16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 13:59:19 +02:00

maintenance: minor code cleanup

This commit is contained in:
tmj-fstate
2017-10-30 02:34:54 +01:00
parent ffcd3b40c9
commit 9edf912405
11 changed files with 95 additions and 121 deletions

View File

@@ -29,12 +29,14 @@ bool
operator==( lighting_data const &Left, lighting_data const &Right ) {
return ( ( Left.diffuse == Right.diffuse )
&& ( Left.ambient == Right.ambient )
&& ( Left.specular == Right.specular ) ); }
&& ( Left.specular == Right.specular ) );
}
inline
bool
operator!=( lighting_data const &Left, lighting_data const &Right ) {
return !( Left == Right ); }
return !( Left == Right );
}
namespace scene {
@@ -49,26 +51,6 @@ struct bounding_area {
radius( Radius )
{}
};
/*
enum nodetype {
unknown,
model,
triangles,
lines,
dynamic,
track,
traction,
powersource,
sound,
memorycell,
eventlauncher
};
class node_manager {
};
*/
struct node_data {
@@ -119,16 +101,13 @@ public:
compute_radius();
// set visibility
void
visible( bool State ) {
m_data.visible = State; }
visible( bool State );
// set origin point
void
origin( glm::dvec3 Origin ) {
m_data.origin = Origin; }
origin( glm::dvec3 Origin );
// data access
shapenode_data const &
data() const {
return m_data; }
data() const;
private:
// members
@@ -136,6 +115,27 @@ private:
shapenode_data m_data;
};
// set visibility
inline
void
shape_node::visible( bool State ) {
m_data.visible = State;
}
// set origin point
inline
void
shape_node::origin( glm::dvec3 Origin ) {
m_data.origin = Origin;
}
// data access
inline
shape_node::shapenode_data const &
shape_node::data() const {
return m_data;
}
// holds a group of untextured lines
class lines_node {
@@ -173,16 +173,13 @@ public:
compute_radius();
// set visibility
void
visible( bool State ) {
m_data.visible = State; }
visible( bool State );
// set origin point
void
origin( glm::dvec3 Origin ) {
m_data.origin = Origin; }
origin( glm::dvec3 Origin );
// data access
linesnode_data const &
data() const {
return m_data; }
data() const;
private:
// members
@@ -190,6 +187,26 @@ private:
linesnode_data m_data;
};
// set visibility
inline
void
lines_node::visible( bool State ) {
m_data.visible = State;
}
// set origin point
inline
void
lines_node::origin( glm::dvec3 Origin ) {
m_data.origin = Origin;
}
// data access
inline
lines_node::linesnode_data const &
lines_node::data() const {
return m_data;
}
/*
// holds geometry for specific piece of track/road/waterway
class path_node {
@@ -238,39 +255,10 @@ private:
TTrack * m_path;
};
*/
/*
// holds reference to memory cell
class memorycell_node {
friend class basic_region; // region might want to modify node content when it's being inserted
public:
// types
struct memorynode_data {
// placement and visibility
bounding_area area; // bounding area, in world coordinates
bool visible { false }; // visibility flag
};
// methods
// restores content of the node from provded input stream
// TODO: implement
memory_node &
deserialize( cParser &Input, node_data const &Nodedata );
void
cell( TMemCell *Cell ) {
m_memorycell = Cell; }
TMemCell *
cell() {
return m_memorycell; }
private:
// members
memorynode_data m_data;
TMemCell * m_memorycell;
};
*/
} // scene
namespace editor {
// base interface for nodes which can be actvated in scenario editor
@@ -278,28 +266,22 @@ struct basic_node {
public:
// constructor
basic_node() = default; // TODO: remove after refactor
basic_node( scene::node_data const &Nodedata );
// destructor
virtual ~basic_node() = default;
// methods
std::string const &
name() const {
return m_name; }
name() const;
void
location( glm::dvec3 const Location ) {
m_area.center = Location; }
location( glm::dvec3 const Location );
glm::dvec3 const &
location() const {
return m_area.center; };
location() const;
float const &
radius();
void
visible( bool const Visible ) {
m_visible = Visible; }
visible( bool const Visible );
bool
visible() const {
return m_visible; }
visible() const;
protected:
// methods
@@ -313,6 +295,36 @@ protected:
std::string m_name;
};
inline
std::string const &
basic_node::name() const {
return m_name;
}
inline
void
basic_node::location( glm::dvec3 const Location ) {
m_area.center = Location;
}
inline
glm::dvec3 const &
basic_node::location() const {
return m_area.center;
}
inline
void
basic_node::visible( bool const Visible ) {
m_visible = Visible;
}
inline
bool
basic_node::visible() const {
return m_visible;
}
} // editor
//---------------------------------------------------------------------------