[Scummvm-git-logs] scummvm master -> c3db2a4ca3b9ddb598c4c795034994ee5699fb7c
aquadran
noreply at scummvm.org
Mon Oct 21 19:05:07 UTC 2024
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
c3db2a4ca3 WINTERMUTE: Rename variable to original
Commit: c3db2a4ca3b9ddb598c4c795034994ee5699fb7c
https://github.com/scummvm/scummvm/commit/c3db2a4ca3b9ddb598c4c795034994ee5699fb7c
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2024-10-21T21:05:01+02:00
Commit Message:
WINTERMUTE: Rename variable to original
Changed paths:
engines/wintermute/ad/ad_actor_3dx.cpp
engines/wintermute/ad/ad_object_3d.cpp
engines/wintermute/ad/ad_scene.cpp
engines/wintermute/ad/ad_scene.h
diff --git a/engines/wintermute/ad/ad_actor_3dx.cpp b/engines/wintermute/ad/ad_actor_3dx.cpp
index 7959f80c3aa..022fd0633bd 100644
--- a/engines/wintermute/ad/ad_actor_3dx.cpp
+++ b/engines/wintermute/ad/ad_actor_3dx.cpp
@@ -201,7 +201,7 @@ bool AdActor3DX::update() {
AdScene *scene = ((AdGame *)_gameRef)->_scene;
- if (scene && scene->_sceneGeometry) {
+ if (scene && scene->_geom) {
bool canWalk = false;
if (scene->_2DPathfinding) {
@@ -212,7 +212,7 @@ bool AdActor3DX::update() {
convert3DTo2D(&newWorldMat, &newX, &newY);
canWalk = !scene->isBlockedAt(newX, newY, false, this);
} else {
- canWalk = scene->_sceneGeometry->directPathExists(&_posVector, &newPos);
+ canWalk = scene->_geom->directPathExists(&_posVector, &newPos);
}
if (canWalk) {
@@ -254,7 +254,7 @@ bool AdActor3DX::update() {
_state = STATE_WAITING_PATH;
}
} else {
- if (adGame->_scene->_sceneGeometry->getPath(_posVector, _targetPoint3D, _path3D))
+ if (adGame->_scene->_geom->getPath(_posVector, _targetPoint3D, _path3D))
_state = STATE_WAITING_PATH;
}
break;
@@ -701,7 +701,7 @@ void AdActor3DX::initLine3D(DXVector3 startPt, DXVector3 endPt, bool firstStep)
void AdActor3DX::getNextStep2D() {
AdGame *adGame = (AdGame *)_gameRef;
- if (!adGame || !adGame->_scene || !adGame->_scene->_sceneGeometry || !_path2D || !_path2D->getCurrent()) {
+ if (!adGame || !adGame->_scene || !adGame->_scene->_geom || !_path2D || !_path2D->getCurrent()) {
_state = _nextState;
_nextState = STATE_READY;
return;
@@ -718,7 +718,7 @@ void AdActor3DX::getNextStep2D() {
newPos._z += cosf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_gameRef->_deltaTime / 1000.f;
DXVector3 currentPoint;
- adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(_path2D->getCurrent()->x,
+ adGame->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x,
_path2D->getCurrent()->y,
¤tPoint);
@@ -740,7 +740,7 @@ void AdActor3DX::getNextStep2D() {
_nextState = STATE_READY;
}
} else {
- adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(_path2D->getCurrent()->x,
+ adGame->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x,
_path2D->getCurrent()->y,
¤tPoint);
initLine3D(_posVector, currentPoint, false);
@@ -769,7 +769,7 @@ void AdActor3DX::followPath2D() {
_state = STATE_FOLLOWING_PATH;
DXVector3 currentPoint;
- adGameRef->_scene->_sceneGeometry->convert2Dto3DTolerant(_path2D->getCurrent()->x,
+ adGameRef->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x,
_path2D->getCurrent()->y,
¤tPoint);
@@ -1549,9 +1549,9 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
script->waitForExclusive(this);
}
} else {
- if (adGame->_scene && adGame->_scene->_sceneGeometry) {
+ if (adGame->_scene && adGame->_scene->_geom) {
DXVector3 pos;
- if (adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(x, y, &pos)) {
+ if (adGame->_scene->_geom->convert2Dto3DTolerant(x, y, &pos)) {
goTo3D(pos);
if (strcmp(name, "GoToAsync") != 0) {
script->waitForExclusive(this);
@@ -1634,10 +1634,10 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
