mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-27 15:02:06 +00:00
chore: do not use using namespace in headers
This commit is contained in:
@@ -7,6 +7,8 @@
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#include "MapEntsLinker.h"
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#include "SkinnedVertsLinker.h"
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using namespace T6;
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namespace BSP
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{
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FootstepTableDef* BSPLinker::addEmptyFootstepTableAsset(std::string assetName)
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@@ -14,7 +14,7 @@ namespace BSP
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bool linkBSP(BSPData* bsp);
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private:
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FootstepTableDef* addEmptyFootstepTableAsset(std::string assetName);
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T6::FootstepTableDef* addEmptyFootstepTableAsset(std::string assetName);
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bool addDefaultRequiredAssets(BSPData* bsp);
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MemoryManager& m_memory;
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@@ -2,6 +2,8 @@
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#include "../BSPUtil.h"
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using namespace T6;
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namespace BSP
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{
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ClipMapLinker::ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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@@ -12,29 +12,29 @@ namespace BSP
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{
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public:
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ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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clipMap_t* linkClipMap(BSPData* bsp);
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T6::clipMap_t* linkClipMap(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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void loadBoxData(clipMap_t* clipMap);
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void loadVisibility(clipMap_t* clipMap);
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void loadDynEnts(clipMap_t* clipMap);
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void loadRopesAndConstraints(clipMap_t* clipMap);
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void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
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void loadXModelCollision(clipMap_t* clipMap);
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void loadBoxData(T6::clipMap_t* clipMap);
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void loadVisibility(T6::clipMap_t* clipMap);
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void loadDynEnts(T6::clipMap_t* clipMap);
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void loadRopesAndConstraints(T6::clipMap_t* clipMap);
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void loadSubModelCollision(T6::clipMap_t* clipMap, BSPData* bsp);
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void loadXModelCollision(T6::clipMap_t* clipMap);
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std::vector<cplane_s> planeVec;
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std::vector<cNode_t> nodeVec;
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std::vector<cLeaf_s> leafVec;
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std::vector<CollisionAabbTree> AABBTreeVec;
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std::vector<T6::cplane_s> planeVec;
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std::vector<T6::cNode_t> nodeVec;
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std::vector<T6::cLeaf_s> leafVec;
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std::vector<T6::CollisionAabbTree> AABBTreeVec;
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size_t highestLeafObjectCount = 0;
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void addAABBTreeFromLeaf(clipMap_t* clipMap, BSPTree* tree, size_t* out_parentCount, size_t* out_parentStartIndex);
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int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
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bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
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void addAABBTreeFromLeaf(T6::clipMap_t* clipMap, BSPTree* tree, size_t* out_parentCount, size_t* out_parentStartIndex);
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int16_t loadBSPNode(T6::clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(T6::clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(T6::clipMap_t* clipMap, BSPData* bsp);
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bool loadWorldCollision(T6::clipMap_t* clipMap, BSPData* bsp);
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};
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} // namespace BSP
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@@ -1,5 +1,7 @@
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#include "ComWorldLinker.h"
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using namespace T6;
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namespace BSP
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{
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ComWorldLinker::ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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@@ -11,7 +11,7 @@ namespace BSP
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{
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public:
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ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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ComWorld* linkComWorld(BSPData* bsp);
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T6::ComWorld* linkComWorld(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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@@ -1,5 +1,7 @@
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#include "GameWorldMpLinker.h"
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using namespace T6;
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namespace BSP
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{
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GameWorldMpLinker::GameWorldMpLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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@@ -11,7 +11,7 @@ namespace BSP
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{
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public:
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GameWorldMpLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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GameWorldMp* linkGameWorldMp(BSPData* bsp);
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T6::GameWorldMp* linkGameWorldMp(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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@@ -4,6 +4,8 @@
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#include "Utils/Alignment.h"
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#include "Utils/Pack.h"
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using namespace T6;
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namespace BSP
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{
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GfxWorldLinker::GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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@@ -11,27 +11,27 @@ namespace BSP
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{
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public:
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GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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GfxWorld* linkGfxWorld(BSPData* bsp);
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T6::GfxWorld* linkGfxWorld(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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void loadDrawData(BSPData* projInfo, GfxWorld* gfxWorld);
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bool loadMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld);
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void loadXModels(BSPData* projInfo, GfxWorld* gfxWorld);
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void cleanGfxWorld(GfxWorld* gfxWorld);
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void loadGfxLights(GfxWorld* gfxWorld);
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void loadLightGrid(GfxWorld* gfxWorld);
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void loadGfxCells(GfxWorld* gfxWorld);
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void loadModels(GfxWorld* gfxWorld);
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bool loadReflectionProbeData(GfxWorld* gfxWorld);
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bool loadLightmapData(GfxWorld* gfxWorld);
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void loadSkyBox(BSPData* projInfo, GfxWorld* gfxWorld);
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void loadDynEntData(GfxWorld* gfxWorld);
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bool loadOutdoors(GfxWorld* gfxWorld);
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void loadSunData(GfxWorld* gfxWorld);
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void loadWorldBounds(GfxWorld* gfxWorld);
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void loadDrawData(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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bool loadMapSurfaces(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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void loadXModels(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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void cleanGfxWorld(T6::GfxWorld* gfxWorld);
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void loadGfxLights(T6::GfxWorld* gfxWorld);
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void loadLightGrid(T6::GfxWorld* gfxWorld);
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void loadGfxCells(T6::GfxWorld* gfxWorld);
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void loadModels(T6::GfxWorld* gfxWorld);
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bool loadReflectionProbeData(T6::GfxWorld* gfxWorld);
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bool loadLightmapData(T6::GfxWorld* gfxWorld);
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void loadSkyBox(BSPData* projInfo, T6::GfxWorld* gfxWorld);
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void loadDynEntData(T6::GfxWorld* gfxWorld);
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bool loadOutdoors(T6::GfxWorld* gfxWorld);
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void loadSunData(T6::GfxWorld* gfxWorld);
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void loadWorldBounds(T6::GfxWorld* gfxWorld);
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};
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} // namespace BSP
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@@ -3,7 +3,9 @@
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#include "../BSPUtil.h"
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#include <nlohmann/json.hpp>
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using namespace nlohmann;
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using namespace T6;
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namespace
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{
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@@ -11,7 +11,7 @@ namespace BSP
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{
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public:
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MapEntsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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MapEnts* linkMapEnts(BSPData* bsp);
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T6::MapEnts* linkMapEnts(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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@@ -9,11 +9,11 @@ namespace BSP
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{
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}
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SkinnedVertsDef* SkinnedVertsLinker::linkSkinnedVerts(BSPData* bsp)
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T6::SkinnedVertsDef* SkinnedVertsLinker::linkSkinnedVerts(BSPData* bsp)
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{
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// Pretty sure maxSkinnedVerts relates to the max amount of xmodel skinned verts a map will have
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// But setting it to the world vertex count seems to work
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SkinnedVertsDef* skinnedVerts = m_memory.Alloc<SkinnedVertsDef>();
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T6::SkinnedVertsDef* skinnedVerts = m_memory.Alloc<T6::SkinnedVertsDef>();
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skinnedVerts->name = m_memory.Dup("skinnedverts");
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skinnedVerts->maxSkinnedVerts = static_cast<unsigned int>(bsp->gfxWorld.vertices.size());
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@@ -11,7 +11,7 @@ namespace BSP
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{
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public:
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SkinnedVertsLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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SkinnedVertsDef* linkSkinnedVerts(BSPData* bsp);
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T6::SkinnedVertsDef* linkSkinnedVerts(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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