Fix variable name typo (#17195)

This commit is contained in:
mogemimi 2017-01-16 12:21:34 +09:00 committed by minggo
parent 21d57bfd39
commit 888b985e0e
3 changed files with 7 additions and 7 deletions

View File

@ -107,14 +107,14 @@ void Sprite3D::createAsync(const std::string& modelPath, const std::string& text
sprite->_asyncLoadParam.afterLoadCallback = callback; sprite->_asyncLoadParam.afterLoadCallback = callback;
sprite->_asyncLoadParam.texPath = texturePath; sprite->_asyncLoadParam.texPath = texturePath;
sprite->_asyncLoadParam.modlePath = modelPath; sprite->_asyncLoadParam.modelPath = modelPath;
sprite->_asyncLoadParam.callbackParam = callbackparam; sprite->_asyncLoadParam.callbackParam = callbackparam;
sprite->_asyncLoadParam.materialdatas = new (std::nothrow) MaterialDatas(); sprite->_asyncLoadParam.materialdatas = new (std::nothrow) MaterialDatas();
sprite->_asyncLoadParam.meshdatas = new (std::nothrow) MeshDatas(); sprite->_asyncLoadParam.meshdatas = new (std::nothrow) MeshDatas();
sprite->_asyncLoadParam.nodeDatas = new (std::nothrow) NodeDatas(); sprite->_asyncLoadParam.nodeDatas = new (std::nothrow) NodeDatas();
AsyncTaskPool::getInstance()->enqueue(AsyncTaskPool::TaskType::TASK_IO, CC_CALLBACK_1(Sprite3D::afterAsyncLoad, sprite), (void*)(&sprite->_asyncLoadParam), [sprite]() AsyncTaskPool::getInstance()->enqueue(AsyncTaskPool::TaskType::TASK_IO, CC_CALLBACK_1(Sprite3D::afterAsyncLoad, sprite), (void*)(&sprite->_asyncLoadParam), [sprite]()
{ {
sprite->_asyncLoadParam.result = sprite->loadFromFile(sprite->_asyncLoadParam.modlePath, sprite->_asyncLoadParam.nodeDatas, sprite->_asyncLoadParam.meshdatas, sprite->_asyncLoadParam.materialdatas); sprite->_asyncLoadParam.result = sprite->loadFromFile(sprite->_asyncLoadParam.modelPath, sprite->_asyncLoadParam.nodeDatas, sprite->_asyncLoadParam.meshdatas, sprite->_asyncLoadParam.materialdatas);
}); });
} }
@ -138,7 +138,7 @@ void Sprite3D::afterAsyncLoad(void* param)
auto& nodeDatas = asyncParam->nodeDatas; auto& nodeDatas = asyncParam->nodeDatas;
if (initFrom(*nodeDatas, *meshdatas, *materialdatas)) if (initFrom(*nodeDatas, *meshdatas, *materialdatas))
{ {
auto spritedata = Sprite3DCache::getInstance()->getSpriteData(asyncParam->modlePath); auto spritedata = Sprite3DCache::getInstance()->getSpriteData(asyncParam->modelPath);
if (spritedata == nullptr) if (spritedata == nullptr)
{ {
//add to cache //add to cache
@ -150,7 +150,7 @@ void Sprite3D::afterAsyncLoad(void* param)
data->glProgramStates.pushBack(mesh->getGLProgramState()); data->glProgramStates.pushBack(mesh->getGLProgramState());
} }
Sprite3DCache::getInstance()->addSprite3DData(asyncParam->modlePath, data); Sprite3DCache::getInstance()->addSprite3DData(asyncParam->modelPath, data);
CC_SAFE_DELETE(meshdatas); CC_SAFE_DELETE(meshdatas);
materialdatas = nullptr; materialdatas = nullptr;
@ -168,7 +168,7 @@ void Sprite3D::afterAsyncLoad(void* param)
} }
else else
{ {
CCLOG("file load failed: %s ", asyncParam->modlePath.c_str()); CCLOG("file load failed: %s ", asyncParam->modelPath.c_str());
} }
asyncParam->afterLoadCallback(this, asyncParam->callbackParam); asyncParam->afterLoadCallback(this, asyncParam->callbackParam);
} }

View File

@ -271,7 +271,7 @@ protected:
std::function<void(Sprite3D*, void*)> afterLoadCallback; // callback after load std::function<void(Sprite3D*, void*)> afterLoadCallback; // callback after load
void* callbackParam; void* callbackParam;
bool result; // sprite load result bool result; // sprite load result
std::string modlePath; std::string modelPath;
std::string texPath; // std::string texPath; //
MeshDatas* meshdatas; MeshDatas* meshdatas;
MaterialDatas* materialdatas; MaterialDatas* materialdatas;

View File

@ -39,7 +39,7 @@ extern "C" {
/** /**
* Call this function can import the lua bindings for the cocos3d module. * Call this function can import the lua bindings for the cocos3d module.
* After registering, we could call the related cocos3d code conveniently in the lua.eg,.cc.Sprite3D:create(modlepath). * After registering, we could call the related cocos3d code conveniently in the lua.eg,.cc.Sprite3D:create(modelPath).
* If you don't want to use the cocos3d module in the lua, you only don't call this registering function. * If you don't want to use the cocos3d module in the lua, you only don't call this registering function.
* If you don't register the cocos3d module, the package size would become smaller . * If you don't register the cocos3d module, the package size would become smaller .
* The current mechanism,this function is called in the lua_module_register.h * The current mechanism,this function is called in the lua_module_register.h