Ran merge to get rid of tabs
This commit is contained in:
@@ -538,7 +538,7 @@ bool trpgGroup::Print(trpgPrintBuffer &buf) const
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buf.prnLine("----Group Node----");
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buf.IncreaseIndent();
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sprintf(ls,"id = %d, numChild = %d",id,numChild); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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buf.DecreaseIndent();
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@@ -556,7 +556,7 @@ bool trpgAttach::Print(trpgPrintBuffer &buf) const
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buf.prnLine("----Attach Node----");
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buf.IncreaseIndent();
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sprintf(ls,"id = %d, parentID = %d, childPos = %d",id,parentID,childPos); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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buf.DecreaseIndent();
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buf.prnLine();
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@@ -572,9 +572,9 @@ bool trpgChildRef::Print(trpgPrintBuffer &buf) const
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buf.prnLine("----RefChild Node----");
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buf.IncreaseIndent();
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sprintf(ls,"lod = %d, x = %d, y = %d", lod, x, y); buf.prnLine(ls);
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sprintf(ls,"file = %d, offset = %d", addr.file, addr.offset); buf.prnLine(ls);
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sprintf(ls,"zmin = %f, zmax = %f", zmin, zmax); buf.prnLine(ls);
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sprintf(ls,"lod = %d, x = %d, y = %d", lod, x, y); buf.prnLine(ls);
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sprintf(ls,"file = %d, offset = %d", addr.file, addr.offset); buf.prnLine(ls);
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sprintf(ls,"zmin = %f, zmax = %f", zmin, zmax); buf.prnLine(ls);
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buf.DecreaseIndent();
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buf.prnLine();
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@@ -593,7 +593,7 @@ bool trpgBillboard::Print(trpgPrintBuffer &buf) const
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sprintf(ls,"id = %d, type = %d, mode = %d",id,type,mode); buf.prnLine(ls);
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sprintf(ls,"center = (%f,%f,%f)",center.x,center.y,center.z); buf.prnLine(ls);
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sprintf(ls,"axis = (%f,%f,%f)",axis.x,axis.y,axis.z); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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buf.DecreaseIndent();
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buf.prnLine();
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@@ -613,7 +613,7 @@ bool trpgLod::Print(trpgPrintBuffer &buf) const
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sprintf(ls,"numRange (hint) = %d",numRange); buf.prnLine(ls);
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sprintf(ls,"switchIn = %f, switchOut = %f, width = %f",switchIn,switchOut,width); buf.prnLine(ls);
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sprintf(ls,"center = (%f,%f,%f)",center.x,center.y,center.z);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"rangeIndex = %d",rangeIndex); buf.prnLine(ls);
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buf.DecreaseIndent();
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@@ -631,7 +631,7 @@ bool trpgLayer::Print(trpgPrintBuffer &buf) const
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buf.prnLine("----Layer Node----");
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buf.IncreaseIndent();
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sprintf(ls,"id = %d",id); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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buf.DecreaseIndent();
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buf.prnLine();
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@@ -654,8 +654,8 @@ bool trpgTransform::Print(trpgPrintBuffer &buf) const
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sprintf(ls,"%f %f %f %f",m[i][0],m[i][1],m[i][2],m[i][3]);
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buf.prnLine(ls);
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}
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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sprintf(ls,"name = %s", name ? name : "noname" ); buf.prnLine(ls);
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buf.DecreaseIndent(2);
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buf.prnLine();
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@@ -677,7 +677,7 @@ bool trpgModelRef::Print(trpgPrintBuffer &buf) const
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sprintf(ls,"%f %f %f %f",m[i][0],m[i][1],m[i][2],m[i][3]);
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buf.prnLine(ls);
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}
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buf.DecreaseIndent(2);
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buf.prnLine();
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@@ -759,83 +759,83 @@ bool trpgLightAttr::Print(trpgPrintBuffer &buf) const
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buf.prnLine("----Light Attribute----");
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buf.IncreaseIndent();
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sprintf(ls,"type = %s",strType[(int)(data.type)]); buf.prnLine(ls);
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sprintf(ls,"type = %s",strType[(int)(data.type)]); buf.prnLine(ls);
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sprintf(ls,"directionality = %s",strDirect[(int)(data.directionality)]); buf.prnLine(ls);
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sprintf(ls,"front color (RGB) = %.2lf, %.2lf, %.2lf",
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data.frontColor.red, data.frontColor.green,data.frontColor.blue ); buf.prnLine(ls);
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sprintf(ls,"front intensity = %.2lf", data.frontIntensity ); buf.prnLine(ls);
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data.frontColor.red, data.frontColor.green,data.frontColor.blue ); buf.prnLine(ls);
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sprintf(ls,"front intensity = %.2lf", data.frontIntensity ); buf.prnLine(ls);
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sprintf(ls,"back color (RGB) = %.2lf, %.2lf, %.2lf",
