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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-21 12:49:10 +00:00

Eliminate hsScalar and hsFixed

Modern CPUs support floats just fine... hsFixed was crazy.
This commit is contained in:
2012-01-21 02:03:37 -05:00
parent 5027b5a4ac
commit e020651e4b
584 changed files with 5401 additions and 6399 deletions

View File

@ -120,8 +120,8 @@ public:
class plParticleCollisionEffectBounce : public plParticleCollisionEffect
{
protected:
hsScalar fBounce;
hsScalar fFriction;
float fBounce;
float fFriction;
public:
plParticleCollisionEffectBounce();
@ -133,11 +133,11 @@ public:
virtual void Read(hsStream *s, hsResMgr *mgr);
virtual void Write(hsStream *s, hsResMgr *mgr);
void SetBounce(hsScalar b) { fBounce = b; }
hsScalar GetBounce() const { return fBounce; }
void SetBounce(float b) { fBounce = b; }
float GetBounce() const { return fBounce; }
void SetFriction(hsScalar f) { fFriction = f; }
hsScalar GetFriction() const { return fFriction; }
void SetFriction(float f) { fFriction = f; }
float GetFriction() const { return fFriction; }
};
class plParticleFadeVolumeEffect : public plParticleEffect
@ -163,7 +163,7 @@ public:
virtual void Write(hsStream *s, hsResMgr *mgr);
//virtual hsBool MsgReceive(plMessage *msg);
hsScalar fLength;
float fLength;
hsBool fIgnoreZ;
};
@ -171,9 +171,9 @@ class plParticleWindEffect : public plParticleEffect
{
protected:
// The properties that define the wind. These might/should be animatable.
hsScalar fStrength;
hsScalar fConstancy;
hsScalar fSwirl;
float fStrength;
float fConstancy;
float fSwirl;
hsBool fHorizontal;
hsVector3 fRefDir;
@ -198,14 +198,14 @@ public:
virtual void Read(hsStream *s, hsResMgr *mgr);
virtual void Write(hsStream *s, hsResMgr *mgr);
void SetStrength(hsScalar v) { fStrength = v; }
hsScalar GetStrength() const { return fStrength; }
void SetStrength(float v) { fStrength = v; }
float GetStrength() const { return fStrength; }
void SetConstancy(hsScalar c) { fConstancy = c; }
hsScalar GetConstancy() const { return fConstancy; }
void SetConstancy(float c) { fConstancy = c; }
float GetConstancy() const { return fConstancy; }
void SetSwirl(hsScalar s) { fSwirl = s; }
hsScalar GetSwirl() const { return fSwirl; }
void SetSwirl(float s) { fSwirl = s; }
float GetSwirl() const { return fSwirl; }
void SetHorizontal(hsBool on) { fHorizontal = on; }
hsBool GetHorizontal() const { return fHorizontal; }
@ -218,7 +218,7 @@ class plParticleLocalWind : public plParticleWindEffect
{
protected:
hsVector3 fScale;
hsScalar fSpeed;
float fSpeed;
hsVector3 fPhase;
hsVector3 fInvScale;
@ -237,8 +237,8 @@ public:
void SetScale(const hsVector3& v) { fScale = v; }
const hsVector3& GetScale() const { return fScale; }
void SetSpeed(hsScalar v) { fSpeed = v; }
hsScalar GetSpeed() const { return fSpeed; }
void SetSpeed(float v) { fSpeed = v; }
float GetSpeed() const { return fSpeed; }
virtual void Read(hsStream *s, hsResMgr *mgr);
virtual void Write(hsStream *s, hsResMgr *mgr);
@ -249,15 +249,15 @@ class plParticleUniformWind : public plParticleWindEffect
{
protected:
hsScalar fFreqMin;
hsScalar fFreqMax;
hsScalar fFreqCurr;
hsScalar fFreqRate;
float fFreqMin;
float fFreqMax;
float fFreqCurr;
float fFreqRate;
double fCurrPhase;
double fLastFreqSecs;
hsScalar fCurrentStrength;
float fCurrentStrength;
public:
plParticleUniformWind();
~plParticleUniformWind();
@ -268,8 +268,8 @@ public:
virtual void PrepareEffect(const plEffectTargetInfo& target);