script->waitForExclusive(this);
}
} else {
- if (adGame->_scene->_sceneGeometry) {
+ if (adGame->_scene->_geom) {
DXVector3 pos;
- if (adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(ent->getWalkToX(), ent->getWalkToY(), &pos)) {
+ if (adGame->_scene->_geom->convert2Dto3DTolerant(ent->getWalkToX(), ent->getWalkToY(), &pos)) {
if (ent->getWalkToX() == 0 && ent->getWalkToY() == 0) {
goTo3D(pos);
} else {
@@ -1668,7 +1668,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
if (val->isNative() && _gameRef->validObject((BaseObject *)val->getNative())) {
BaseObject *obj = (BaseObject *)val->getNative();
DXVector3 objPos;
- ((AdGame *)_gameRef)->_scene->_sceneGeometry->convert2Dto3D(obj->_posX, obj->_posY, &objPos);
+ ((AdGame *)_gameRef)->_scene->_geom->convert2Dto3D(obj->_posX, obj->_posY, &objPos);
angle = radToDeg(-atan2(objPos._z - _posVector._z, objPos._x - _posVector._x)) + 90;
} else {
// otherwise turn to direction
@@ -2475,14 +2475,14 @@ bool AdActor3DX::updatePartEmitter() {
AdGame *adGame = (AdGame *)_gameRef;
- if (!adGame->_scene || !adGame->_scene->_sceneGeometry) {
+ if (!adGame->_scene || !adGame->_scene->_geom) {
return false;
}
DXVector3 bonePos;
getBonePosition3D(_partBone.c_str(), &bonePos, &_partOffset);
int32 x = 0, y = 0;
- static_cast<AdGame *>(_gameRef)->_scene->_sceneGeometry->convert3Dto2D(&bonePos, &x, &y);
+ static_cast<AdGame *>(_gameRef)->_scene->_geom->convert3Dto2D(&bonePos, &x, &y);
_partEmitter->_posX = x - _gameRef->_renderer->_drawOffsetX;
_partEmitter->_posY = y - _gameRef->_renderer->_drawOffsetY;
diff --git a/engines/wintermute/ad/ad_object_3d.cpp b/engines/wintermute/ad/ad_object_3d.cpp
index 43a8858fd1e..db032e2789b 100644
--- a/engines/wintermute/ad/ad_object_3d.cpp
+++ b/engines/wintermute/ad/ad_object_3d.cpp
@@ -109,8 +109,8 @@ bool AdObject3D::update() {
AdGame *adGame = (AdGame *)_gameRef;
// drop to floor
- if (_dropToFloor && adGame->_scene && adGame->_scene->_sceneGeometry) {
- _posVector._y = adGame->_scene->_sceneGeometry->getHeightAt(_posVector, 5.0f);
+ if (_dropToFloor && adGame->_scene && adGame->_scene->_geom) {
+ _posVector._y = adGame->_scene->_geom->getHeightAt(_posVector, 5.0f);
}
getMatrix(&_worldMatrix);
@@ -152,8 +152,8 @@ bool AdObject3D::display() {
bool AdObject3D::setupLights() {
AdGame *adGame = (AdGame *)_gameRef;
- if (adGame->_scene && adGame->_scene->_sceneGeometry) {
- return adGame->_scene->_sceneGeometry->enableLights(_posVector, _ignoredLights);
+ if (adGame->_scene && adGame->_scene->_geom) {
+ return adGame->_scene->_geom->enableLights(_posVector, _ignoredLights);
} else {
return false;
}
@@ -415,7 +415,7 @@ bool AdObject3D::scSetProperty(const char *name, ScValue *value) {
_posX = value->getInt();
AdGame *adGame = (AdGame *)_gameRef;
DXVector3 pos;
- if (adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3D(_posX, _posY, &pos)) {
+ if (adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(_posX, _posY, &pos)) {
_posVector = pos;
}
return true;
@@ -428,7 +428,7 @@ bool AdObject3D::scSetProperty(const char *name, ScValue *value) {
_posY = value->getInt();
AdGame *adGame = (AdGame *)_gameRef;
DXVector3 pos;
- if (adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3D(_posX, _posY, &pos)) {
+ if (adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(_posX, _posY, &pos)) {
_posVector = pos;
}
return true;
@@ -574,9 +574,9 @@ bool AdObject3D::skipTo(int x, int y, bool tolerant) {
bool success;
if (tolerant) {
- success = adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(x, y, &pos);
+ success = adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3DTolerant(x, y, &pos);
} else {
