joint++, md5Joint++ ) { - pos = ent->origin + joint->ToVec3( ) * ent->axis; + pos = ent->origin + joint->ToVec3() * ent->axis; if( md5Joint->parent ) { - parentNum = md5Joint->parent - md5joints.Ptr( ); - common->RW( )->DebugLine( colorWhite, ent->origin + ent->joints[parentNum].ToVec3( ) * ent->axis, pos ); + parentNum = md5Joint->parent - md5joints.Ptr(); + common->RW()->DebugLine( colorWhite, ent->origin + ent->joints[parentNum].ToVec3() * ent->axis, pos ); } - common->RW( )->DebugLine( colorRed, pos, pos + joint->ToMat3( )[0] * 2.0f * ent->axis ); - common->RW( )->DebugLine( colorGreen, pos, pos + joint->ToMat3( )[1] * 2.0f * ent->axis ); - common->RW( )->DebugLine( colorBlue, pos, pos + joint->ToMat3( )[2] * 2.0f * ent->axis ); + common->RW()->DebugLine( colorRed, pos, pos + joint->ToMat3()[0] * 2.0f * ent->axis ); + common->RW()->DebugLine( colorGreen, pos, pos + joint->ToMat3()[1] * 2.0f * ent->axis ); + common->RW()->DebugLine( colorBlue, pos, pos + joint->ToMat3()[2] * 2.0f * ent->axis ); } idBounds bounds; bounds.FromTransformedBounds( ent->bounds, vec3_zero, ent->axis ); - common->RW( )->DebugBounds( colorMagenta, bounds, ent->origin ); + common->RW()->DebugBounds( colorMagenta, bounds, ent->origin ); - if( ( r_jointNameScale.GetFloat( ) != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) ) + if( ( r_jointNameScale.GetFloat() != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) ) { - idVec3 offset( 0, 0, r_jointNameOffset.GetFloat( ) ); + idVec3 offset( 0, 0, r_jointNameOffset.GetFloat() ); float scale; - scale = r_jointNameScale.GetFloat( ); + scale = r_jointNameScale.GetFloat(); joint = ent->joints; num = ent->numJoints; for( i = 0; i < num; i++, joint++ ) { - pos = ent->origin + joint->ToVec3( ) * ent->axis; - common->RW( )->DrawText( md5joints[i].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 ); + pos = ent->origin + joint->ToVec3() * ent->axis; + common->RW()->DrawText( md5joints[i].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 ); } } } @@ -508,7 +508,7 @@ bool gatherBoneInfo( gltfData* data, gltfAnimation* gltfAnim, const idList GetPose( idList& bones, idJointMat* poseMat ) { idList ret; - ret.AssureSize( bones.Num( ) ); + ret.AssureSize( bones.Num() ); - for( int i = 0; i < bones.Num( ); i++ ) + for( int i = 0; i < bones.Num(); i++ ) { auto* node = &bones[i]; @@ -536,22 +536,22 @@ idList GetPose( idList& bones, idJointMat* poseMat ) } idJointQuat& pose = ret[i]; - pose.q = ( trans.ToMat3( ).Transpose().ToQuat( ) ); + pose.q = ( trans.ToMat3().Transpose().ToQuat() ); pose.t = idVec3( trans[0][3], trans[1][3], trans[2][3] ); - pose.w = pose.q.CalcW( ); + pose.w = pose.q.CalcW(); } - for( int i = 0; i < bones.Num( ); i++ ) + for( int i = 0; i < bones.Num(); i++ ) { const gltfNode* joint = &bones[i]; idJointQuat* pose = &ret[i]; - poseMat[i].SetRotation( pose->q.ToMat3( ) ); + poseMat[i].SetRotation( pose->q.ToMat3() ); poseMat[i].SetTranslation( pose->t ); if( joint->parent ) { int parentNum = bones.FindIndex( *joint->parent ); - pose->q = ( poseMat[i].ToMat3( ) * poseMat[parentNum].ToMat3( ).Transpose( ) ).ToQuat( ); - pose->t = ( poseMat[i].ToVec3( ) - poseMat[parentNum].ToVec3( ) ) * poseMat[parentNum].ToMat3( ).Transpose( ); + pose->q = ( poseMat[i].ToMat3() * poseMat[parentNum].ToMat3().Transpose() ).ToQuat(); + pose->t = ( poseMat[i].ToVec3() - poseMat[parentNum].ToVec3() ) * poseMat[parentNum].ToMat3().Transpose(); } } @@ -573,7 +573,7 @@ int copyBones( gltfData* data, const idList& bones, idList& out ) for( auto& bone : out ) { bool found = false; - for( int i = 0; i < out.Num( ); i++ ) + for( int i = 0; i < out.Num(); i++ ) { if( bone.parent && bone.parent->name == out[i].name ) { @@ -607,8 +607,8 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T gltf.Load( gltfFileName ); gltfData* data = gltf.currentAsset; - auto& accessors = data->AccessorList( ); - auto& nodes = data->NodeList( ); + auto& accessors = data->AccessorList(); + auto& nodes = data->NodeList(); gltfNode* nodeRoot = nodes[lastMeshFromFile->rootID]; int boneRootNode = lastMeshFromFile->rootID; @@ -716,7 +716,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T frameRate = gltf_AnimSampleRate.GetInteger(); INT animLength = ( ( numFrames - 1 ) * 1000 + frameRate - 1 ) / frameRate; - for( int i = 0; i < jointInfo.Num( ); i++ ) + for( int i = 0; i < jointInfo.Num(); i++ ) { jointAnimInfo_t& j = jointInfo[i]; idStr jointName = animationLib.JointName( j.nameIndex ); @@ -728,13 +728,13 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T } baseFrame.SetGranularity( 1 ); - baseFrame.SetNum( bones.Num( ) ); + baseFrame.SetNum( bones.Num() ); gltfSkin* skin = data->GetSkin( gltfAnim );; gltfAccessor* acc = nullptr; if( skin != nullptr ) { - acc = data->AccessorList( )[skin->inverseBindMatrices]; + acc = data->AccessorList()[skin->inverseBindMatrices]; } else { @@ -743,12 +743,12 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T idMat4 trans = mat4_identity; data->ResolveNodeMatrix( root, &trans ); trans *= axisTransform.Inverse(); - acc = new gltfAccessor( ); + acc = new gltfAccessor(); acc->matView = new idList( 1 ); - acc->matView->AssureSize( 1, trans.Inverse( ).Transpose( ) ); + acc->matView->AssureSize( 1, trans.Inverse().Transpose() ); } - idJointMat* poseMat = ( idJointMat* ) _alloca16( bones.Num( ) * sizeof( poseMat[0] ) ); + idJointMat* poseMat = ( idJointMat* ) _alloca16( bones.Num() * sizeof( poseMat[0] ) ); baseFrame = GetPose( animBones[0], poseMat ); componentFrames.SetGranularity( 1 ); @@ -780,7 +780,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T case gltfAnimation_Channel_Target::rotation: { idList& values = data->GetAccessorView( output ); - if( values.Num( ) > i ) + if( values.Num() > i ) { animBones[i][boneIndex].rotation = *values[i]; } @@ -789,7 +789,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T case gltfAnimation_Channel_Target::translation: { idList& values = data->GetAccessorView( output ); - if( values.Num( ) > i ) + if( values.Num() > i ) { animBones[i][boneIndex].translation = *values[i]; } @@ -797,14 +797,14 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T break; case gltfAnimation_Channel_Target::scale: idList& values = data->GetAccessorView( output ); - if( values.Num( ) > i ) + if( values.Num() > i ) { animBones[i][boneIndex].scale = *values[i] ; } break; } } - for( int b = 0; b < bones.Num( ); b++ ) + for( int b = 0; b < bones.Num(); b++ ) { auto* node = &animBones[i][b]; jointAnimInfo_t* joint = &( jointInfo[b] ); @@ -828,7 +828,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T if( node->parent == nullptr ) { - q = axisTransformAngels.ToQuat( ) * animBones[i][b].rotation; + q = axisTransformAngels.ToQuat() * animBones[i][b].rotation; if( animBones[i].Num() == 1 ) { q = -animBones[i][b].rotation; @@ -846,19 +846,19 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T } } - assert( componentFrames.Num( ) == ( componentFrameIndex + 1 ) ); + assert( componentFrames.Num() == ( componentFrameIndex + 1 ) ); bounds.SetGranularity( 1 ); bounds.AssureSize( numFrames ); bounds.SetNum( numFrames ); //do software skinning to determine bounds. - idJointMat* currJoints = ( idJointMat* ) _alloca16( bones.Num( ) * sizeof( poseMat[0] ) ); + idJointMat* currJoints = ( idJointMat* ) _alloca16( bones.Num() * sizeof( poseMat[0] ) ); for( int i = 0; i < numFrames; i++ ) { - bounds[i].Clear( ); + bounds[i].Clear(); - for( int b = 0; b < animBones[i].Num( ); b++ ) + for( int b = 0; b < animBones[i].Num(); b++ ) { if( animBones[i][b].parent == nullptr ) { @@ -868,11 +868,11 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T idList joints; GetPose( animBones[i], currJoints ); - for( int b = 0; b < animBones[i].Num( ); b++ ) + for( int b = 0; b < animBones[i].Num(); b++ ) { idJointMat mat = poseMat[b]; - mat.Invert( ); - idJointMat::Multiply( joints.Alloc( ), currJoints[b], mat ); + mat.Invert(); + idJointMat::Multiply( joints.Alloc(), currJoints[b], mat ); } // an mesh entry _should_ always be before an anim entry! @@ -927,8 +927,8 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T - file->WriteBig( bounds.Num( ) ); - for( int i = 0; i < bounds.Num( ); i++ ) + file->WriteBig( bounds.Num() ); + for( int i = 0; i < bounds.Num(); i++ ) { idBounds& b = bounds[i]; file->WriteBig( b[0] ); @@ -936,8 +936,8 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T } //namestr list - file->WriteBig( jointInfo.Num( ) ); - for( int i = 0; i < jointInfo.Num( ); i++ ) + file->WriteBig( jointInfo.Num() ); + for( int i = 0; i < jointInfo.Num(); i++ ) { jointAnimInfo_t& j = jointInfo[i]; idStr jointName = animationLib.JointName( j.nameIndex ); @@ -949,8 +949,8 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T } //base frame - file->WriteBig( baseFrame.Num( ) ); - for( int i = 0; i < baseFrame.Num( ); i++ ) + file->WriteBig( baseFrame.Num() ); + for( int i = 0; i < baseFrame.Num(); i++ ) { idJointQuat& j = baseFrame[i]; file->WriteBig( j.q.x ); @@ -961,8 +961,8 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T } //per joint timestamp values, T R - file->WriteBig( componentFrames.Num( ) - 1 ); - for( int i = 0; i < componentFrames.Num( ); i++ ) + file->WriteBig( componentFrames.Num() - 1 ); + for( int i = 0; i < componentFrames.Num(); i++ ) { file->WriteFloat( componentFrames[i] ); } @@ -972,7 +972,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( idStr animName , const