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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/GeometryExporter.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/GeometryExporter.h')
-rw-r--r--source/blender/collada/GeometryExporter.h143
1 files changed, 72 insertions, 71 deletions
diff --git a/source/blender/collada/GeometryExporter.h b/source/blender/collada/GeometryExporter.h
index 5eba68165d2..1e2643b7e57 100644
--- a/source/blender/collada/GeometryExporter.h
+++ b/source/blender/collada/GeometryExporter.h
@@ -43,103 +43,104 @@ struct Depsgraph;
extern Object *bc_get_highest_selected_ancestor_or_self(Object *ob);
-class Normal
-{
- public:
- float x;
- float y;
- float z;
-
- friend bool operator< (const Normal &, const Normal &);
+class Normal {
+ public:
+ float x;
+ float y;
+ float z;
+ friend bool operator<(const Normal &, const Normal &);
};
-bool operator< (const Normal &, const Normal &);
-
+bool operator<(const Normal &, const Normal &);
// TODO: optimize UV sets by making indexed list with duplicates removed
-class GeometryExporter : COLLADASW::LibraryGeometries
-{
- struct Face
- {
- unsigned int v1, v2, v3, v4;
- };
-
- Normal n;
+class GeometryExporter : COLLADASW::LibraryGeometries {
+ struct Face {
+ unsigned int v1, v2, v3, v4;
+ };
-public:
+ Normal n;
- // TODO: optimize UV sets by making indexed list with duplicates removed
- GeometryExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) :
- COLLADASW::LibraryGeometries(sw),
- blender_context(blender_context),
- export_settings(export_settings)
- {}
+ public:
+ // TODO: optimize UV sets by making indexed list with duplicates removed
+ GeometryExporter(BlenderContext &blender_context,
+ COLLADASW::StreamWriter *sw,
+ const ExportSettings *export_settings)
+ : COLLADASW::LibraryGeometries(sw),
+ blender_context(blender_context),
+ export_settings(export_settings)
+ {
+ }
- void exportGeom();
+ void exportGeom();
- void operator()(Object *ob);
+ void operator()(Object *ob);
- void createLooseEdgeList(Object *ob,
- Mesh *me,
- std::string& geom_id);
+ void createLooseEdgeList(Object *ob, Mesh *me, std::string &geom_id);
- // powerful because it handles both cases when there is material and when there's not
- void create_mesh_primitive_list(short material_index,
- bool has_uvs,
- bool has_color,
- Object *ob,
- Mesh *me,
- std::string& geom_id,
- std::vector<BCPolygonNormalsIndices>& norind);
+ // powerful because it handles both cases when there is material and when there's not
+ void create_mesh_primitive_list(short material_index,
+ bool has_uvs,
+ bool has_color,
+ Object *ob,
+ Mesh *me,
+ std::string &geom_id,
+ std::vector<BCPolygonNormalsIndices> &norind);
- // creates <source> for positions
- void createVertsSource(std::string geom_id, Mesh *me);
+ // creates <source> for positions
+ void createVertsSource(std::string geom_id, Mesh *me);
- void createVertexColorSource(std::string geom_id, Mesh *me);
+ void createVertexColorSource(std::string geom_id, Mesh *me);
- std::string makeTexcoordSourceId(std::string& geom_id, int layer_index, bool is_single_layer);
+ std::string makeTexcoordSourceId(std::string &geom_id, int layer_index, bool is_single_layer);
- //creates <source> for texcoords
- void createTexcoordsSource(std::string geom_id, Mesh *me);
- void createTesselatedTexcoordsSource(std::string geom_id, Mesh *me);
+ //creates <source> for texcoords
+ void createTexcoordsSource(std::string geom_id, Mesh *me);
+ void createTesselatedTexcoordsSource(std::string geom_id, Mesh *me);
- //creates <source> for normals
- void createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal>& nor);
+ //creates <source> for normals
+ void createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal> &nor);
- void create_normals(std::vector<Normal> &nor, std::vector<BCPolygonNormalsIndices> &ind, Mesh *me);
+ void create_normals(std::vector<Normal> &nor,
+ std::vector<BCPolygonNormalsIndices> &ind,
+ Mesh *me);
- std::string getIdBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
- std::string makeVertexColorSourceId(std::string& geom_id, char *layer_name);
+ std::string getIdBySemantics(std::string geom_id,
+ COLLADASW::InputSemantic::Semantics type,
+ std::string other_suffix = "");
+ std::string makeVertexColorSourceId(std::string &geom_id, char *layer_name);
- COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
+ COLLADASW::URI getUrlBySemantics(std::string geom_id,
+ COLLADASW::InputSemantic::Semantics type,
+ std::string other_suffix = "");
- COLLADASW::URI makeUrl(std::string id);
+ COLLADASW::URI makeUrl(std::string id);
- void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb);
+ void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb);
-private:
- std::set<std::string> exportedGeometry;
- BlenderContext &blender_context;
- const ExportSettings *export_settings;
+ private:
+ std::set<std::string> exportedGeometry;
+ BlenderContext &blender_context;
+ const ExportSettings *export_settings;
- Mesh *get_mesh(Scene *sce, Object *ob, int apply_modifiers);
+ Mesh *get_mesh(Scene *sce, Object *ob, int apply_modifiers);
};
struct GeometryFunctor {
- // f should have
- // void operator()(Object *ob)
- template<class Functor>
- void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
- {
- LinkNode *node;
- for (node=export_set; node; node = node->next) {
- Object *ob = (Object *)node->link;
- if (ob->type == OB_MESH) {
- f(ob);
- }
- }
- }
+ // f should have
+ // void operator()(Object *ob)
+ template<class Functor>
+ void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
+ {
+ LinkNode *node;
+ for (node = export_set; node; node = node->next) {
+ Object *ob = (Object *)node->link;
+ if (ob->type == OB_MESH) {
+ f(ob);
+ }
+ }
+ }
};
#endif