- success = adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3D(x, y, &pos);
+ success = adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(x, y, &pos);
}
if (success) {
@@ -606,7 +606,7 @@ bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
AdGame *adGame = (AdGame *)_gameRef;
- if (!adGame->_scene || !adGame->_scene->_sceneGeometry)
+ if (!adGame->_scene || !adGame->_scene->_geom)
return false;
DXMatrix *boneMat = _xmodel->getBoneMatrix(boneName);
@@ -622,7 +622,7 @@ bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
DXVec3Transform(&vectBone4, &vectBone3, &bonePosMat);
DXVector3 vectBone(vectBone4._x, vectBone4._y, vectBone4._z);
- adGame->_scene->_sceneGeometry->convert3Dto2D(&vectBone, x, y);
+ adGame->_scene->_geom->convert3Dto2D(&vectBone, x, y);
return true;
}
diff --git a/engines/wintermute/ad/ad_scene.cpp b/engines/wintermute/ad/ad_scene.cpp
index 61357c8c442..0ce3163910c 100644
--- a/engines/wintermute/ad/ad_scene.cpp
+++ b/engines/wintermute/ad/ad_scene.cpp
@@ -96,7 +96,7 @@ void AdScene::setDefaults() {
_pfRequester = nullptr;
_mainLayer = nullptr;
#ifdef ENABLE_WME3D
- _sceneGeometry = nullptr;
+ _geom = nullptr;
#endif
_pfPointsNum = 0;
_persistentState = false;
@@ -220,8 +220,8 @@ void AdScene::cleanup() {
}
_objects.clear();
#ifdef ENABLE_WME3D
- delete _sceneGeometry;
- _sceneGeometry = nullptr;
+ delete _geom;
+ _geom = nullptr;
#endif
delete _viewport;
_viewport = nullptr;
@@ -575,8 +575,8 @@ bool AdScene::initLoop() {
#endif
#ifdef ENABLE_WME3D
- if (_sceneGeometry) {
- return _sceneGeometry->initLoop();
+ if (_geom) {
+ return _geom->initLoop();
}
#endif
return STATUS_OK;
@@ -829,14 +829,14 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
#ifdef ENABLE_WME3D
case TOKEN_GEOMETRY:
- delete _sceneGeometry;
- _sceneGeometry = nullptr;
+ delete _geom;
+ _geom = nullptr;
if (!_gameRef->_useD3D) {
break;
}
- _sceneGeometry = new AdSceneGeometry(_gameRef);
- if (_sceneGeometry == nullptr || !_sceneGeometry->loadFile(params)) {
- delete _sceneGeometry;
+ _geom = new AdSceneGeometry(_gameRef);
+ if (_geom == nullptr || !_geom->loadFile(params)) {
+ delete _geom;
cmd = PARSERR_GENERIC;
}
break;
@@ -1034,8 +1034,8 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
}
#ifdef ENABLE_WME3D
- if (_sceneGeometry && camera[0] != '\0') {
- _sceneGeometry->setActiveCamera(camera, _fov, _nearClipPlane, _farClipPlane);
+ if (_geom && camera[0] != '\0') {
+ _geom->setActiveCamera(camera, _fov, _nearClipPlane, _farClipPlane);
}
#endif
@@ -1045,17 +1045,17 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
_initialized = true;
#ifdef ENABLE_WME3D
- if (_sceneGeometry) {
+ if (_geom) {
if (waypointHeight >= 0.0f) {
- _sceneGeometry->_waypointHeight = waypointHeight;
- _sceneGeometry->dropWaypoints();
+ _geom->_waypointHeight = waypointHeight;
+ _geom->dropWaypoints();
}
- Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+ Camera3D *activeCamera = _geom->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera);
_gameRef->_renderer->setScreenViewport();
- _sceneGeometry->render(false);
+ _geom->render(false);
}
}
@@ -1212,11 +1212,11 @@ bool AdScene::traverseNodes(bool doUpdate) {
}
#ifdef ENABLE_WME3D
- if (!doUpdate && _sceneGeometry && _layers[j]->_main) {
+ if (!doUpdate && _geom && _layers[j]->_main) {
_gameRef->getOffset(&mainOffsetX, &mainOffsetY);
if (_gameRef->getMaxShadowType() >= SHADOW_STENCIL) {
- _sceneGeometry->renderShadowGeometry();
+ _geom->renderShadowGeometry();
}
}
#endif
@@ -1242,7 +1242,7 @@ bool AdScene::traverseNodes(bool doUpdate) {
_gameRef->_renderer->setup2D();
}
- if (!node->_entity->_is3D || _sceneGeometry) {
+ if (!node->_entity->_is3D || _geom) {