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data.backColor.red, data.backColor.green,data.backColor.blue ); buf.prnLine(ls);
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sprintf(ls,"back intensity = %.2lf", data.backIntensity ); buf.prnLine(ls);
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data.backColor.red, data.backColor.green,data.backColor.blue ); buf.prnLine(ls);
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sprintf(ls,"back intensity = %.2lf", data.backIntensity ); buf.prnLine(ls);
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sprintf(ls,"normal (xyz) = %.2lf,%.2lf,%.2lf",
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data.normal.x,data.normal.y,data.normal.z ); buf.prnLine(ls);
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sprintf(ls,"smc = %d",data.smc); buf.prnLine(ls);
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sprintf(ls,"fid = %d",data.fid); buf.prnLine(ls);
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data.normal.x,data.normal.y,data.normal.z ); buf.prnLine(ls);
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sprintf(ls,"smc = %d",data.smc); buf.prnLine(ls);
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sprintf(ls,"fid = %d",data.fid); buf.prnLine(ls);
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sprintf(ls,"visible at DAY = %s",
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(data.flags & trpgLightAttr::trpg_Day ? "yes" : "no") ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Day ? "yes" : "no") ); buf.prnLine(ls);
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sprintf(ls,"visible at DUSK = %s",
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(data.flags & trpgLightAttr::trpg_Dusk ? "yes" : "no") ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Dusk ? "yes" : "no") ); buf.prnLine(ls);
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sprintf(ls,"visible at NIGHT = %s",
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(data.flags & trpgLightAttr::trpg_Night ? "yes" : "no") ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Night ? "yes" : "no") ); buf.prnLine(ls);
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sprintf(ls,"enable directionality = %s",
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(data.flags & trpgLightAttr::trpg_Directional ? "yes" : "no" )); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Directional ? "yes" : "no" )); buf.prnLine(ls);
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sprintf(ls,"enable back color = %s",
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(data.flags & trpgLightAttr::trpg_BackColor ? "yes" : "no" )); buf.prnLine(ls);
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sprintf(ls,"horizontal lobe angle = %.2lf",data.horizontalLobeAngle); buf.prnLine(ls);
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sprintf(ls,"vertical lobe angle = %.2lf",data.verticalLobeAngle); buf.prnLine(ls);
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sprintf(ls,"lobe roll angle = %.2lf",data.lobeRollAngle); buf.prnLine(ls);
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sprintf(ls,"lobe falloff = %.2lf",data.lobeFalloff); buf.prnLine(ls);
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sprintf(ls,"ambient intensity = %.2lf",data.ambientIntensity); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_BackColor ? "yes" : "no" )); buf.prnLine(ls);
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sprintf(ls,"horizontal lobe angle = %.2lf",data.horizontalLobeAngle); buf.prnLine(ls);
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sprintf(ls,"vertical lobe angle = %.2lf",data.verticalLobeAngle); buf.prnLine(ls);
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sprintf(ls,"lobe roll angle = %.2lf",data.lobeRollAngle); buf.prnLine(ls);
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sprintf(ls,"lobe falloff = %.2lf",data.lobeFalloff); buf.prnLine(ls);
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sprintf(ls,"ambient intensity = %.2lf",data.ambientIntensity); buf.prnLine(ls);
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sprintf(ls,"reflective only = %s",
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(data.flags & trpgLightAttr::trpg_Reflective ? "yes" : "no") ); buf.prnLine(ls);
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sprintf(ls,"quality = %s", strQuality[(int)(data.quality)]); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Reflective ? "yes" : "no") ); buf.prnLine(ls);
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sprintf(ls,"quality = %s", strQuality[(int)(data.quality)]); buf.prnLine(ls);
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sprintf(ls,"significance for RASCAL lights = %.2lf",
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data.rascalSignificance ); buf.prnLine(ls);
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data.rascalSignificance ); buf.prnLine(ls);
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sprintf(ls,"calligraphic draw order = %d",
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data.calligraphicAttr.drawOrder ); buf.prnLine(ls);
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data.calligraphicAttr.drawOrder ); buf.prnLine(ls);
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sprintf(ls,"calligraphic lights maximum defocus = %f",
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data.calligraphicAttr.maxDefocus ); buf.prnLine(ls);
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data.calligraphicAttr.maxDefocus ); buf.prnLine(ls);
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sprintf(ls,"calligraphic lights minimum defocus = %f",
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data.calligraphicAttr.minDefocus ); buf.prnLine(ls);
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data.calligraphicAttr.minDefocus ); buf.prnLine(ls);
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sprintf(ls,"randomize intensity = %s",
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strQuality[(int)(data.randomIntensity)]); buf.prnLine(ls);
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strQuality[(int)(data.randomIntensity)]); buf.prnLine(ls);
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sprintf(ls,"performer perspective mode = %s",
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(data.flags & trpgLightAttr::trpg_Perspective ? "yes" : "no" ) ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Perspective ? "yes" : "no" ) ); buf.prnLine(ls);
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sprintf(ls,"performer fade = %s",
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(data.flags & trpgLightAttr::trpg_Fade ? "yes" : "no" ) ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Fade ? "yes" : "no" ) ); buf.prnLine(ls);
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sprintf(ls,"performer fog punch = %s",
