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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/collada/ControllerExporter.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/collada/ControllerExporter.h')
-rw-r--r--source/blender/collada/ControllerExporter.h108
1 files changed, 60 insertions, 48 deletions
diff --git a/source/blender/collada/ControllerExporter.h b/source/blender/collada/ControllerExporter.h
index 31bb60bc3e6..50056df9f39 100644
--- a/source/blender/collada/ControllerExporter.h
+++ b/source/blender/collada/ControllerExporter.h
@@ -50,76 +50,88 @@
struct Depsgraph;
class SceneExporter;
-class ControllerExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
-{
-public:
- // 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?
- ControllerExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) :
- COLLADASW::LibraryControllers(sw),
- blender_context(blender_context),
- export_settings(export_settings) {
- }
-
- bool is_skinned_mesh(Object *ob);
-
- bool add_instance_controller(Object *ob);
-
- void export_controllers();
-
- void operator()(Object *ob);
-
-private:
- BlenderContext &blender_context;
- const ExportSettings *export_settings;
+class ControllerExporter : public COLLADASW::LibraryControllers,
+ protected TransformWriter,
+ protected InstanceWriter {
+ public:
+ // 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?
+ ControllerExporter(BlenderContext &blender_context,
+ COLLADASW::StreamWriter *sw,
+ const ExportSettings *export_settings)
+ : COLLADASW::LibraryControllers(sw),
+ blender_context(blender_context),
+ export_settings(export_settings)
+ {
+ }
+
+ bool is_skinned_mesh(Object *ob);
+
+ bool add_instance_controller(Object *ob);
+
+ void export_controllers();
+
+ void operator()(Object *ob);
+
+ private:
+ BlenderContext &blender_context;
+ const ExportSettings *export_settings;
#if 0
- std::vector<Object *> written_armatures;
+ std::vector<Object *> written_armatures;
- bool already_written(Object *ob_arm);
+ bool already_written(Object *ob_arm);
- void wrote(Object *ob_arm);
+ void wrote(Object *ob_arm);
- void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
+ void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
#endif
- std::string get_controller_id(Object *ob_arm, Object *ob);
+ std::string get_controller_id(Object *ob_arm, Object *ob);
- std::string get_controller_id(Key *key, Object *ob);
+ std::string get_controller_id(Key *key, Object *ob);
- // ob should be of type OB_MESH
- // both args are required
- void export_skin_controller(Object *ob, Object *ob_arm);
+ // ob should be of type OB_MESH
+ // both args are required
+ void export_skin_controller(Object *ob, Object *ob_arm);
- void export_morph_controller(Object *ob, Key *key);
+ void export_morph_controller(Object *ob, Key *key);
- void add_joints_element(ListBase *defbase,
- const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
+ void add_joints_element(ListBase *defbase,
+ const std::string &joints_source_id,
+ const std::string &inv_bind_mat_source_id);
- void add_bind_shape_mat(Object *ob);
+ void add_bind_shape_mat(Object *ob);
- std::string add_morph_targets(Key *key, Object *ob);
+ std::string add_morph_targets(Key *key, Object *ob);
- std::string add_morph_weights(Key *key, Object *ob);
+ std::string add_morph_weights(Key *key, Object *ob);
- void add_weight_extras(Key *key);
+ void add_weight_extras(Key *key);
- std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
+ std::string add_joints_source(Object *ob_arm,
+ ListBase *defbase,
+ const std::string &controller_id);
- std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
+ 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);
+ std::string add_weights_source(Mesh *me,
+ const std::string &controller_id,
+ 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);
+ 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);
- void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
+ void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};
#endif