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
committed by sfan5
parent 9814510b1b
commit f5c6d3e945
292 changed files with 37376 additions and 42421 deletions

View File

@ -14,165 +14,164 @@ namespace irr
namespace scene
{
//! Simple implementation of the IAnimatedMesh interface.
struct SAnimatedMesh : public IAnimatedMesh
//! Simple implementation of the IAnimatedMesh interface.
struct SAnimatedMesh : public IAnimatedMesh
{
//! constructor
SAnimatedMesh(scene::IMesh *mesh = 0, scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) :
IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
{
//! constructor
SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
{
#ifdef _DEBUG
setDebugName("SAnimatedMesh");
#endif
addMesh(mesh);
recalculateBoundingBox();
#ifdef _DEBUG
setDebugName("SAnimatedMesh");
#endif
addMesh(mesh);
recalculateBoundingBox();
}
//! destructor
virtual ~SAnimatedMesh()
{
// drop meshes
for (u32 i = 0; i < Meshes.size(); ++i)
Meshes[i]->drop();
}
//! Gets the frame count of the animated mesh.
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
u32 getFrameCount() const override
{
return Meshes.size();
}
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
f32 getAnimationSpeed() const override
{
return FramesPerSecond;
}
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
void setAnimationSpeed(f32 fps) override
{
FramesPerSecond = fps;
}
//! Returns the IMesh interface for a frame.
/** \param frame: Frame number as zero based index. The maximum frame number is
getFrameCount() - 1;
\param detailLevel: Level of detail. 0 is the lowest,
255 the highest level of detail. Most meshes will ignore the detail level.
\param startFrameLoop: start frame
\param endFrameLoop: end frame
\return The animated mesh based on a detail level. */
IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override
{
if (Meshes.empty())
return 0;
return Meshes[frame];
}
//! adds a Mesh
void addMesh(IMesh *mesh)
{
if (mesh) {
mesh->grab();
Meshes.push_back(mesh);
}
}
//! destructor
virtual ~SAnimatedMesh()
{
// drop meshes
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->drop();
}
//! Returns an axis aligned bounding box of the mesh.
/** \return A bounding box of this mesh is returned. */
const core::aabbox3d<f32> &getBoundingBox() const override
{
return Box;
}
//! Gets the frame count of the animated mesh.
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
u32 getFrameCount() const override
{
return Meshes.size();
}
//! set user axis aligned bounding box
void setBoundingBox(const core::aabbox3df &box) override
{
Box = box;
}
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
f32 getAnimationSpeed() const override
{
return FramesPerSecond;
}
//! Recalculates the bounding box.
void recalculateBoundingBox()
{
Box.reset(0, 0, 0);
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
void setAnimationSpeed(f32 fps) override
{
FramesPerSecond=fps;
}
if (Meshes.empty())
return;
//! Returns the IMesh interface for a frame.
/** \param frame: Frame number as zero based index. The maximum frame number is
getFrameCount() - 1;
\param detailLevel: Level of detail. 0 is the lowest,
255 the highest level of detail. Most meshes will ignore the detail level.
\param startFrameLoop: start frame
\param endFrameLoop: end frame
\return The animated mesh based on a detail level. */
IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override
{
if (Meshes.empty())
return 0;
Box = Meshes[0]->getBoundingBox();
return Meshes[frame];
}
for (u32 i = 1; i < Meshes.size(); ++i)
Box.addInternalBox(Meshes[i]->getBoundingBox());
}
//! adds a Mesh
void addMesh(IMesh* mesh)
{
if (mesh)
{
mesh->grab();
Meshes.push_back(mesh);
}
}
//! Returns the type of the animated mesh.
E_ANIMATED_MESH_TYPE getMeshType() const override
{
return Type;
}
//! Returns an axis aligned bounding box of the mesh.
/** \return A bounding box of this mesh is returned. */
const core::aabbox3d<f32>& getBoundingBox() const override
{
return Box;
}
//! returns amount of mesh buffers.
u32 getMeshBufferCount() const override
{
if (Meshes.empty())
return 0;
//! set user axis aligned bounding box
void setBoundingBox(const core::aabbox3df& box) override
{
Box = box;
}
return Meshes[0]->getMeshBufferCount();
}
//! Recalculates the bounding box.
void recalculateBoundingBox()
{
Box.reset(0,0,0);
//! returns pointer to a mesh buffer
IMeshBuffer *getMeshBuffer(u32 nr) const override
{
if (Meshes.empty())
return 0;
if (Meshes.empty())
return;
return Meshes[0]->getMeshBuffer(nr);
}
Box = Meshes[0]->getBoundingBox();
//! Returns pointer to a mesh buffer which fits a material
/** \param material: material to search for
\return Returns the pointer to the mesh buffer or
NULL if there is no such mesh buffer. */
IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
{
if (Meshes.empty())
return 0;
for (u32 i=1; i<Meshes.size(); ++i)
Box.addInternalBox(Meshes[i]->getBoundingBox());
}
return Meshes[0]->getMeshBuffer(material);
}
//! Returns the type of the animated mesh.
E_ANIMATED_MESH_TYPE getMeshType() const override
{
return Type;
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
{
for (u32 i = 0; i < Meshes.size(); ++i)
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
}
//! returns amount of mesh buffers.
u32 getMeshBufferCount() const override
{
if (Meshes.empty())
return 0;
//! flags the meshbuffer as changed, reloads hardware buffers
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
{
for (u32 i = 0; i < Meshes.size(); ++i)
Meshes[i]->setDirty(buffer);
}
return Meshes[0]->getMeshBufferCount();
}
//! All meshes defining the animated mesh
core::array<IMesh *> Meshes;
//! returns pointer to a mesh buffer
IMeshBuffer* getMeshBuffer(u32 nr) const override
{
if (Meshes.empty())
return 0;
//! The bounding box of this mesh
core::aabbox3d<f32> Box;
return Meshes[0]->getMeshBuffer(nr);
}
//! Returns pointer to a mesh buffer which fits a material
/** \param material: material to search for
\return Returns the pointer to the mesh buffer or
NULL if there is no such mesh buffer. */
IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override
{
if (Meshes.empty())
return 0;
return Meshes[0]->getMeshBuffer(material);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
}
//! flags the meshbuffer as changed, reloads hardware buffers
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
{
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->setDirty(buffer);
}
//! All meshes defining the animated mesh
core::array<IMesh*> Meshes;
//! The bounding box of this mesh
core::aabbox3d<f32> Box;
//! Default animation speed of this mesh.
f32 FramesPerSecond;
//! The type of the mesh.
E_ANIMATED_MESH_TYPE Type;
};
//! Default animation speed of this mesh.
f32 FramesPerSecond;
//! The type of the mesh.
E_ANIMATED_MESH_TYPE Type;
};
} // end namespace scene
} // end namespace irr