if (doUpdate) {
node->_entity->update();
} else {
@@ -1284,9 +1284,9 @@ bool AdScene::traverseNodes(bool doUpdate) {
#ifdef ENABLE_WME3D
// display hidden geometry
- if (!doUpdate && _sceneGeometry) {
+ if (!doUpdate && _geom) {
_gameRef->setOffset(mainOffsetX, mainOffsetY);
- _sceneGeometry->render(_showGeometry);
+ _geom->render(_showGeometry);
}
#endif
@@ -1330,8 +1330,8 @@ bool AdScene::updateFreeObjects() {
}
#ifdef ENABLE_WME3D
- if (adGame->_objects[i]->_is3D && _sceneGeometry) {
- Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+ if (adGame->_objects[i]->_is3D && _geom) {
+ Camera3D *activeCamera = _geom->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera, !is3DSet);
is3DSet = true;
@@ -1348,8 +1348,8 @@ bool AdScene::updateFreeObjects() {
continue;
}
#ifdef ENABLE_WME3D
- if (_objects[i]->_is3D && _sceneGeometry) {
- Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+ if (_objects[i]->_is3D && _geom) {
+ Camera3D *activeCamera = _geom->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera, !is3DSet);
is3DSet = true;
@@ -1407,8 +1407,8 @@ bool AdScene::displayRegionContent(AdRegion *region, bool display3DOnly) {
#ifndef ENABLE_WME3D
_gameRef->_renderer->setup2D();
#else
- if (objects[i]->_is3D && _sceneGeometry) {
- Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+ if (objects[i]->_is3D && _geom) {
+ Camera3D *activeCamera = _geom->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera);
}
@@ -1423,7 +1423,7 @@ bool AdScene::displayRegionContent(AdRegion *region, bool display3DOnly) {
}
#else
// ScummVM: Don't render 3d models if there is no geometry
- if ((_gameRef->_editorMode || !obj->_editorOnly) && (!objects[i]->_is3D || _sceneGeometry)) {
+ if ((_gameRef->_editorMode || !obj->_editorOnly) && (!objects[i]->_is3D || _geom)) {
obj->display();
}
#endif
@@ -1486,7 +1486,7 @@ bool AdScene::displayRegionContentOld(AdRegion *region) {
#ifndef ENABLE_WME3D
_gameRef->_renderer->setup2D();
#else
- Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+ Camera3D *activeCamera = _geom->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera);
} else {
@@ -1971,11 +1971,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
stack->correctParams(1);
const char *nodeName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.EnableNode3D: Scene doesn't contain any geometry");
stack->pushBool(false);
} else {
- bool ret = _sceneGeometry->enableNode(nodeName, true);
+ bool ret = _geom->enableNode(nodeName, true);
stack->pushBool(ret);
}
@@ -1989,11 +1989,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
stack->correctParams(1);
const char *nodeName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.EnableNode3D: Scene doesn't contain any geometry");
stack->pushBool(false);
} else {
- bool ret = _sceneGeometry->enableNode(nodeName, false);
+ bool ret = _geom->enableNode(nodeName, false);
stack->pushBool(ret);
}
@@ -2007,8 +2007,8 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
stack->correctParams(1);
const char *nodeName = stack->pop()->getString();
- if (_sceneGeometry) {
- bool ret = _sceneGeometry->isNodeEnabled(nodeName);
+ if (_geom) {
+ bool ret = _geom->isNodeEnabled(nodeName);
stack->pushBool(ret);
} else {
stack->pushBool(false);
@@ -2025,11 +2025,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
const char *lightName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.EnableLight: Scene doesn't contain any geometry");
stack->pushBool(false);
} else {
- bool res = _sceneGeometry->enableLight(lightName);
+ bool res = _geom->enableLight(lightName);
stack->pushBool(res);
}
@@ -2044,11 +2044,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
