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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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@ -8,12 +8,11 @@
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#include "irrString.h"
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#include "CSkinnedMesh.h"
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namespace irr
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{
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namespace io
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{
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class IReadFile;
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class IReadFile;
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} // end namespace io
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namespace scene
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{
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@ -23,23 +22,23 @@ class IMeshManipulator;
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class CXMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CXMeshFileLoader(scene::ISceneManager* smgr);
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CXMeshFileLoader(scene::ISceneManager *smgr);
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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. ".cob")
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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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struct SXMesh
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{
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SXMesh() : MaxSkinWeightsPerVertex(0), MaxSkinWeightsPerFace(0), BoneCount(0),AttachedJointID(-1),HasSkinning(false), HasVertexColors(false) {}
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SXMesh() :
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MaxSkinWeightsPerVertex(0), MaxSkinWeightsPerFace(0), BoneCount(0), AttachedJointID(-1), HasSkinning(false), HasVertexColors(false) {}
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// this mesh contains triangulated texture data.
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// because in an .x file, faces can be made of more than 3
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// vertices, the indices data structure is triangulated during the
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@ -56,7 +55,7 @@ public:
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core::array<u16> IndexCountPerFace; // default 3, but could be more
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core::array<scene::SSkinMeshBuffer*> Buffers;
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core::array<scene::SSkinMeshBuffer *> Buffers;
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core::array<video::S3DVertex> Vertices;
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core::array<core::vector2df> TCoords2;
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@ -77,10 +76,9 @@ public:
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};
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private:
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bool load(io::IReadFile *file);
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bool load(io::IReadFile* file);
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bool readFileIntoMemory(io::IReadFile* file);
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bool readFileIntoMemory(io::IReadFile *file);
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bool parseFile();
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@ -114,7 +112,7 @@ private:
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bool parseDataObjectAnimationKey(ISkinnedMesh::SJoint *joint);
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bool parseDataObjectTextureFilename(core::stringc& texturename);
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bool parseDataObjectTextureFilename(core::stringc &texturename);
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bool parseUnknownDataObject();
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@ -131,7 +129,7 @@ private:
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//! reads header of dataobject including the opening brace.
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//! returns false if error happened, and writes name of object
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//! if there is one
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bool readHeadOfDataObject(core::stringc* outname=0);
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bool readHeadOfDataObject(core::stringc *outname = 0);
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//! checks for closing curly brace, returns false if not there
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bool checkForClosingBrace();
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@ -143,7 +141,7 @@ private:
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bool checkForTwoFollowingSemicolons();
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//! reads a x file style string
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bool getNextTokenAsString(core::stringc& out);
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bool getNextTokenAsString(core::stringc &out);
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void readUntilEndOfLine();
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@ -151,17 +149,17 @@ private:
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u32 readBinDWord();
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u32 readInt();
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f32 readFloat();
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bool readVector2(core::vector2df& vec);
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bool readVector3(core::vector3df& vec);
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bool readMatrix(core::matrix4& mat);
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bool readRGB(video::SColor& color);
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bool readRGBA(video::SColor& color);
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bool readVector2(core::vector2df &vec);
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bool readVector3(core::vector3df &vec);
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bool readMatrix(core::matrix4 &mat);
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bool readRGB(video::SColor &color);
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bool readRGBA(video::SColor &color);
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CSkinnedMesh* AnimatedMesh;
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CSkinnedMesh *AnimatedMesh;
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c8* Buffer;
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const c8* P;
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c8* End;
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c8 *Buffer;
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const c8 *P;
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c8 *End;
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// counter for number arrays in binary format
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u32 BinaryNumCount;
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u32 Line;
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@ -171,7 +169,7 @@ private:
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CSkinnedMesh::SJoint *CurFrame;
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core::array<SXMesh*> Meshes;
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core::array<SXMesh *> Meshes;
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u32 MajorVersion;
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u32 MinorVersion;
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