ID_TIME_T // get total move delta if( !numAnimatedComponents ) { - totaldelta.Zero( ); + totaldelta.Zero(); } else { @@ -1037,32 +1037,32 @@ void idRenderModelGLTF::WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp /* file->WriteBig( rootID ); file->WriteString( file->GetName() ); - file->WriteBig( animIds.Num( ) ); - if( animIds.Num( ) ) + file->WriteBig( animIds.Num() ); + if( animIds.Num() ) { file->WriteBigArray( animIds.Ptr(), animIds.Num() ); } - file->WriteBig( md5joints.Num( ) ); - for( int i = 0; i < md5joints.Num( ); i++ ) + file->WriteBig( md5joints.Num() ); + for( int i = 0; i < md5joints.Num(); i++ ) { file->WriteString( md5joints[i].name ); int offset = -1; if( md5joints[i].parent != NULL ) { - offset = md5joints[i].parent - md5joints.Ptr( ); + offset = md5joints[i].parent - md5joints.Ptr(); } file->WriteBig( offset ); } - file->WriteBig( bones.Num( ) ); - if( bones.Num( ) ) + file->WriteBig( bones.Num() ); + if( bones.Num() ) { - file->WriteBigArray( bones.Ptr( ), bones.Num( ) ); + file->WriteBigArray( bones.Ptr(), bones.Num() ); } - file->WriteBig( defaultPose.Num( ) ); - for( int i = 0; i < defaultPose.Num( ); i++ ) + file->WriteBig( defaultPose.Num() ); + for( int i = 0; i < defaultPose.Num(); i++ ) { file->WriteBig( defaultPose[i].q.x ); file->WriteBig( defaultPose[i].q.y ); @@ -1071,18 +1071,18 @@ void idRenderModelGLTF::WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp /* file->WriteVec3( defaultPose[i].t ); } - file->WriteBig( invertedDefaultPose.Num( ) ); - for( int i = 0; i < invertedDefaultPose.Num( ); i++ ) + file->WriteBig( invertedDefaultPose.Num() ); + for( int i = 0; i < invertedDefaultPose.Num(); i++ ) { - file->WriteBigArray( invertedDefaultPose[i].ToFloatPtr( ), JOINTMAT_TYPESIZE ); + file->WriteBigArray( invertedDefaultPose[i].ToFloatPtr(), JOINTMAT_TYPESIZE ); } } void idRenderModelGLTF::PurgeModel() { purged = true; - md5joints.Clear( ); - defaultPose.Clear( ); + md5joints.Clear(); + defaultPose.Clear(); invertedDefaultPose.Clear(); animIds.Clear(); @@ -1099,8 +1099,8 @@ void idRenderModelGLTF::PurgeModel() void idRenderModelGLTF::LoadModel() { int num; - auto& accessors = data->AccessorList( ); - auto& nodes = data->NodeList( ); + auto& accessors = data->AccessorList(); + auto& nodes = data->NodeList(); gltfNode* meshRoot = data->GetNode( gltf_ModelSceneName.GetString(), meshName ); gltfSkin* skin = nullptr; @@ -1108,7 +1108,7 @@ void idRenderModelGLTF::LoadModel() if( currentSkin != nullptr ) { skin = currentSkin; - acc = data->AccessorList( )[skin->inverseBindMatrices]; + acc = data->AccessorList()[skin->inverseBindMatrices]; } else { @@ -1132,12 +1132,12 @@ void idRenderModelGLTF::LoadModel() defaultPose.SetGranularity( 1 ); defaultPose.SetNum( num ); - for( int i = 0; i < bones.Num( ); i++ ) + for( int i = 0; i < bones.Num(); i++ ) { gltfNode* node = nodes[bones[i]]; //check for TRS anim and its artficial root bone - if( bones.Num( ) == 0 && node->mesh != -1 ) + if( bones.Num() == 0 && node->mesh != -1 ) { md5joints[i].name = "origin"; } @@ -1162,7 +1162,7 @@ void idRenderModelGLTF::LoadModel() }; - for( int i = 0; i < bones.Num( ); i++ ) + for( int i = 0; i < bones.Num(); i++ ) { auto* node = nodes[bones[i]]; @@ -1172,7 +1172,7 @@ void idRenderModelGLTF::LoadModel() } } - idJointMat* poseMat = ( idJointMat* ) _alloca16( bones.Num( ) * sizeof( poseMat[0] ) ); + idJointMat* poseMat = ( idJointMat* ) _alloca16( bones.Num() * sizeof( poseMat[0] ) ); idList animBones; int totalCopied = copyBones( data, bones, animBones ); defaultPose = GetPose( animBones, poseMat ); @@ -1190,16 +1190,16 @@ void idRenderModelGLTF::LoadModel() // vertex * joints * inverseJoints == vertex when joints is the base pose // When the joints are in another pose, it gives the animated vertex position //----------------------------------------- - invertedDefaultPose.SetNum( SIMD_ROUND_JOINTS( md5joints.Num( ) ) ); - for( int i = 0; i < md5joints.Num( ); i++ ) + invertedDefaultPose.SetNum( SIMD_ROUND_JOINTS( md5joints.Num() ) ); + for( int i = 0; i < md5joints.Num(); i++ ) { invertedDefaultPose[i] = poseMat[i]; - invertedDefaultPose[i].Invert( ); + invertedDefaultPose[i].Invert(); } - SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr( ), md5joints.Num( ) ); + SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr(), md5joints.Num() ); - //auto deformInfo = R_BuildDeformInfo( texCoords.Num( ), basePose, tris.Num( ), tris.Ptr( ), - // shader->UseUnsmoothedTangents( ) ); + //auto deformInfo = R_BuildDeformInfo( texCoords.Num(), basePose, tris.Num(), tris.Ptr(), + // shader->UseUnsmoothedTangents() ); model_state = hasAnimations ? DM_CACHED : DM_STATIC; @@ -1208,14 +1208,14 @@ void idRenderModelGLTF::LoadModel() purged = false; - common->UpdateLevelLoadPacifier( ); + common->UpdateLevelLoadPacifier(); } void idRenderModelGLTF::TouchData() { - for( int i = 0; i < surfaces.Num( ); i++ ) + for( int i = 0; i < surfaces.Num(); i++ ) { - declManager->FindMaterial( surfaces[i].shader->GetName( ) ); + declManager->FindMaterial( surfaces[i].shader->GetName() ); } } @@ -1271,15 +1271,15 @@ idList TransformVertsAndTangents_GLTF( idDrawVert* targetVerts, const int n idJointMat::Mad( accum, j3, w3 ); targetVerts[i].xyz = accum * idVec4( base.xyz.x, base.xyz.y, base.xyz.z, 1.0f ); - targetVerts[i].SetNormal( accum * base.GetNormal( ) ); - targetVerts[i].SetTangent( accum * base.GetTangent( ) ); + targetVerts[i].SetNormal( accum * base.GetNormal() ); + targetVerts[i].SetTangent( accum * base.GetTangent() ); targetVerts[i].tangent[3] = base.tangent[3]; } return jointIds; } -void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf,const modelSurface_t & sourceSurf ) +void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf, const modelSurface_t& sourceSurf ) { #if defined(USE_INTRINSICS_SSE) static const __m128 vector_float_posInfinity = { idMath::INFINITUM, idMath::INFINITUM, idMath::INFINITUM, idMath::INFINITUM }; @@ -1293,7 +1293,7 @@ void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const i } else { - surf->geometry = R_AllocStaticTriSurf( ); + surf->geometry = R_AllocStaticTriSurf(); } srfTriangles_t* tri = surf->geometry; @@ -1317,7 +1317,7 @@ void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const i idList