Reformat the code, using:

find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # filter for source files
  grep -v '/mt_' |  # filter out generated files
  grep -v '/vendor/' | # and vendored GL
  grep -v '/test/image_loader_test.cpp' |  # and this file (has giant literals arrays)
  xargs -n 1 -P $(nproc) clang-format -i  # reformat everything

Co-authored-by: numzero <numzer0@yandex.ru>
This commit is contained in:
Desour
2024-03-20 19:35:52 +01:00
parent eb4dec46c2
commit 2bf1d12353
292 changed files with 37376 additions and 42421 deletions

View File

@ -17,23 +17,21 @@ namespace irr
namespace scene
{
//! constructor
CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
PassCount(0), ReadOnlyMaterials(false)
CMeshSceneNode::CMeshSceneNode(IMesh *mesh, ISceneNode *parent, ISceneManager *mgr, s32 id,
const core::vector3df &position, const core::vector3df &rotation,
const core::vector3df &scale) :
IMeshSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(0),
PassCount(0), ReadOnlyMaterials(false)
{
#ifdef _DEBUG
#ifdef _DEBUG
setDebugName("CMeshSceneNode");
#endif
#endif
setMesh(mesh);
}
//! destructor
CMeshSceneNode::~CMeshSceneNode()
{
@ -41,18 +39,16 @@ CMeshSceneNode::~CMeshSceneNode()
Mesh->drop();
}
//! frame
void CMeshSceneNode::OnRegisterSceneNode()
{
if (IsVisible && Mesh)
{
if (IsVisible && Mesh) {
// because this node supports rendering of mixed mode meshes consisting of
// transparent and solid material at the same time, we need to go through all
// materials, check of what type they are and register this node for the right
// render pass according to that.
video::IVideoDriver* driver = SceneManager->getVideoDriver();
video::IVideoDriver *driver = SceneManager->getVideoDriver();
PassCount = 0;
int transparentCount = 0;
@ -60,11 +56,10 @@ void CMeshSceneNode::OnRegisterSceneNode()
// count transparent and solid materials in this scene node
const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
for (u32 i=0; i<numMaterials; ++i)
{
const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
for (u32 i = 0; i < numMaterials; ++i) {
const video::SMaterial &material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
if ( driver->needsTransparentRenderPass(material) )
if (driver->needsTransparentRenderPass(material))
++transparentCount;
else
++solidCount;
@ -85,36 +80,32 @@ void CMeshSceneNode::OnRegisterSceneNode()
}
}
//! renders the node.
void CMeshSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
video::IVideoDriver *driver = SceneManager->getVideoDriver();
if (!Mesh || !driver)
return;
const bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
if (mb)
{
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i) {
scene::IMeshBuffer *mb = Mesh->getMeshBuffer(i);
if (mb) {
const video::SMaterial &material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
const bool transparent = driver->needsTransparentRenderPass(material);
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (transparent == isTransparentPass)
{
if (transparent == isTransparentPass) {
driver->setMaterial(material);
driver->drawMeshBuffer(mb);
}
@ -122,80 +113,68 @@ void CMeshSceneNode::render()
}
// for debug purposes only:
if (DebugDataVisible && PassCount==1)
{
if (DebugDataVisible && PassCount == 1) {
video::SMaterial m;
m.Lighting = false;
m.AntiAliasing=0;
m.AntiAliasing = 0;
driver->setMaterial(m);
if (DebugDataVisible & scene::EDS_BBOX)
{
driver->draw3DBox(Box, video::SColor(255,255,255,255));
if (DebugDataVisible & scene::EDS_BBOX) {
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
}
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
{
for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
{
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) {
for (u32 g = 0; g < Mesh->getMeshBufferCount(); ++g) {
driver->draw3DBox(
Mesh->getMeshBuffer(g)->getBoundingBox(),
video::SColor(255,190,128,128));
Mesh->getMeshBuffer(g)->getBoundingBox(),
video::SColor(255, 190, 128, 128));
}
}
if (DebugDataVisible & scene::EDS_NORMALS)
{
if (DebugDataVisible & scene::EDS_NORMALS) {
// draw normals
const f32 debugNormalLength = 1.f;
const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
const u32 count = Mesh->getMeshBufferCount();
for (u32 i=0; i != count; ++i)
{
for (u32 i = 0; i != count; ++i) {
driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
}
}
// show mesh
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
{
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) {
m.Wireframe = true;
driver->setMaterial(m);
for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
{
for (u32 g = 0; g < Mesh->getMeshBufferCount(); ++g) {
driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
}
}
}
}
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached childs.
bool CMeshSceneNode::removeChild(ISceneNode* child)
bool CMeshSceneNode::removeChild(ISceneNode *child)
{
return ISceneNode::removeChild(child);
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const
const core::aabbox3d<f32> &CMeshSceneNode::getBoundingBox() const
{
return Mesh ? Mesh->getBoundingBox() : Box;
}
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hierarchy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
video::SMaterial &CMeshSceneNode::getMaterial(u32 i)
{
if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
{
if (Mesh && ReadOnlyMaterials && i < Mesh->getMeshBufferCount()) {
ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
return ReadOnlyMaterial;
}
@ -206,7 +185,6 @@ video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
return Materials[i];
}
//! returns amount of materials used by this scene node.
u32 CMeshSceneNode::getMaterialCount() const
{
@ -216,12 +194,10 @@ u32 CMeshSceneNode::getMaterialCount() const
return Materials.size();
}
//! Sets a new mesh
void CMeshSceneNode::setMesh(IMesh* mesh)
void CMeshSceneNode::setMesh(IMesh *mesh)
{
if (mesh)
{
if (mesh) {
mesh->grab();
if (Mesh)
Mesh->drop();
@ -231,18 +207,15 @@ void CMeshSceneNode::setMesh(IMesh* mesh)
}
}
void CMeshSceneNode::copyMaterials()
{
Materials.clear();
if (Mesh)
{
if (Mesh) {
video::SMaterial mat;
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
{
IMeshBuffer* mb = Mesh->getMeshBuffer(i);
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i) {
IMeshBuffer *mb = Mesh->getMeshBuffer(i);
if (mb)
mat = mb->getMaterial();
@ -251,7 +224,6 @@ void CMeshSceneNode::copyMaterials()
}
}
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
@ -260,24 +232,22 @@ void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
ReadOnlyMaterials = readonly;
}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
bool CMeshSceneNode::isReadOnlyMaterials() const
{
return ReadOnlyMaterials;
}
//! Creates a clone of this scene node and its children.
ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
ISceneNode *CMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
CMeshSceneNode *nb = new CMeshSceneNode(Mesh, newParent,
newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
nb->cloneMembers(this, newManager);
nb->ReadOnlyMaterials = ReadOnlyMaterials;
@ -288,7 +258,5 @@ ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManag
return nb;
}
} // end namespace scene
} // end namespace irr