Fix ifs clang-format didn’t get

This commit is contained in:
numzero
2023-10-04 21:10:58 +03:00
committed by Desour
parent 565c114f94
commit d5690cc43b
25 changed files with 69 additions and 138 deletions

View File

@ -87,8 +87,7 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
// We have no interpolation between EndFrame and StartFrame,
// the last frame must be identical to first one with our current solution.
if (FramesPerSecond > 0.f) // forwards...
{
if (FramesPerSecond > 0.f) { // forwards...
if (CurrentFrameNr > EndFrame)
CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame - StartFrame));
} else // backwards...
@ -100,8 +99,7 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
// play animation non looped
CurrentFrameNr += timeMs * FramesPerSecond;
if (FramesPerSecond > 0.f) // forwards...
{
if (FramesPerSecond > 0.f) { // forwards...
if (CurrentFrameNr > (f32)EndFrame) {
CurrentFrameNr = (f32)EndFrame;
if (LoopCallBack)
@ -178,8 +176,7 @@ IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
// Update the skinned mesh for the current joint transforms.
skinnedMesh->skinMesh();
if (JointMode == EJUOR_READ) // read from mesh
{
if (JointMode == EJUOR_READ) { // read from mesh
skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
//---slow---
@ -201,8 +198,7 @@ IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
//! OnAnimate() is called just before rendering the whole scene.
void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
{
if (LastTimeMs == 0) // first frame
{
if (LastTimeMs == 0) { // first frame
LastTimeMs = timeMs;
}
@ -465,8 +461,7 @@ u32 CAnimatedMeshSceneNode::getJointCount() const
bool CAnimatedMeshSceneNode::removeChild(ISceneNode *child)
{
if (ISceneNode::removeChild(child)) {
if (JointsUsed) // stop weird bugs caused while changing parents as the joints are being created
{
if (JointsUsed) { // stop weird bugs caused while changing parents as the joints are being created
for (u32 i = 0; i < JointChildSceneNodes.size(); ++i) {
if (JointChildSceneNodes[i] == child) {
JointChildSceneNodes[i] = 0; // remove link to child