jointIds; - if( r_useGPUSkinning.GetBool( ) && glConfig.gpuSkinningAvailable ) + if( r_useGPUSkinning.GetBool() && glConfig.gpuSkinningAvailable ) { if( tri->verts != NULL && tri->verts != verts ) { @@ -1353,9 +1353,9 @@ void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const i for( int i = 0; i < jointIds.Num(); i++ ) { const idJointMat& joint = entJoints[i]; - __m128 x = _mm_load_ps( joint.ToFloatPtr( ) + 0 * 4 ); - __m128 y = _mm_load_ps( joint.ToFloatPtr( ) + 1 * 4 ); - __m128 z = _mm_load_ps( joint.ToFloatPtr( ) + 2 * 4 ); + __m128 x = _mm_load_ps( joint.ToFloatPtr() + 0 * 4 ); + __m128 y = _mm_load_ps( joint.ToFloatPtr() + 1 * 4 ); + __m128 z = _mm_load_ps( joint.ToFloatPtr() + 2 * 4 ); minX = _mm_min_ps( minX, x ); minY = _mm_min_ps( minY, y ); minZ = _mm_min_ps( minZ, z ); @@ -1370,19 +1370,19 @@ void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const i maxX = _mm_add_ps( maxX, expand ); maxY = _mm_add_ps( maxY, expand ); maxZ = _mm_add_ps( maxZ, expand ); - _mm_store_ss( tri->bounds.ToFloatPtr( ) + 0, _mm_splat_ps( minX, 3 ) ); - _mm_store_ss( tri->bounds.ToFloatPtr( ) + 1, _mm_splat_ps( minY, 3 ) ); - _mm_store_ss( tri->bounds.ToFloatPtr( ) + 2, _mm_splat_ps( minZ, 3 ) ); - _mm_store_ss( tri->bounds.ToFloatPtr( ) + 3, _mm_splat_ps( maxX, 3 ) ); - _mm_store_ss( tri->bounds.ToFloatPtr( ) + 4, _mm_splat_ps( maxY, 3 ) ); - _mm_store_ss( tri->bounds.ToFloatPtr( ) + 5, _mm_splat_ps( maxZ, 3 ) ); + _mm_store_ss( tri->bounds.ToFloatPtr() + 0, _mm_splat_ps( minX, 3 ) ); + _mm_store_ss( tri->bounds.ToFloatPtr() + 1, _mm_splat_ps( minY, 3 ) ); + _mm_store_ss( tri->bounds.ToFloatPtr() + 2, _mm_splat_ps( minZ, 3 ) ); + _mm_store_ss( tri->bounds.ToFloatPtr() + 3, _mm_splat_ps( maxX, 3 ) ); + _mm_store_ss( tri->bounds.ToFloatPtr() + 4, _mm_splat_ps( maxY, 3 ) ); + _mm_store_ss( tri->bounds.ToFloatPtr() + 5, _mm_splat_ps( maxZ, 3 ) ); #else - bounds.Clear( ); - for( int i = 0; i < jointIds.Num( ); i++ ) + bounds.Clear(); + for( int i = 0; i < jointIds.Num(); i++ ) { const idJointMat& joint = entJoints[i]; - bounds.AddPoint( joint.GetTranslation( ) ); + bounds.AddPoint( joint.GetTranslation() ); } bounds.ExpandSelf( maxJointVertDist ); @@ -1398,9 +1398,9 @@ TransformJoints static void TransformJointsFast( idJointMat* __restrict outJoints, const int numJoints, const idJointMat* __restrict inJoints1, const idJointMat* __restrict inJoints2 ) { - float* outFloats = outJoints->ToFloatPtr( ); - const float* inFloats1 = inJoints1->ToFloatPtr( ); - const float* inFloats2 = inJoints2->ToFloatPtr( ); + float* outFloats = outJoints->ToFloatPtr(); + const float* inFloats1 = inJoints1->ToFloatPtr(); + const float* inFloats2 = inJoints2->ToFloatPtr(); assert_16_byte_aligned( outFloats ); assert_16_byte_aligned( inFloats1 ); @@ -1512,13 +1512,13 @@ idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEn if( !ent->joints ) { - common->Printf( "idRenderModelGLTF::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name( ) ); + common->Printf( "idRenderModelGLTF::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name() ); delete cachedModel; return NULL; } - else if( ent->numJoints != md5joints.Num( ) ) + else