const char *lightName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.DisableLight: Scene doesn't contain any geometry");
stack->pushBool(false);
} else {
- bool res = _sceneGeometry->enableLight(lightName, false);
+ bool res = _geom->enableLight(lightName, false);
stack->pushBool(res);
}
@@ -2063,8 +2063,8 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
const char *lightName = stack->pop()->getString();
- if (_sceneGeometry) {
- bool res = _sceneGeometry->isLightEnabled(lightName);
+ if (_geom) {
+ bool res = _geom->isLightEnabled(lightName);
stack->pushBool(res);
} else {
stack->pushBool(false);
@@ -2081,8 +2081,8 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
int index = stack->pop()->getInt();
- if (_sceneGeometry && index >= 0 && static_cast<uint>(index) < _sceneGeometry->_lights.size()) {
- stack->pushString(_sceneGeometry->_lights[index]->getName());
+ if (_geom && index >= 0 && static_cast<uint>(index) < _geom->_lights.size()) {
+ stack->pushString(_geom->_lights[index]->getName());
} else {
stack->pushNULL();
}
@@ -2099,11 +2099,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
const char *lightName = stack->pop()->getString();
uint32 color = static_cast<uint32>(stack->pop()->getInt());
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.SetLightColor: Scene doesn't contain any geometry");
stack->pushBool(false);
} else {
- bool ret = _sceneGeometry->setLightColor(lightName, color);
+ bool ret = _geom->setLightColor(lightName, color);
stack->pushBool(ret);
}
@@ -2117,11 +2117,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
stack->correctParams(1);
const char *lightName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.GetLightColor: Scene doesn't contain any geometry");
stack->pushInt(0);
} else {
- stack->pushInt(_sceneGeometry->getLightColor(lightName));
+ stack->pushInt(_geom->getLightColor(lightName));
}
return STATUS_OK;
@@ -2134,11 +2134,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
stack->correctParams(1);
const char *lightName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.GetLightPosition: Scene doesn't contain any geometry");
stack->pushInt(0);
} else {
- DXVector3 pos = _sceneGeometry->getLightPos(lightName);
+ DXVector3 pos = _geom->getLightPos(lightName);
ScValue *val = stack->getPushValue();
if (val) {
@@ -2160,11 +2160,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
const char *cameraName = stack->pop()->getString();
- if (!_sceneGeometry) {
+ if (!_geom) {
script->runtimeError("Scene.SetActiveCamera: Scene doesn't contain any geometry");
stack->pushBool(false);
} else {
- bool res = _sceneGeometry->setActiveCamera(cameraName, _fov, _nearClipPlane, _farClipPlane);
+ bool res = _geom->setActiveCamera(cameraName, _fov, _nearClipPlane, _farClipPlane);
if (!res) {
script->runtimeError("Scene.SetActiveCamera failed");
}
@@ -2493,8 +2493,8 @@ ScValue *AdScene::scGetProperty(const Common::String &name) {
// GeometryFile
//////////////////////////////////////////////////////////////////////////
else if (name == "GeometryFile") {
- if (_sceneGeometry && _sceneGeometry->getFilename()) {
- _scValue->setString(_sceneGeometry->getFilename());
+ if (_geom && _geom->getFilename()) {
+ _scValue->setString(_geom->getFilename());
} else {
_scValue->setNULL();
}
@@ -2506,8 +2506,8 @@ ScValue *AdScene::scGetProperty(const Common::String &name) {
// WaypointsHeight
//////////////////////////////////////////////////////////////////////////
else if (name == "WaypointsHeight") {
- if (_sceneGeometry) {
- _scValue->setFloat(_sceneGeometry->_waypointHeight);
+ if (_geom) {
+ _scValue->setFloat(_geom->_waypointHeight);
} else {
_scValue->setFloat(0.0f);