virtual hsBool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
void SetFrequencyRange(hsScalar minSecsPerCycle, hsScalar maxSecsPerCycle);
void SetFrequencyRate(hsScalar secsPerCycle);
void SetFrequencyRange(float minSecsPerCycle, float maxSecsPerCycle);
void SetFrequencyRate(float secsPerCycle);
virtual void Read(hsStream *s, hsResMgr *mgr);
virtual void Write(hsStream *s, hsResMgr *mgr);
@ -289,19 +289,19 @@ class plParticleFlockEffect : public plParticleEffect
protected:
hsPoint3 fTargetOffset; // Worldspace offset from our target to get the true goal
hsPoint3 fDissenterTarget; // Where to particles go when they get scared and leave us?
hsScalar fInfAvgRadSq; // Square of the radius of influence for average velocity matching.
hsScalar fInfRepRadSq; // Same, for repelling from neighbors.
hsScalar fAvgVelStr; // How strongly are we influenced by average dir?
hsScalar fRepDirStr; // Same for repelling
hsScalar fGoalOrbitStr; // Same for the goal (when we're within the desired distance)
hsScalar fGoalChaseStr; // Same for the goal (when we're too far away, and chasing it)
hsScalar fGoalDistSq;
hsScalar fFullChaseDistSq;
hsScalar fMaxOrbitSpeed;
hsScalar fMaxChaseSpeed;
float fInfAvgRadSq; // Square of the radius of influence for average velocity matching.
float fInfRepRadSq; // Same, for repelling from neighbors.
float fAvgVelStr; // How strongly are we influenced by average dir?
float fRepDirStr; // Same for repelling
float fGoalOrbitStr; // Same for the goal (when we're within the desired distance)
float fGoalChaseStr; // Same for the goal (when we're too far away, and chasing it)
float fGoalDistSq;
float fFullChaseDistSq;
float fMaxOrbitSpeed;
float fMaxChaseSpeed;
uint16_t fMaxParticles;
hsScalar *fDistSq; // Table of distances from particle to particle
float *fDistSq; // Table of distances from particle to particle
plParticleInfluenceInfo *fInfluences;
void IUpdateDistances(const plEffectTargetInfo &target);
@ -319,16 +319,16 @@ public:
void SetTargetOffset(const hsPoint3 &offset) { fTargetOffset = offset; }
void SetDissenterTarget(const hsPoint3 &target) { fDissenterTarget = target; }
void SetInfluenceAvgRadius(hsScalar val) { fInfAvgRadSq = val * val; }
void SetInfluenceRepelRadius(hsScalar val) { fInfRepRadSq = val * val; }
void SetGoalRadius(hsScalar val) { fGoalDistSq = val * val; }
void SetFullChaseRadius(hsScalar val) { fFullChaseDistSq = val * val; }
void SetConformStr(hsScalar val) { fAvgVelStr = val; }
void SetRepelStr(hsScalar val) { fRepDirStr = val; }
void SetGoalOrbitStr(hsScalar val) { fGoalOrbitStr = val; }
void SetGoalChaseStr(hsScalar val) { fGoalChaseStr = val; }
void SetMaxOrbitSpeed(hsScalar val) { fMaxOrbitSpeed = val; }
void SetMaxChaseSpeed(hsScalar val) { fMaxChaseSpeed = val; }
void SetInfluenceAvgRadius(float val) { fInfAvgRadSq = val * val; }
void SetInfluenceRepelRadius(float val) { fInfRepRadSq = val * val; }
void SetGoalRadius(float val) { fGoalDistSq = val * val; }
void SetFullChaseRadius(float val) { fFullChaseDistSq = val * val; }
void SetConformStr(float val) { fAvgVelStr = val; }
void SetRepelStr(float val) { fRepDirStr = val; }
void SetGoalOrbitStr(float val) { fGoalOrbitStr = val; }
void SetGoalChaseStr(float val) { fGoalChaseStr = val; }
void SetMaxOrbitSpeed(float val) { fMaxOrbitSpeed = val; }
void SetMaxChaseSpeed(float val) { fMaxChaseSpeed = val; }
void SetMaxParticles(uint16_t num);
virtual void Read(hsStream *s, hsResMgr *mgr);