if( ent->numJoints != md5joints.Num() ) { - common->Printf( "idRenderModelGLTF::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name( ) ); + common->Printf( "idRenderModelGLTF::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name() ); delete cachedModel; return NULL; } @@ -1527,7 +1527,7 @@ idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEn if( cachedModel != NULL ) { assert( dynamic_cast< idRenderModelStatic* >( cachedModel ) != NULL ); - assert( idStr::Icmp( cachedModel->Name( ), GLTF_SnapshotName ) == 0 ); + assert( idStr::Icmp( cachedModel->Name(), GLTF_SnapshotName ) == 0 ); staticModel = static_cast< idRenderModelStatic* >( cachedModel ); } else @@ -1539,15 +1539,15 @@ idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEn staticModel->bounds.Clear(); - if( r_showSkel.GetInteger( ) ) + if( r_showSkel.GetInteger() ) { - if( ( view != NULL ) && ( !r_skipSuppress.GetBool( ) || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) ) + if( ( view != NULL ) && ( !r_skipSuppress.GetBool() || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) ) { // only draw the skeleton DrawJoints( ent, view ); } - if( r_showSkel.GetInteger( ) > 1 ) + if( r_showSkel.GetInteger() > 1 ) { // turn off the model when showing the skeleton staticModel->InitEmpty( GLTF_SnapshotName ); @@ -1572,9 +1572,9 @@ idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEn if( !staticModel->surfaces.Num() ) { - for (int i =0 ; isurfaces.Alloc( ); + modelSurface_t* newSurf = &staticModel->surfaces.Alloc(); newSurf->geometry = NULL; newSurf->shader = surfaces[i].shader; } @@ -1587,13 +1587,13 @@ idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEn const idMaterial* shader = surf.shader; shader = R_RemapShaderBySkin( shader, ent->customSkin, ent->customShader ); - if( !shader || ( !shader->IsDrawn( ) && !shader->SurfaceCastsShadow( ) ) ) + if( !shader || ( !shader->IsDrawn() && !shader->SurfaceCastsShadow() ) ) { staticModel->DeleteSurfaceWithId( surfIdx++ ); continue; } - UpdateSurface( ent, ent->joints, staticModel->jointsInverted, &surf,surfaces[surfIdx++] ); + UpdateSurface( ent, ent->joints, staticModel->jointsInverted, &surf, surfaces[surfIdx++] ); assert( surf.geometry != NULL ); surf.geometry->staticModelWithJoints = staticModel; staticModel->bounds.AddBounds( surf.geometry->bounds ); @@ -1624,10 +1624,10 @@ const idMD5Joint* idRenderModelGLTF::GetJoints() const jointHandle_t idRenderModelGLTF::GetJointHandle( const char* name ) const { - const idMD5Joint* joint = md5joints.Ptr( ); - for( int i = 0; i < md5joints.Num( ); i++, joint++ ) + const idMD5Joint* joint = md5joints.Ptr(); + for( int i = 0; i < md5joints.Num(); i++, joint++ ) { - if( idStr::Icmp( joint->name.c_str( ), name ) == 0 ) + if( idStr::Icmp( joint->name.c_str(), name ) == 0 ) { return ( jointHandle_t ) i; } @@ -1638,7 +1638,7 @@ jointHandle_t idRenderModelGLTF::GetJointHandle( const char* name ) const const char* idRenderModelGLTF::GetJointName( jointHandle_t handle ) const { - if( ( handle < 0 ) || ( handle >= md5joints.Num( ) ) ) + if( ( handle < 0 ) || ( handle >= md5joints.Num() ) ) { return ""; } @@ -1697,7 +1697,7 @@ int idRenderModelGLTF::NearestJoint( int surfaceNum, int a, int b, int c ) const } } - common->Warning( "Couldn't find NearestJoint for : '%s'", name.c_str( ) ); + common->Warning( "Couldn't find NearestJoint for : '%s'", name.c_str() ); return 0; } diff --git a/neo/renderer/Model_gltf.h b/neo/renderer/Model_gltf.h index a82423a6..83b79ccc 100644 --- a/neo/renderer/Model_gltf.h +++ b/neo/renderer/Model_gltf.h @@ -58,7 +58,7 @@ public: int rootID; private: void ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData* data ); - void UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf,const modelSurface_t& sourceSurf ); + void UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf, const modelSurface_t& sourceSurf ); void UpdateMd5Joints(); gltfData* data; gltfNode* root; diff --git a/neo/tools/compilers/aas/AASBuild.cpp b/neo/tools/compilers/aas/AASBuild.cpp index 528d407a..0d4b8fdd 100644 --- a/neo/tools/compilers/aas/AASBuild.cpp +++ b/neo/tools/compilers/aas/AASBuild.cpp @@ -442,15 +442,15 @@ idBrushList idAASBuild::AddBrushesForMapPolygonMesh( const MapPolygonMesh* mapMe const MapPolygon& face = mapMesh->GetFace( p ); mat = declManager->FindMaterial( face.GetMaterial() ); - contents = ContentsForAAS( mat->GetContentFlags( ) ); + contents = ContentsForAAS( mat->GetContentFlags() ); if( !contents ) { return brushList; } - const idList& verts = mapMesh->GetDrawVerts( ); - const idList& indices = face.GetIndexes( ); + const idList& verts = mapMesh->GetDrawVerts(); + const idList& indices = face.GetIndexes(); idVec3 triNormal; int v1 = 0; @@ -465,16 +465,16 @@ idBrushList idAASBuild::AddBrushesForMapPolygonMesh( const MapPolygonMesh* mapMe d1 = verts[indices[1]].xyz - verts[indices[0]].xyz; d2 = verts[indices[2]].xyz - verts[indices[0]].xyz; plane.SetNormal( d1.Cross( d2 ) ); - if( plane.Normalize( ) != 0.0f ) + if( plane.Normalize() != 0.0f ) { plane.FitThroughPoint( verts[indices[2]].xyz ); - w.Clear( ); + w.Clear(); w += verts[indices[0]].xyz; w += verts[indices[1]].xyz; w += verts[indices[2]].xyz; - brush = new idBrush( ); + brush = new idBrush(); brush->SetContents( contents ); if( brush->FromWinding( w, plane ) ) { @@ -494,16 +494,16 @@ idBrushList idAASBuild::AddBrushesForMapPolygonMesh( const MapPolygonMesh* mapMe //Back face triNormal = plane.Normal(); plane.SetNormal( d2.Cross( d1 ) ); - if( plane.Normalize( ) != 0.0f ) + if( plane.Normalize() != 0.0f ) { plane.FitThroughPoint( verts[indices[0]].xyz ); - w.Clear( ); + w.Clear(); w += verts[indices[2]].xyz + triNormal; w += verts[indices[1]].xyz + triNormal; w += verts[indices[0]].xyz + triNormal; - brush = new idBrush( ); + brush = new idBrush(); brush->SetContents( contents ); if( brush->FromWinding( w, plane ) ) { @@ -725,7 +725,7 @@ idBrushList idAASBuild::AddBrushesForMapEntity( const idMapEntity* mapEnt, int e continue; } //HVG: Map polygon mesh support - if( mapPrim->GetType( ) == idMapPrimitive::TYPE_MESH ) + if( mapPrim->GetType() == idMapPrimitive::TYPE_MESH ) { brushList = AddBrushesForMapPolygonMesh( static_cast< MapPolygonMesh* >( mapPrim ), origin, axis, entityNum, i, brushList ); }