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(data.flags & trpgLightAttr::trpg_FogPunch ? "yes" : "no" ) ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_FogPunch ? "yes" : "no" ) ); buf.prnLine(ls);
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sprintf(ls,"performer range mode enable Z buffer = %s",
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(data.flags & trpgLightAttr::trpg_ZBuffer ? "yes" : "no" ) ); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_ZBuffer ? "yes" : "no" ) ); buf.prnLine(ls);
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sprintf(ls,"performer maximum pixel size = %.2lf",
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data.performerAttr.maxPixelSize ); buf.prnLine(ls);
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data.performerAttr.maxPixelSize ); buf.prnLine(ls);
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sprintf(ls,"performer minimum pixel size = %.2lf",
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data.performerAttr.minPixelSize ); buf.prnLine(ls);
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data.performerAttr.minPixelSize ); buf.prnLine(ls);
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sprintf(ls,"performer actual size = %.2lf",
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data.performerAttr.actualSize ); buf.prnLine(ls);
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data.performerAttr.actualSize ); buf.prnLine(ls);
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sprintf(ls,"performer transparent pixel size = %.2lf",
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data.performerAttr.transparentPixelSize ); buf.prnLine(ls);
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data.performerAttr.transparentPixelSize ); buf.prnLine(ls);
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sprintf(ls,"performer transparent falloff exponent = %.2lf",
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data.performerAttr.transparentFallofExp ); buf.prnLine(ls);
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data.performerAttr.transparentFallofExp ); buf.prnLine(ls);
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sprintf(ls,"performer transparent scale = %.2lf",
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data.performerAttr.transparentScale ); buf.prnLine(ls);
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data.performerAttr.transparentScale ); buf.prnLine(ls);
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sprintf(ls,"performer transparent clamp = %.2lf",
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data.performerAttr.transparentClamp ); buf.prnLine(ls);
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data.performerAttr.transparentClamp ); buf.prnLine(ls);
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sprintf(ls,"performer fog scale = %.2lf",
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data.performerAttr.fogScale ); buf.prnLine(ls);
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sprintf(ls,"animation period = %.2lf",data.animationAttr.period); buf.prnLine(ls);
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data.performerAttr.fogScale ); buf.prnLine(ls);
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sprintf(ls,"animation period = %.2lf",data.animationAttr.period); buf.prnLine(ls);
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sprintf(ls,"animation phase delay = %.2lf",
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data.animationAttr.phaseDelay ); buf.prnLine(ls);
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sprintf(ls,"animation time on = %.2lf",data.animationAttr.timeOn); buf.prnLine(ls);
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data.animationAttr.phaseDelay ); buf.prnLine(ls);
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sprintf(ls,"animation time on = %.2lf",data.animationAttr.timeOn); buf.prnLine(ls);
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sprintf(ls,"animation vector (ijk) = %.2lf, %.2lf, %.2lf",
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data.animationAttr.vector.x,data.animationAttr.vector.y,
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data.animationAttr.vector.z); buf.prnLine(ls);
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data.animationAttr.vector.z); buf.prnLine(ls);
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sprintf(ls,"animation - flashing = %s",
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(data.flags & trpgLightAttr::trpg_Flashing ? "yes" : "no" )); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Flashing ? "yes" : "no" )); buf.prnLine(ls);
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sprintf(ls,"animation - rotating = %s",
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(data.flags & trpgLightAttr::trpg_Rotating ? "yes" : "no" )); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_Rotating ? "yes" : "no" )); buf.prnLine(ls);
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sprintf(ls,"animation - counter clockwise = %s",
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(data.flags & trpgLightAttr::trpg_ClockWise ? "yes" : "no" )); buf.prnLine(ls);
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(data.flags & trpgLightAttr::trpg_ClockWise ? "yes" : "no" )); buf.prnLine(ls);
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if (data.commentStr)
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{
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sprintf(ls,"comment = %s",data.commentStr); buf.prnLine(ls);
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@@ -864,7 +864,7 @@ bool trpgLightTable::Print(trpgPrintBuffer &buf) const
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buf.DecreaseIndent();
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buf.prnLine();
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return true;
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}
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@@ -878,7 +878,7 @@ bool trpgLight::Print(trpgPrintBuffer &buf) const
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buf.prnLine("----Light----");
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buf.IncreaseIndent();
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sprintf(ls,"Light Index = %d",index); buf.prnLine(ls);
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sprintf(ls,"Light Index = %d",index); buf.prnLine(ls);
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sprintf(ls,"# Light Locations = %d",static_cast<int>(lightPoints.size()) ); buf.prnLine(ls);
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buf.DecreaseIndent();
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@@ -948,7 +948,7 @@ bool trpgLabel::Print(trpgPrintBuffer &buf) const
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buf.IncreaseIndent();
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for (unsigned int i=0;i<supports.size();i++)
