diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 13:23:58 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 16:54:55 +0200 |
commit | 0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (patch) | |
tree | a27e497da7104dd0a64f98a04fa3067668735e91 /modules/assimp | |
parent | 710b34b70227becdc652b4ae027fe0ac47409642 (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.cpp | 25 | ||||
-rw-r--r-- | modules/assimp/import_state.h | 1 | ||||
-rw-r--r-- | modules/assimp/import_utils.h | 2 | ||||
-rw-r--r-- | modules/assimp/register_types.cpp | 1 |
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); |