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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>
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@ -19,29 +19,28 @@ namespace scene
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class COBJMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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COBJMeshFileLoader(scene::ISceneManager* smgr);
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COBJMeshFileLoader(scene::ISceneManager *smgr);
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//! destructor
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virtual ~COBJMeshFileLoader();
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".obj")
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bool isALoadableFileExtension(const io::path& filename) const override;
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bool isALoadableFileExtension(const io::path &filename) const override;
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* createMesh(io::IReadFile* file) override;
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IAnimatedMesh *createMesh(io::IReadFile *file) override;
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private:
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struct SObjMtl
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{
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SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
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RecalculateNormals(false)
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SObjMtl() :
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Meshbuffer(0), Bumpiness(1.0f), Illumination(0),
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RecalculateNormals(false)
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{
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Meshbuffer = new SMeshBuffer();
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Meshbuffer->Material.Shininess = 0.0f;
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@ -50,10 +49,10 @@ private:
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Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
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}
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SObjMtl(const SObjMtl& o)
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: Name(o.Name), Group(o.Group),
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Bumpiness(o.Bumpiness), Illumination(o.Illumination),
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RecalculateNormals(false)
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SObjMtl(const SObjMtl &o) :
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Name(o.Name), Group(o.Group),
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Bumpiness(o.Bumpiness), Illumination(o.Illumination),
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RecalculateNormals(false)
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{
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Meshbuffer = new SMeshBuffer();
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Meshbuffer->Material = o.Meshbuffer->Material;
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@ -69,41 +68,41 @@ private:
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};
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// returns a pointer to the first printable character available in the buffer
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const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
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const c8 *goFirstWord(const c8 *buf, const c8 *const bufEnd, bool acrossNewlines = true);
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// returns a pointer to the first printable character after the first non-printable
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const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
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const c8 *goNextWord(const c8 *buf, const c8 *const bufEnd, bool acrossNewlines = true);
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// returns a pointer to the next printable character after the first line break
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const c8* goNextLine(const c8* buf, const c8* const bufEnd);
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const c8 *goNextLine(const c8 *buf, const c8 *const bufEnd);
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// copies the current word from the inBuf to the outBuf
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u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
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u32 copyWord(c8 *outBuf, const c8 *inBuf, u32 outBufLength, const c8 *const pBufEnd);
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// copies the current line from the inBuf to the outBuf
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core::stringc copyLine(const c8* inBuf, const c8* const bufEnd);
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core::stringc copyLine(const c8 *inBuf, const c8 *const bufEnd);
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// combination of goNextWord followed by copyWord
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const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
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const c8 *goAndCopyNextWord(c8 *outBuf, const c8 *inBuf, u32 outBufLength, const c8 *const pBufEnd);
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//! Find and return the material with the given name
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SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName);
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SObjMtl *findMtl(const core::stringc &mtlName, const core::stringc &grpName);
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//! Read RGB color
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const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd);
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const c8 *readColor(const c8 *bufPtr, video::SColor &color, const c8 *const pBufEnd);
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//! Read 3d vector of floats
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const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd);
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const c8 *readVec3(const c8 *bufPtr, core::vector3df &vec, const c8 *const pBufEnd);
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//! Read 2d vector of floats
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const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd);
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const c8 *readUV(const c8 *bufPtr, core::vector2df &vec, const c8 *const pBufEnd);
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//! Read boolean value represented as 'on' or 'off'
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const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd);
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const c8 *readBool(const c8 *bufPtr, bool &tf, const c8 *const bufEnd);
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// reads and convert to integer the vertex indices in a line of obj file's face statement
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// -1 for the index if it doesn't exist
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// indices are changed to 0-based index instead of 1-based from the obj file
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bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
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bool retrieveVertexIndices(c8 *vertexData, s32 *idx, const c8 *bufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
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void cleanUp();
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scene::ISceneManager* SceneManager;
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scene::ISceneManager *SceneManager;
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core::array<SObjMtl*> Materials;
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core::array<SObjMtl *> Materials;
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};
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} // end namespace scene
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