diff options
Diffstat (limited to 'editor/import')
-rw-r--r-- | editor/import/collada.cpp | 20 | ||||
-rw-r--r-- | editor/import/editor_import_collada.cpp | 20 | ||||
-rw-r--r-- | editor/import/editor_importer_bake_reset.cpp | 8 | ||||
-rw-r--r-- | editor/import/resource_importer_texture.cpp | 16 | ||||
-rw-r--r-- | editor/import/scene_import_settings.cpp | 58 | ||||
-rw-r--r-- | editor/import/scene_importer_mesh.cpp | 4 |
6 files changed, 63 insertions, 63 deletions
diff --git a/editor/import/collada.cpp b/editor/import/collada.cpp index b6d0927ce6..4cd9066350 100644 --- a/editor/import/collada.cpp +++ b/editor/import/collada.cpp @@ -2095,19 +2095,19 @@ void Collada::_merge_skeletons(VisualScene *p_vscene, Node *p_node) { } void Collada::_merge_skeletons2(VisualScene *p_vscene) { - for (Map<String, SkinControllerData>::Element *E = state.skin_controller_data_map.front(); E; E = E->next()) { - SkinControllerData &cd = E->get(); + for (KeyValue<String, SkinControllerData> &E : state.skin_controller_data_map) { + SkinControllerData &cd = E.value; NodeSkeleton *skeleton = nullptr; - for (Map<String, Transform3D>::Element *F = cd.bone_rest_map.front(); F; F = F->next()) { + for (const KeyValue<String, Transform3D> &F : cd.bone_rest_map) { String name; - if (!state.sid_to_node_map.has(F->key())) { + if (!state.sid_to_node_map.has(F.key)) { continue; } - name = state.sid_to_node_map[F->key()]; + name = state.sid_to_node_map[F.key]; ERR_CONTINUE(!state.scene_map.has(name)); @@ -2248,9 +2248,9 @@ bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, L p_node->default_transform = skel_inv * (skin.bind_shape /* p_node->get_global_transform()*/); // i honestly have no idea what to do with a previous model xform.. most exporters ignore it //make rests relative to the skeleton (they seem to be always relative to world) - for (Map<String, Transform3D>::Element *E = skin.bone_rest_map.front(); E; E = E->next()) { - E->get() = skel_inv * E->get(); //make the bone rest local to the skeleton - state.bone_rest_map[E->key()] = E->get(); // make it remember where the bone is globally, now that it's relative + for (KeyValue<String, Transform3D> &E : skin.bone_rest_map) { + E.value = skel_inv * E.value; //make the bone rest local to the skeleton + state.bone_rest_map[E.key] = E.value; // make it remember where the bone is globally, now that it's relative } //but most exporters seem to work only if i do this.. @@ -2302,8 +2302,8 @@ void Collada::_find_morph_nodes(VisualScene *p_vscene, Node *p_node) { } void Collada::_optimize() { - for (Map<String, VisualScene>::Element *E = state.visual_scene_map.front(); E; E = E->next()) { - VisualScene &vs = E->get(); + for (KeyValue<String, VisualScene> &E : state.visual_scene_map) { + VisualScene &vs = E.value; for (int i = 0; i < vs.root_nodes.size(); i++) { _create_skeletons(&vs.root_nodes.write[i]); } diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 7ab80ac3b4..3de7426302 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -1314,8 +1314,8 @@ Error ColladaImport::load(const String &p_path, int p_flags, bool p_force_make_t } void ColladaImport::_fix_param_animation_tracks() { - for (Map<String, Collada::Node *>::Element *E = collada.state.scene_map.front(); E; E = E->next()) { - Collada::Node *n = E->get(); + for (KeyValue<String, Collada::Node *> &E : collada.state.scene_map) { + Collada::Node *n = E.value; switch (n->type) { case Collada::Node::TYPE_NODE: { // ? do nothing @@ -1363,7 +1363,7 @@ void ColladaImport::_fix_param_animation_tracks() { for (int rti = 0; rti < rt.size(); rti++) { Collada::AnimationTrack *at = &collada.state.animation_tracks.write[rt[rti]]; - at->target = E->key(); + at->target = E.key; at->param = "morph/" + collada.state.mesh_name_map[mesh_name]; at->property = true; //at->param @@ -1431,11 +1431,11 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones animation->set_name(collada.state.animation_clips[p_clip].name); } - for (Map<String, NodeMap>::Element *E = node_map.front(); E; E = E->next()) { - if (E->get().bone < 0) { + for (const KeyValue<String, NodeMap> &E : node_map) { + if (E.value.bone < 0) { continue; } - bones_with_animation[E->key()] = false; + bones_with_animation[E.key] = false; } //store and validate tracks @@ -1626,19 +1626,19 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones if (p_make_tracks_in_all_bones) { //some bones may lack animation, but since we don't store pose as a property, we must add keyframes! - for (Map<String, bool>::Element *E = bones_with_animation.front(); E; E = E->next()) { - if (E->get()) { + for (const