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authorCampbell Barton <ideasman42@gmail.com>2012-06-16 13:16:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-06-16 13:16:24 +0400
commit664c95d1ebf525b6daf15dc599c85f14ab58155d (patch)
tree777f806b955e7494fafe6db9265617c41cb822d0 /source/blender/collada/ArmatureExporter.h
parent9f6a66d5f9feb34377cf0e6465020cc80f673d8e (diff)
code cleanup: collada
- when bubble sorting names - dont convert to str::string just to compare strings - use BLI_linklist_index() to check if an item is in the list - quiet some warnings
Diffstat (limited to 'source/blender/collada/ArmatureExporter.h')
-rw-r--r--source/blender/collada/ArmatureExporter.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/collada/ArmatureExporter.h b/source/blender/collada/ArmatureExporter.h
index a7575e9fc09..086c16f0cd5 100644
--- a/source/blender/collada/ArmatureExporter.h
+++ b/source/blender/collada/ArmatureExporter.h
@@ -53,14 +53,14 @@ class SceneExporter;
// XXX exporter writes wrong data for shared armatures. A separate
// controller should be written for each armature-mesh binding how do
// we make controller ids then?
-class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
+class ArmatureExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
public:
ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
// write bone nodes
- void add_armature_bones(Object *ob_arm, Scene* sce, SceneExporter* se,
- std::list<Object*>& child_objects);
+ void add_armature_bones(Object *ob_arm, Scene *sce, SceneExporter *se,
+ std::list<Object *>& child_objects);
bool is_skinned_mesh(Object *ob);
@@ -76,7 +76,7 @@ private:
const ExportSettings *export_settings;
#if 0
- std::vector<Object*> written_armatures;
+ std::vector<Object *> written_armatures;
bool already_written(Object *ob_arm);
@@ -89,8 +89,8 @@ private:
// Scene, SceneExporter and the list of child_objects
// are required for writing bone parented objects
- void add_bone_node(Bone *bone, Object *ob_arm, Scene* sce, SceneExporter* se,
- std::list<Object*>& child_objects);
+ void add_bone_node(Bone *bone, Object *ob_arm, Scene *sce, SceneExporter *se,
+ std::list<Object *>& child_objects);
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
@@ -100,10 +100,10 @@ private:
// ob should be of type OB_MESH
// both args are required
- void export_controller(Object* ob, Object *ob_arm);
+ void export_controller(Object *ob, Object *ob_arm);
void add_joints_element(ListBase *defbase,
- const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
+ const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
void add_bind_shape_mat(Object *ob);
@@ -111,15 +111,15 @@ private:
std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
- Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def);
+ Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def);
- bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def);
+ bool is_bone_defgroup(Object *ob_arm, bDeformGroup *def);
std::string add_weights_source(Mesh *me, const std::string& controller_id,
- const std::list<float>& weights);
+ const std::list<float>& weights);
void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
- const std::list<int>& vcount, const std::list<int>& joints);
+ const std::list<int>& vcount, const std::list<int>& joints);
void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};