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{
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sprintf(ls,"%f %f %f",supports[i].x,supports[i].y,supports[i].z); buf.prnLine(ls);
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sprintf(ls,"%f %f %f",supports[i].x,supports[i].y,supports[i].z); buf.prnLine(ls);
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}
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buf.DecreaseIndent();
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buf.prnLine();
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@@ -21,9 +21,9 @@
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#include <stack>
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/* Print Buffer for TerraPage. Subclasses of this object
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are used to print out to stdout or disk (or whatever).
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You won't create one of these directly, instead you'll create
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something which inherits from it.
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are used to print out to stdout or disk (or whatever).
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You won't create one of these directly, instead you'll create
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something which inherits from it.
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*/
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TX_EXDECL class TX_CLDECL trpgPrintBuffer
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{
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@@ -96,31 +96,31 @@ TX_EXDECL class TX_CLDECL trpgPrintGraphParser : public trpgSceneParser
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class ReadHelper : public trpgr_Callback
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{
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public:
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// typedef std::vector<const trpgChildRef> ChildRefList;
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// The const in the template parameter was removed because it causes GCC to
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// freak out. I am of the opinion that const doesn't make sense in a template
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// parameter for std::vector anyway... const prevents you from changing the
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// value, so what exactly is the point? How does one add entries to the vector
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// without giving them a value? -ADS
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typedef std::vector<trpgChildRef> ChildRefList;
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// typedef std::vector<const trpgChildRef> ChildRefList;
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// The const in the template parameter was removed because it causes GCC to
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// freak out. I am of the opinion that const doesn't make sense in a template
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// parameter for std::vector anyway... const prevents you from changing the
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// value, so what exactly is the point? How does one add entries to the vector
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// without giving them a value? -ADS
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typedef std::vector<trpgChildRef> ChildRefList;
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ReadHelper(trpgPrintGraphParser *inPG,trpgPrintBuffer *inBuf): pBuf(inBuf), parse(inPG) {}
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~ReadHelper() { Reset();}
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ReadHelper(trpgPrintGraphParser *inPG,trpgPrintBuffer *inBuf): pBuf(inBuf), parse(inPG) {}
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~ReadHelper() { Reset();}
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void *Parse(trpgToken,trpgReadBuffer &buf);
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void Reset();
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// After parsing this will return the number of trpgChildRef node found.
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unsigned int GetNbChildrenRef() const;
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// This will return the trpgChildRef node associated with the index.
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// this will retrun 0 if idx is out of bound
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const trpgChildRef* GetChildRef(unsigned int idx) const;
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void *Parse(trpgToken,trpgReadBuffer &buf);
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void Reset();
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// After parsing this will return the number of trpgChildRef node found.
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unsigned int GetNbChildrenRef() const;
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// This will return the trpgChildRef node associated with the index.
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// this will retrun 0 if idx is out of bound
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const trpgChildRef* GetChildRef(unsigned int idx) const;
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protected:
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trpgPrintBuffer *pBuf;
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trpgPrintGraphParser *parse;
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trpgPrintBuffer *pBuf;
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trpgPrintGraphParser *parse;
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private:
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ChildRefList childRefList;
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ChildRefList childRefList;
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};
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@@ -128,7 +128,7 @@ TX_EXDECL class TX_CLDECL trpgPrintGraphParser : public trpgSceneParser
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// Fetch the archive associated with this print
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trpgr_Archive *GetArchive() {return archive; };
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trpgrImageHelper *GetImageHelp() {return imageHelp; };
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protected:
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bool StartChildren(void *);
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bool EndChildren(void *);
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Reference in New Issue
Block a user