Use snake case for consistency (limited to this class)

This commit is contained in:
Christian Semmler 2024-09-20 10:08:24 -07:00
parent 43be01e7f3
commit d152698e2a
2 changed files with 32 additions and 32 deletions

View File

@ -39,7 +39,7 @@ ViewManager::ViewManager(Tgl::Renderer* pRenderer, Tgl::Group* scene, const Orie
: scene(scene), flags(c_bit1 | c_bit2 | c_bit3 | c_bit4)
{
SetPOVSource(point_of_view);
prevRenderTime = 0.09;
prev_render_time = 0.09;
GetD3DRM(d3drm, pRenderer);
GetFrame(frame, scene);
width = 0.0;
@ -49,7 +49,7 @@ ViewManager::ViewManager(Tgl::Renderer* pRenderer, Tgl::Group* scene, const Orie
front = 0.0;
back = 0.0;
memset(transformedPoints, 0, sizeof(transformedPoints));
memset(transformed_points, 0, sizeof(transformed_points));
seconds_allowed = 1.0;
}
@ -76,8 +76,8 @@ unsigned int ViewManager::IsBoundingBoxInFrustum(const BoundingBox& p_bounding_b
for (i = 0; i < 6; i++) {
for (k = 0; k < 8; k++) {
if (frustumPlanes[i][0] * und[k][0] + frustumPlanes[i][2] * und[k][2] + frustumPlanes[i][1] * und[k][1] +
frustumPlanes[i][3] >=
if (frustum_planes[i][0] * und[k][0] + frustum_planes[i][2] * und[k][2] + frustum_planes[i][1] * und[k][1] +
frustum_planes[i][3] >=
0.0f) {
break;
}
@ -279,7 +279,7 @@ void ViewManager::Update(float p_previousRenderTime, float)
MxStopWatch stopWatch;
stopWatch.Start();
prevRenderTime = p_previousRenderTime;
prev_render_time = p_previousRenderTime;
flags |= c_bit1;
if (flags & c_bit3) {
@ -316,7 +316,7 @@ inline int ViewManager::CalculateFrustumTransformations()
float fVar5 = fVar4 * fVar1;
fVar4 = fVar4 * fVar2;
float* frustumVertices = (float*) this->frustumVertices;
float* frustumVertices = (float*) this->frustum_vertices;
// clang-format off
*frustumVertices = fVar2; frustumVertices++;
@ -413,21 +413,21 @@ void ViewManager::UpdateViewTransformations()
for (i = 0; i < 8; i++) {
for (j = 0; j < 3; j++) {
transformedPoints[i][j] = pov[3][j];
transformed_points[i][j] = pov[3][j];
for (k = 0; k < 3; k++) {
transformedPoints[i][j] += pov[k][j] * frustumVertices[i][k];
transformed_points[i][j] += pov[k][j] * frustum_vertices[i][k];
}
}
}
for (i = 0; i < 6; i++) {
Vector3 a(transformedPoints[g_planePointIndexMap[i * 3]]);
Vector3 b(transformedPoints[g_planePointIndexMap[i * 3 + 1]]);
Vector3 c(transformedPoints[g_planePointIndexMap[i * 3 + 2]]);
Vector3 a(transformed_points[g_planePointIndexMap[i * 3]]);
Vector3 b(transformed_points[g_planePointIndexMap[i * 3 + 1]]);
Vector3 c(transformed_points[g_planePointIndexMap[i * 3 + 2]]);
Mx3DPointFloat x;
Mx3DPointFloat y;
Vector3 normal(frustumPlanes[i]);
Vector3 normal(frustum_planes[i]);
x = c;
((Vector3&) x).Sub(b); // TODO: Fix call
@ -438,7 +438,7 @@ void ViewManager::UpdateViewTransformations()
normal.EqualsCross(&x, &y);
normal.Unitize();
frustumPlanes[i][3] = -normal.Dot(&normal, &a);
frustum_planes[i][3] = -normal.Dot(&normal, &a);
}
flags |= c_bit4;

View File

@ -46,25 +46,25 @@ class ViewManager {
// ViewManager::`scalar deleting destructor'
private:
Tgl::Group* scene; // 0x04
CompoundObject rois; // 0x08
RealtimeView rt_view; // 0x14
ROIList visible_rois; // 0x18
float prevRenderTime; // 0x28
float view_area_at_one; // 0x2c
unsigned int flags; // 0x30
float width; // 0x34
float height; // 0x38
float view_angle; // 0x3c
MxMatrix pov; // 0x40
float front; // 0x88
float back; // 0x8c
float frustumVertices[8][3]; // 0x90
float transformedPoints[8][3]; // 0xf0
float frustumPlanes[6][4]; // 0x150
IDirect3DRM2* d3drm; // 0x1b0
IDirect3DRMFrame2* frame; // 0x1b4
float seconds_allowed; // 0x1b8
Tgl::Group* scene; // 0x04
CompoundObject rois; // 0x08
RealtimeView rt_view; // 0x14
ROIList visible_rois; // 0x18
float prev_render_time; // 0x28
float view_area_at_one; // 0x2c
unsigned int flags; // 0x30
float width; // 0x34
float height; // 0x38
float view_angle; // 0x3c
MxMatrix pov; // 0x40
float front; // 0x88
float back; // 0x8c
float frustum_vertices[8][3]; // 0x90
float transformed_points[8][3]; // 0xf0
float frustum_planes[6][4]; // 0x150
IDirect3DRM2* d3drm; // 0x1b0
IDirect3DRMFrame2* frame; // 0x1b4
float seconds_allowed; // 0x1b8
};
// TEMPLATE: LEGO1 0x10022030