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Use proper naming style for ESM4::Land static variables
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3 changed files with 14 additions and 14 deletions
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@ -29,12 +29,12 @@ ESM::LandData::LandData(const ESM::Land& land, int loadFlags)
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ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/)
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: mLoadFlags(land.mDataTypes) // ESM4::Land is always fully loaded. TODO: implement lazy loading
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, mSize(Constants::ESM4CellSizeInUnits)
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, mLandSize(ESM4::Land::VERTS_PER_SIDE)
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, mLandSize(ESM4::Land::sVertsPerSide)
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{
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mMinHeight = std::numeric_limits<float>::max();
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mMaxHeight = std::numeric_limits<float>::lowest();
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mHeights.resize(ESM4::Land::LAND_NUM_VERTS);
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mHeights.resize(ESM4::Land::sLandNumVerts);
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mTextures.resize(ESM::Land::LAND_NUM_TEXTURES);
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std::fill(mTextures.begin(), mTextures.end(), 0);
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@ -43,7 +43,7 @@ ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/)
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{
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row_offset += land.mHeightMap.gradientData[y * mLandSize];
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const float heightY = row_offset * ESM4::Land::HEIGHT_SCALE;
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const float heightY = row_offset * ESM4::Land::sHeightScale;
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mHeights[y * mLandSize] = heightY;
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mMinHeight = std::min(mMinHeight, heightY);
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mMaxHeight = std::max(mMaxHeight, heightY);
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@ -52,7 +52,7 @@ ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/)
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for (int x = 1; x < mLandSize; x++)
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{
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colOffset += land.mHeightMap.gradientData[y * mLandSize + x];
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const float heightX = colOffset * ESM4::Land::HEIGHT_SCALE;
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const float heightX = colOffset * ESM4::Land::sHeightScale;
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mMinHeight = std::min(mMinHeight, heightX);
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mMaxHeight = std::max(mMaxHeight, heightX);
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mHeights[x + y * mLandSize] = heightX;
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@ -19,5 +19,5 @@ osg::Vec2 ESM::indexToPosition(const ESM::ExteriorCellLocation& cellIndex, bool
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int ESM::getLandSize(ESM::RefId worldspaceId)
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{
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return isEsm4Ext(worldspaceId) ? ESM4::Land::VERTS_PER_SIDE : ESM::Land::LAND_SIZE;
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return isEsm4Ext(worldspaceId) ? ESM4::Land::sVertsPerSide : ESM::Land::LAND_SIZE;
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}
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@ -49,25 +49,25 @@ namespace ESM4
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};
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// number of vertices per side
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static const int VERTS_PER_SIDE = 33;
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static constexpr unsigned sVertsPerSide = 33;
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// cell terrain size in world coords
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static const int REAL_SIZE = 4096;
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static constexpr unsigned sRealSize = 4096;
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// total number of vertices
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static const int LAND_NUM_VERTS = VERTS_PER_SIDE * VERTS_PER_SIDE;
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static constexpr unsigned sLandNumVerts = sVertsPerSide * sVertsPerSide;
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static const int HEIGHT_SCALE = 8;
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static constexpr unsigned sHeightScale = 8;
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// number of textures per side of a land quadrant
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// (for TES4 - based on vanilla observations)
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static const int QUAD_TEXTURE_PER_SIDE = 6;
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static constexpr unsigned sQuadTexturePerSide = 6;
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#pragma pack(push, 1)
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struct VHGT
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{
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float heightOffset;
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std::int8_t gradientData[VERTS_PER_SIDE * VERTS_PER_SIDE];
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std::int8_t gradientData[sVertsPerSide * sVertsPerSide];
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std::uint16_t unknown1;
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std::uint8_t unknown2;
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};
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@ -117,10 +117,10 @@ namespace ESM4
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// FIXME: lazy loading not yet implemented
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int mDataTypes; // which data types are loaded
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float mHeights[VERTS_PER_SIDE * VERTS_PER_SIDE]; // Float value of compressed Heightmap
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float mHeights[sVertsPerSide * sVertsPerSide]; // Float value of compressed Heightmap
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float mMinHeight, mMaxHeight;
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std::int8_t mVertNorm[VERTS_PER_SIDE * VERTS_PER_SIDE * 3]; // from VNML subrecord
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std::uint8_t mVertColr[VERTS_PER_SIDE * VERTS_PER_SIDE * 3]; // from VCLR subrecord
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std::int8_t mVertNorm[sVertsPerSide * sVertsPerSide * 3]; // from VNML subrecord
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std::uint8_t mVertColr[sVertsPerSide * sVertsPerSide * 3]; // from VCLR subrecord
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VHGT mHeightMap;
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Texture mTextures[4]; // 0 = bottom left, 1 = bottom right, 2 = top left, 3 = top right
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std::vector<ESM::FormId> mIds; // land texture (LTEX) formids
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