KeyValue<String, bool> &E : bones_with_animation) { + if (E.value) { continue; } - NodeMap &nm = node_map[E->key()]; + NodeMap &nm = node_map[E.key]; String path = scene->get_path_to(nm.node); ERR_CONTINUE(nm.bone < 0); Skeleton3D *sk = static_cast<Skeleton3D *>(nm.node); String name = sk->get_bone_name(nm.bone); path = path + ":" + name; - Collada::Node *cn = collada.state.scene_map[E->key()]; + Collada::Node *cn = collada.state.scene_map[E.key]; if (cn->ignore_anim) { WARN_PRINT("Collada: Ignoring animation on node: " + path); continue; diff --git a/editor/import/editor_importer_bake_reset.cpp b/editor/import/editor_importer_bake_reset.cpp index 00dce6850e..fb5de941ae 100644 --- a/editor/import/editor_importer_bake_reset.cpp +++ b/editor/import/editor_importer_bake_reset.cpp @@ -122,14 +122,14 @@ void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, B for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) { Ref<Animation> a = p_ap->get_animation(anim_i->get()); ERR_CONTINUE(a.is_null()); - for (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) { - int track = a->find_track(NodePath(rest_bone_i->key())); + for (const KeyValue<StringName, BakeResetRestBone> &rest_bone_i : r_rest_bones) { + int track = a->find_track(NodePath(rest_bone_i.key)); if (track == -1) { continue; } int new_track = a->add_track(Animation::TYPE_TRANSFORM3D); - NodePath new_path = NodePath(rest_bone_i->key()); - BakeResetRestBone rest_bone = rest_bone_i->get(); + NodePath new_path = NodePath(rest_bone_i.key); + const BakeResetRestBone rest_bone = rest_bone_i.value; a->track_set_path(new_track, new_path); for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) { Vector3 loc; diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index 61745cb6ee..96a53b3257 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -86,28 +86,28 @@ void ResourceImporterTexture::update_imports() { return; } - for (Map<StringName, MakeInfo>::Element *E = make_flags.front(); E; E = E->next()) { + for (const KeyValue<StringName, MakeInfo> &E : make_flags) { Ref<ConfigFile> cf; cf.instantiate(); - String src_path = String(E->key()) + ".import"; + String src_path = String(E.key) + ".import"; Error err = cf->load(src_path); ERR_CONTINUE(err != OK); bool changed = false; - if (E->get().flags & MAKE_NORMAL_FLAG && int(cf->get_value("params", "compress/normal_map")) == 0) { + if (E.value.flags & MAKE_NORMAL_FLAG && int(cf->get_value("params", "compress/normal_map")) == 0) { cf->set_value("params", "compress/normal_map", 1); changed = true; } - if (E->get().flags & MAKE_ROUGHNESS_FLAG && int(cf->get_value("params", "roughness/mode")) == 0) { - cf->set_value("params", "roughness/mode", E->get().channel_for_roughness + 2); - cf->set_value("params", "roughness/src_normal", E->get().normal_path_for_roughness); + if (E.value.flags & MAKE_ROUGHNESS_FLAG && int(cf->get_value("params", "roughness/mode")) == 0) { + cf->set_value("params", "roughness/mode", E.value.channel_for_roughness + 2); + cf->set_value("params", "roughness/src_normal", E.value.normal_path_for_roughness); changed = true; } - if (E->get().flags & MAKE_3D_FLAG && bool(cf->get_value("params", "detect_3d/compress_to"))) { + if (E.value.flags & MAKE_3D_FLAG && bool(cf->get_value("params", "detect_3d/compress_to"))) { int compress_to = cf->get_value("params", "detect_3d/compress_to"); cf->set_value("params", "detect_3d/compress_to", 0); if (compress_to == 1) { @@ -121,7 +121,7 @@ void ResourceImporterTexture::update_imports() { if (changed) { cf->save(src_path); - to_reimport.push_back(E->key()); + to_reimport.push_back(E.key); } } diff --git a/editor/import/scene_import_settings.cpp b/editor/import/scene_import_settings.cpp index f99ab9888a..7ab5308a47 100644 --- a/editor/import/scene_import_settings.cpp +++ b/editor/import/scene_import_settings.cpp @@ -771,52 +771,52 @@ void SceneImportSettings::_re_import() { Dictionary subresources; - for (Map<String, NodeData>::Element *E = node_map.front(); E; E = E->next()) { - if (E->get().settings.size()) { + for (KeyValue<String, NodeData> &E : node_map) { + if (E.value.settings.size()) { Dictionary d; - for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) { - d[String(F->key())] = F->get(); + for (const KeyValue<StringName, Variant> &F : E.value.settings) { + d[String(F.key)] = F.value; } - nodes[E->key()] = d; + nodes[E.key] = d; } } if (nodes.size()) { subresources["nodes"] = nodes; } - for (Map<String, MaterialData>::Element *E = material_map.front(); E; E = E->next()) { - if (E->get().settings.size()) { + for (KeyValue<String, MaterialData> &E : material_map) { + if (E.value.settings.size()) { Dictionary d; - for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) { - d[String(F->key())] = F->get(); + for (const KeyValue<StringName, Variant> &F : E.value.settings) { + d[String(F.key)] = F.value; } - materials[E->key()] = d; + materials[E.key] = d; } } if (materials.size()) { subresources["materials"] = materials; } - for (Map<String, MeshData>::Element *E = mesh_map.front(); E; E = E->next()) { - if (E->get().settings.size()) { + for (KeyValue<String, MeshData> &E : mesh_map) { + if (E.value.settings.size()) { Dictionary d; - for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) { - d[String(F->key())] = F->get(); + for (const KeyValue<StringName, Variant> &F : E.value.settings) { + d[String(F.key)] = F.value; } - meshes[E->key()] = d; + meshes[E.key] = d; } } if (meshes.size()) { subresources["meshes"] = meshes; } - for (Map<String, AnimationData>::Element *E = animation_map.front(); E; E = E->next()) { - if (E->get().settings.size()) { + for (KeyValue<String, AnimationData> &E : animation_map) { + if (E.value.settings.size()) { Dictionary d; - for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) { - d[String(F->key())] = F->get(); + for (const KeyValue<StringName, Variant> &F : E.value.settings) { + d[String(F.key)] = F.value; } - animations[E->key()] = d; + animations[E.key] = d; } } if (animations.size()) { @@ -889,8 +889,8 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) { switch (current_action) { case ACTION_EXTRACT_MATERIALS: { - for (Map<String, MaterialData>::Element *E = material_map.front(); E; E = E->next()) { - MaterialData &md = material_map[E->key()]; + for (const KeyValue<String, MaterialData> &E : material_map) { + MaterialData &md = material_map[E.key]; TreeItem *item = external_path_tree->create_item(root); @@ -905,7 +905,7 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) { item->set_text(2, "Already External"); item->set_tooltip(2, TTR("This material already references an external file, no action will be taken.\nDisable the external property for it to be extracted again.")); } else { - item->set_metadata(0, E->key()); + item->set_metadata(0, E.key); item->set_editable(0, true); item->set_checked(0, true); String path = p_path.plus_file(name); @@ -942,8 +942,8 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) { external_paths->get_ok_button()->set_text(TTR("Extract")); } break; case ACTION_CHOOSE_MESH_SAVE_PATHS: { - for (Map<String, MeshData>::Element *E = mesh_map.front(); E; E = E->next()) { - MeshData &md = mesh_map[E->key()]; + for (const KeyValue<String, MeshData> &E : mesh_map) { + MeshData &md = mesh_map[E.key]; TreeItem *item = external_path_tree->create_item(root); @@ -958,7 +958,7 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) { item->set_text(2, "Already Saving"); item->set_tooltip(2, TTR("This mesh already saves to an external resource, no action will be taken.")); } else { - item->set_metadata(0, E->key()); + item->set_metadata(0, E.key); item->set_editable(0, true); item->set_checked(0, true); String path = p_path.plus_file(name); @@ -995,8 +995,8 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) { external_paths->get_ok_button()->set_text(TTR("Set Paths")); } break; case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: { - for (Map<String, AnimationData>::Element *E = animation_map.front(); E; E = E->next()) { - AnimationData &ad = animation_map[E->key()]; + for (const KeyValue<String, AnimationData> &E : animation_map) { + AnimationData &ad = animation_map[E.key]; TreeItem *item = external_path_tree->create_item(root); @@ -1010,7 +1010,7 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) { item->set_text(2, "Already Saving"); item->set_tooltip(2, TTR("This animation already saves to an external resource, no action will be taken.")); } else { - item->set_metadata(0, E->key()); + item->set_metadata(0, E.key); item->set_editable(0, true); item->set_checked(0, true); String path = p_path.plus_file(name); diff --git a/editor/import/scene_importer_mesh.cpp b/editor/import/scene_importer_mesh.cpp index f83a7d046a..370394b475 100644 --- a/editor/import/scene_importer_mesh.cpp +++ b/editor/import/scene_importer_mesh.cpp @@ -966,8 +966,8 @@ Ref<NavigationMesh> EditorSceneImporterMesh::create_navigation_mesh() { Vector<Vector3> vertices; vertices.resize(unique_vertices.size()); - for (Map<Vector3, int>::Element *E = unique_vertices.front(); E; E = E->next()) { - vertices.write[E->get()] = E->key(); + for (const KeyValue<Vector3, int> &E : unique_vertices) { + vertices.write[E.value] = E.key; } Ref<NavigationMesh> nm; |