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authorRémi Verschelde <rverschelde@gmail.com>2020-05-14 13:23:58 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-05-14 16:54:55 +0200
commit0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (patch)
treea27e497da7104dd0a64f98a04fa3067668735e91 /modules/assimp
parent710b34b70227becdc652b4ae027fe0ac47409642 (diff)
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
Diffstat (limited to 'modules/assimp')
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp25
-rw-r--r--modules/assimp/import_state.h1
-rw-r--r--modules/assimp/import_utils.h2
-rw-r--r--modules/assimp/register_types.cpp1
4 files changed, 0 insertions, 29 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index cc74674eff..a861b39537 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -53,7 +53,6 @@ aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
// iterate over all the bones on the mesh for this node only!
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
-
aiBone *bone = mesh->mBones[boneIndex];
if (bone->mName == bone_name) {
printf("matched bone by name: %s\n", bone->mName.C_Str());
@@ -66,7 +65,6 @@ aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
}
void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
-
const String import_setting_string = "filesystem/import/open_asset_import/";
Map<String, ImportFormat> import_format;
@@ -156,14 +154,11 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f
template <class T>
struct EditorSceneImporterAssetImportInterpolate {
-
T lerp(const T &a, const T &b, float c) const {
-
return a + (b - a) * c;
}
T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
-
float t2 = t * t;
float t3 = t2 * t;
@@ -185,7 +180,6 @@ struct EditorSceneImporterAssetImportInterpolate {
//thank you for existing, partial specialization
template <>
struct EditorSceneImporterAssetImportInterpolate<Quat> {
-
Quat lerp(const Quat &a, const Quat &b, float c) const {
ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized.");
ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized.");
@@ -223,7 +217,6 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co
switch (p_interp) {
case AssetImportAnimation::INTERP_LINEAR: {
-
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
@@ -236,7 +229,6 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co
} break;
case AssetImportAnimation::INTERP_STEP: {
-
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
@@ -247,7 +239,6 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co
} break;
case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
-
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
@@ -260,7 +251,6 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co
} break;
case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
-
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
@@ -310,7 +300,6 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
// populate light map
for (unsigned int l = 0; l < scene->mNumLights; l++) {
-
aiLight *ai_light = scene->mLights[l];
ERR_CONTINUE(ai_light == nullptr);
state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l;
@@ -490,7 +479,6 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
if (assimp_node->mNumMeshes > 0) {
MeshInstance3D *mesh = create_mesh(state, assimp_node, node_name, parent_node, node_transform);
if (mesh) {
-
parent_node->remove_child(mesh_template);
// re-parent children
@@ -530,7 +518,6 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
}
if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) {
-
state.animation_player = memnew(AnimationPlayer);
state.root->add_child(state.animation_player);
state.animation_player->set_owner(state.root);
@@ -621,7 +608,6 @@ void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, cons
int skeleton_bone = skeleton->find_bone(node_name);
if (skeleton_bone >= 0 && track_bone) {
-
Transform xform;
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
@@ -666,7 +652,6 @@ Node *EditorSceneImporterAssimp::get_node_by_name(ImportState &state, String nam
/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state) {
-
state.bone_stack.clear();
// build bone stack list
for (unsigned int mesh_id = 0; mesh_id < state.assimp_scene->mNumMeshes; ++mesh_id) {
@@ -700,7 +685,6 @@ void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state, aiMesh *
// animation tracks are per bone
void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) {
-
ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations);
const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index];
@@ -795,7 +779,6 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim
//blend shape tracks
for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
-
const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName);
@@ -816,14 +799,12 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim
//add the tracks for this mesh
int base_track = animation->get_track_count();
for (int j = 0; j < mesh->get_blend_shape_count(); j++) {
-
animation->add_track(Animation::TYPE_VALUE);
animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j));
}
for (size_t k = 0; k < anim_mesh->mNumKeys; k++) {
for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) {
-
float t = anim_mesh->mKeys[k].mTime / ticks_per_second;
float w = anim_mesh->mKeys[k].mWeights[j];
@@ -843,7 +824,6 @@ Ref<Mesh>
EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
const aiNode *assimp_node, Ref<Skin> &skin,
Skeleton3D *&skeleton_assigned) {
-
Ref<ArrayMesh> mesh;
mesh.instance();
bool has_uvs = false;
@@ -894,7 +874,6 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
int bone_index = skeleton_assigned->find_bone(bone_name);
ERR_CONTINUE(bone_index == -1);
for (size_t w = 0; w < bone->mNumWeights; w++) {
-
aiVertexWeight ai_weights = bone->mWeights[w];
BoneInfo bi;
@@ -920,7 +899,6 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
st->begin(Mesh::PRIMITIVE_TRIANGLES);
for (size_t j = 0; j < ai_mesh->mNumVertices; j++) {
-
// Get the texture coordinates if they exist
if (ai_mesh->HasTextureCoords(0)) {
has_uvs = true;
@@ -956,7 +934,6 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// We have vertex weights right?
if (vertex_weights.has(j)) {
-
Vector<BoneInfo> bone_info = vertex_weights[j];
Vector<int> bones;
bones.resize(bone_info.size());
@@ -1200,7 +1177,6 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
-
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
if (ai_anim_mesh_name.empty()) {
@@ -1482,7 +1458,6 @@ Node3D *EditorSceneImporterAssimp::create_camera(
void EditorSceneImporterAssimp::_generate_node(
ImportState &state,
const aiNode *assimp_node) {
-
ERR_FAIL_COND(assimp_node == nullptr);
state.nodes.push_back(assimp_node);
String parent_name = AssimpUtils::get_assimp_string(assimp_node->mParent->mName);
diff --git a/modules/assimp/import_state.h b/modules/assimp/import_state.h
index cda1a854f0..4a3bd17acb 100644
--- a/modules/assimp/import_state.h
+++ b/modules/assimp/import_state.h
@@ -55,7 +55,6 @@ namespace AssimpImporter {
* This makes the code simpler and contains useful lookups.
*/
struct ImportState {
-
String path;
Node3D *root;
const aiScene *assimp_scene;
diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h
index e3510c2cb3..dc85d06fed 100644
--- a/modules/assimp/import_utils.h
+++ b/modules/assimp/import_utils.h
@@ -162,7 +162,6 @@ public:
}
static String get_anim_string_from_assimp(const aiString &p_string) {
-
String name;
name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
if (name.find(":") != -1) {
@@ -354,7 +353,6 @@ public:
* Load or load from cache image :)
*/
static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path) {
-
Map<String, Ref<Image>>::Element *match = state.path_to_image_cache.find(p_path);
// if our cache contains this image then don't bother
diff --git a/modules/assimp/register_types.cpp b/modules/assimp/register_types.cpp
index 3af8827bf9..6cb0fc982f 100644
--- a/modules/assimp/register_types.cpp
+++ b/modules/assimp/register_types.cpp
@@ -42,7 +42,6 @@ static void _editor_init() {
#endif
void register_assimp_types() {
-
#ifdef TOOLS_ENABLED
ClassDB::APIType prev_api = ClassDB::get_current_api();
ClassDB::set_current_api(ClassDB::API_EDITOR);