}
@@ -2561,8 +2561,8 @@ ScValue *AdScene::scGetProperty(const Common::String &name) {
// NumLights
//////////////////////////////////////////////////////////////////////////
else if (name == "NumLights") {
- if (_sceneGeometry) {
- _scValue->setInt(_sceneGeometry->_lights.size());
+ if (_geom) {
+ _scValue->setInt(_geom->_lights.size());
} else {
_scValue->setInt(0);
}
@@ -2698,9 +2698,9 @@ bool AdScene::scSetProperty(const char *name, ScValue *value) {
// WaypointsHeight
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "WaypointsHeight") == 0) {
- if (_sceneGeometry) {
- _sceneGeometry->_waypointHeight = value->getFloat();
- _sceneGeometry->dropWaypoints();
+ if (_geom) {
+ _geom->_waypointHeight = value->getFloat();
+ _geom->dropWaypoints();
}
return STATUS_OK;
@@ -2770,11 +2770,11 @@ bool AdScene::saveAsText(BaseDynamicBuffer *buffer, int indent) {
}
#ifdef ENABLE_WME3D
- if (_sceneGeometry) {
- if (_sceneGeometry->getFilename())
- buffer->putTextIndent(indent + 2, "GEOMETRY=\"%s\"\n", _sceneGeometry->getFilename());
+ if (_geom) {
+ if (_geom->getFilename())
+ buffer->putTextIndent(indent + 2, "GEOMETRY=\"%s\"\n", _geom->getFilename());
- Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+ Camera3D *activeCamera = _geom->getActiveCamera();
if (activeCamera != nullptr) {
buffer->putTextIndent(indent + 2, "CAMERA=\"%s\"\n", activeCamera->getName());
}
@@ -2801,7 +2801,7 @@ bool AdScene::saveAsText(BaseDynamicBuffer *buffer, int indent) {
if (_ambientLightColor != 0x00000000)
buffer->putTextIndent(indent + 2, "AMBIENT_LIGHT_COLOR { %d,%d,%d }\n", RGBCOLGetR(_ambientLightColor), RGBCOLGetG(_ambientLightColor), RGBCOLGetB(_ambientLightColor));
- buffer->putTextIndent(indent + 2, "WAYPOINT_HEIGHT=%f\n", _sceneGeometry->_waypointHeight);
+ buffer->putTextIndent(indent + 2, "WAYPOINT_HEIGHT=%f\n", _geom->_waypointHeight);
buffer->putTextIndent(indent + 2, "EDITOR_RESOLUTION_WIDTH=%d\n", _editorResolutionWidth);
buffer->putTextIndent(indent + 2, "EDITOR_RESOLUTION_HEIGHT=%d\n", _editorResolutionHeight);
@@ -3004,9 +3004,9 @@ bool AdScene::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferPtr(TMEMBER_PTR(_fader));
#ifdef ENABLE_WME3D
if (BaseEngine::instance().getFlags() & GF_3D) {
- persistMgr->transferPtr(TMEMBER(_sceneGeometry));
+ persistMgr->transferPtr(TMEMBER(_geom));
} else {
- _sceneGeometry = nullptr;
+ _geom = nullptr;
}
#endif
persistMgr->transferSint32(TMEMBER(_height));
@@ -3083,10 +3083,10 @@ bool AdScene::persist(BasePersistenceManager *persistMgr) {
//////////////////////////////////////////////////////////////////////////
bool AdScene::afterLoad() {
#ifdef ENABLE_WME3D
- if (_sceneGeometry) {
- int activeCamera = _sceneGeometry->_activeCamera;
- if (activeCamera >= 0 && static_cast<uint>(activeCamera) < _sceneGeometry->_cameras.size()) {
- _sceneGeometry->setActiveCamera(activeCamera, _fov, _nearClipPlane, _farClipPlane);
+ if (_geom) {
+ int activeCamera = _geom->_activeCamera;
+ if (activeCamera >= 0 && static_cast<uint>(activeCamera) < _geom->_cameras.size()) {
+ _geom->setActiveCamera(activeCamera, _fov, _nearClipPlane, _farClipPlane);
}
}
#endif
diff --git a/engines/wintermute/ad/ad_scene.h b/engines/wintermute/ad/ad_scene.h
index 2b0fb415e92..db26c963f84 100644
--- a/engines/wintermute/ad/ad_scene.h
+++ b/engines/wintermute/ad/ad_scene.h
@@ -114,7 +114,7 @@ public:
bool sortRotLevels();
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
#ifdef ENABLE_WME3D
- AdSceneGeometry *_sceneGeometry;
+ AdSceneGeometry *_geom;
bool _showGeometry;
#endif
uint32 getAlphaAt(int x, int y, bool colorCheck = false);
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