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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-09-30 23:52:46 +0200
committerGitHub <noreply@github.com>2021-09-30 23:52:46 +0200
commit77721b35ba21f2e7e8bb42cf415fccb018517843 (patch)
tree96b8f7532ae5d923b75bfbac8d6763015b6646bb /modules/fbx
parent3e1b6304613855cad56938e8a58848f09363a298 (diff)
parentc63b18507d21b8a213c073bced9057b571cdcd7a (diff)
Merge pull request #51409 from LightningAA/use-map-iterators
Use range iterators for `Map` in most cases
Diffstat (limited to 'modules/fbx')
-rw-r--r--modules/fbx/data/fbx_skeleton.cpp6
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp34
-rw-r--r--modules/fbx/tools/validation_tools.h6
3 files changed, 23 insertions, 23 deletions
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
index 1ac4922acf..3dc163964c 100644
--- a/modules/fbx/data/fbx_skeleton.cpp
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -98,9 +98,9 @@ void FBXSkeleton::init_skeleton(const ImportState &state) {
ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
- for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
- const Ref<FBXBone> bone = bone_element->value();
- int bone_index = bone_element->key();
+ for (const KeyValue<int, Ref<FBXBone>> &bone_element : bone_map) {
+ const Ref<FBXBone> bone = bone_element.value;
+ int bone_index = bone_element.key;
print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index e3f36ef3e3..e0663ab49d 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -567,8 +567,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// this means that the nodes from maya kLocators will be preserved as bones
// in the same rig without having to match this across skeletons and merge by detection
// we can just merge and undo any parent transforms
- for (Map<uint64_t, Ref<FBXBone>>::Element *bone_element = state.fbx_bone_map.front(); bone_element; bone_element = bone_element->next()) {
- Ref<FBXBone> bone = bone_element->value();
+ for (KeyValue<uint64_t, Ref<FBXBone>> &bone_element : state.fbx_bone_map) {
+ Ref<FBXBone> bone = bone_element.value;
Ref<FBXSkeleton> fbx_skeleton_inst;
uint64_t armature_id = bone->armature_id;
@@ -609,8 +609,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
// setup skeleton instances if required :)
- for (Map<uint64_t, Ref<FBXSkeleton>>::Element *skeleton_node = state.skeleton_map.front(); skeleton_node; skeleton_node = skeleton_node->next()) {
- Ref<FBXSkeleton> &skeleton = skeleton_node->value();
+ for (KeyValue<uint64_t, Ref<FBXSkeleton>> &skeleton_node : state.skeleton_map) {
+ Ref<FBXSkeleton> &skeleton = skeleton_node.value;
skeleton->init_skeleton(state);
ERR_CONTINUE_MSG(skeleton->fbx_node.is_null(), "invalid fbx target map, missing skeleton");
@@ -699,9 +699,9 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
}
- for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
- const uint64_t mesh_id = mesh_data->key();
- Ref<FBXMeshData> mesh = mesh_data->value();
+ for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
+ const uint64_t mesh_id = mesh_data.key;
+ Ref<FBXMeshData> mesh = mesh_data.value;
const FBXDocParser::MeshGeometry *mesh_geometry = p_document->GetObject(mesh_id)->Get<FBXDocParser::MeshGeometry>();
@@ -765,9 +765,9 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
// mesh data iteration for populating skeleton mapping
- for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
- Ref<FBXMeshData> mesh = mesh_data->value();
- const uint64_t mesh_id = mesh_data->key();
+ for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
+ Ref<FBXMeshData> mesh = mesh_data.value;
+ const uint64_t mesh_id = mesh_data.key;
EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance;
const int mesh_weights = mesh->max_weight_count;
Ref<FBXSkeleton> skeleton;
@@ -1004,13 +1004,13 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// target id, [ track name, [time index, vector] ]
//std::map<uint64_t, std::map<StringName, FBXTrack > > AnimCurveNodes;
- for (Map<uint64_t, Map<StringName, FBXTrack>>::Element *track = AnimCurveNodes.front(); track; track = track->next()) {
+ for (KeyValue<uint64_t, Map<StringName, FBXTrack>> &track : AnimCurveNodes) {
// 5 tracks
// current track index
// track count is 5
// track count is 5.
// next track id is 5.
- const uint64_t target_id = track->key();
+ const uint64_t target_id = track.key;
int track_idx = animation->add_track(Animation::TYPE_TRANSFORM3D);
// animation->track_set_path(track_idx, node_path);
@@ -1072,7 +1072,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
const FBXDocParser::Model *model = target_node->fbx_model;
const FBXDocParser::PropertyTable *props = dynamic_cast<const FBXDocParser::PropertyTable *>(model);
- Map<StringName, FBXTrack> &track_data = track->value();
+ Map<StringName, FBXTrack> &track_data = track.value;
FBXTrack &translation_keys = track_data[StringName("T")];
FBXTrack &rotation_keys = track_data[StringName("R")];
FBXTrack &scale_keys = track_data[StringName("S")];
@@ -1259,15 +1259,15 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
state.fbx_target_map.clear();
state.fbx_node_list.clear();
- for (Map<uint64_t, Ref<FBXBone>>::Element *element = state.fbx_bone_map.front(); element; element = element->next()) {
- Ref<FBXBone> bone = element->value();
+ for (KeyValue<uint64_t, Ref<FBXBone>> &element : state.fbx_bone_map) {
+ Ref<FBXBone> bone = element.value;
bone->parent_bone.unref();
bone->node.unref();
bone->fbx_skeleton.unref();
}
- for (Map<uint64_t, Ref<FBXSkeleton>>::Element *element = state.skeleton_map.front(); element; element = element->next()) {
- Ref<FBXSkeleton> skel = element->value();
+ for (KeyValue<uint64_t, Ref<FBXSkeleton>> &element : state.skeleton_map) {
+ Ref<FBXSkeleton> skel = element.value;
skel->fbx_node.unref();
skel->skeleton_bones.clear();
}
diff --git a/modules/fbx/tools/validation_tools.h b/modules/fbx/tools/validation_tools.h
index 906a721045..12d644ee94 100644
--- a/modules/fbx/tools/validation_tools.h
+++ b/modules/fbx/tools/validation_tools.h
@@ -53,9 +53,9 @@ protected:
String csv_header = "file_path, error message, extra data\n";
massive_log_file += csv_header;
- for (Map<String, LocalVector<String>>::Element *element = validation_entries.front(); element; element = element->next()) {
- for (unsigned int x = 0; x < element->value().size(); x++) {
- const String &line_entry = element->key() + ", " + element->value()[x].c_escape() + "\n";
+ for (const KeyValue<String, LocalVector<String>> &element : validation_entries) {
+ for (unsigned int x = 0; x < element.value.size(); x++) {
+ const String &line_entry = element.key + ", " + element.value[x].c_escape() + "\n";
massive_log_file += line_entry;
}
}