mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-22 21:02:07 +00:00
chore: do not use using namespace in headers
This commit is contained in:
@@ -7,7 +7,6 @@
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#include <memory>
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#include <string>
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#include <vector>
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using namespace T6;
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namespace BSP
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{
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@@ -20,11 +19,11 @@ namespace BSP
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struct BSPVertex
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{
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vec3_t pos;
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vec4_t color;
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vec2_t texCoord;
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vec3_t normal;
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vec3_t tangent;
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T6::vec3_t pos;
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T6::vec4_t color;
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T6::vec2_t texCoord;
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T6::vec3_t normal;
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T6::vec3_t tangent;
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};
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struct BSPMaterial
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@@ -153,7 +152,7 @@ namespace BSP
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// Default xmodel values
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// Unused as there is no support for xmodels right now
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constexpr float DEFAULT_SMODEL_CULL_DIST = 10000.0f;
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constexpr int DEFAULT_SMODEL_FLAGS = STATIC_MODEL_FLAG_NO_SHADOW;
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constexpr int DEFAULT_SMODEL_FLAGS = T6::STATIC_MODEL_FLAG_NO_SHADOW;
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constexpr int DEFAULT_SMODEL_LIGHT = 1;
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constexpr int DEFAULT_SMODEL_REFLECTION_PROBE = 0;
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@@ -161,7 +160,7 @@ namespace BSP
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constexpr int DEFAULT_SURFACE_LIGHT = BSPGameConstants::SUN_LIGHT_INDEX;
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constexpr int DEFAULT_SURFACE_LIGHTMAP = 0;
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constexpr int DEFAULT_SURFACE_REFLECTION_PROBE = 0;
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constexpr int DEFAULT_SURFACE_FLAGS = (GFX_SURFACE_CASTS_SUN_SHADOW | GFX_SURFACE_CASTS_SHADOW);
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constexpr int DEFAULT_SURFACE_FLAGS = (T6::GFX_SURFACE_CASTS_SUN_SHADOW | T6::GFX_SURFACE_CASTS_SHADOW);
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// material flags determine the features of a surface
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// unsure which flag type changes what right now
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@@ -180,7 +179,7 @@ namespace BSP
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constexpr unsigned char LIGHTGRID_COLOUR = 128;
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// Sunlight values
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constexpr vec4_t SUNLIGHT_COLOR = {0.75f, 0.75f, 0.75f, 1.0f};
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constexpr vec3_t SUNLIGHT_DIRECTION = {0.0f, 0.0f, 0.0f};
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constexpr T6::vec4_t SUNLIGHT_COLOR = {0.75f, 0.75f, 0.75f, 1.0f};
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constexpr T6::vec3_t SUNLIGHT_DIRECTION = {0.0f, 0.0f, 0.0f};
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}; // namespace BSPEditableConstants
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} // namespace BSP
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@@ -21,8 +21,8 @@ namespace BSP
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class BSPObject
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{
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public:
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vec3_t min;
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vec3_t max;
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T6::vec3_t min;
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T6::vec3_t max;
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int partitionIndex; // index of the partition the object is contained in
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BSPObject(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, int objPartitionIndex);
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@@ -61,8 +61,8 @@ namespace BSP
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std::unique_ptr<BSPNode> node;
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int level; // level in the BSP tree
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vec3_t min;
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vec3_t max;
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T6::vec3_t min;
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T6::vec3_t max;
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BSPTree(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, int treeLevel);
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void splitTree();
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@@ -91,7 +91,7 @@ namespace
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uint32_t index = tempIndices[idxOfIndex];
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ufbx_vec3 transformedPos = ufbx_transform_position(&meshMatrix, ufbx_get_vertex_vec3(&mesh->vertex_position, index));
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vec3_t blenderCoords;
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T6::vec3_t blenderCoords;
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blenderCoords.x = static_cast<float>(transformedPos.x);
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blenderCoords.y = static_cast<float>(transformedPos.y);
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blenderCoords.z = static_cast<float>(transformedPos.z);
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@@ -3,6 +3,8 @@
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#include <cmath>
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#include <format>
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using namespace T6;
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namespace BSP
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{
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std::string BSPUtil::getFileNameForBSPAsset(std::string& assetName)
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@@ -8,16 +8,16 @@ namespace BSP
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{
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public:
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static std::string getFileNameForBSPAsset(std::string& assetName);
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static vec3_t convertToBO2Coords(vec3_t& OGL_coordinate);
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static vec3_t convertFromBO2Coords(vec3_t& bo2_coordinate);
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static void updateAABB(vec3_t& newAABBMins, vec3_t& newAABBMaxs, vec3_t& AABBMins, vec3_t& AABBMaxs);
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static void updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs);
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static vec3_t calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs);
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static vec3_t calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
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static float distBetweenPoints(vec3_t& p1, vec3_t& p2);
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static void convertAnglesToAxis(vec3_t* angles, vec3_t* axis);
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static void matrixTranspose3x3(const vec3_t* in, vec3_t* out);
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static vec3_t convertStringToVec3(std::string& str);
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static std::string convertVec3ToString(vec3_t& vec);
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static T6::vec3_t convertToBO2Coords(T6::vec3_t& OGL_coordinate);
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static T6::vec3_t convertFromBO2Coords(T6::vec3_t& bo2_coordinate);
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static void updateAABB(T6::vec3_t& newAABBMins, T6::vec3_t& newAABBMaxs, T6::vec3_t& AABBMins, T6::vec3_t& AABBMaxs);
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static void updateAABBWithPoint(T6::vec3_t& point, T6::vec3_t& AABBMins, T6::vec3_t& AABBMaxs);
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static T6::vec3_t calcMiddleOfAABB(T6::vec3_t& mins, T6::vec3_t& maxs);
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static T6::vec3_t calcHalfSizeOfAABB(T6::vec3_t& mins, T6::vec3_t& maxs);
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static float distBetweenPoints(T6::vec3_t& p1, T6::vec3_t& p2);
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static void convertAnglesToAxis(T6::vec3_t* angles, T6::vec3_t* axis);
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static void matrixTranspose3x3(const T6::vec3_t* in, T6::vec3_t* out);
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static T6::vec3_t convertStringToVec3(std::string& str);
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static std::string convertVec3ToString(T6::vec3_t& vec);
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};
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} // namespace BSP
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@@ -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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