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authorCampbell Barton <ideasman42@gmail.com>2019-09-07 17:12:26 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-09-07 17:23:25 +0300
commit0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch)
tree0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/ikplugin
parentab823176d31dc155645de733f1cd4fbd6ad74592 (diff)
Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index 2ceedca59f7..1ac9cd2223a 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -201,7 +201,7 @@ struct IK_Scene {
if (scene) {
delete scene;
}
- for (std::vector<IK_Target *>::iterator it = targets.begin(); it != targets.end(); ++it) {
+ for (std::vector<IK_Target *>::iterator it = targets.begin(); it != targets.end(); it++) {
delete (*it);
}
targets.clear();
@@ -795,7 +795,7 @@ static void copypose_error(const iTaSC::ConstraintValues *values,
if (iktarget->controlType & iTaSC::CopyPose::CTL_POSITION) {
// update error
- for (i = 0, error = 0.0, value = values->values; i < values->number; ++i, ++value) {
+ for (i = 0, error = 0.0, value = values->values; i < values->number; i++, value++) {
error += KDL::sqr(value->y - value->yd);
}
iktarget->blenderConstraint->lin_error = (float)KDL::sqrt(error);
@@ -803,7 +803,7 @@ static void copypose_error(const iTaSC::ConstraintValues *values,
}
if (iktarget->controlType & iTaSC::CopyPose::CTL_ROTATION) {
// update error
- for (i = 0, error = 0.0, value = values->values; i < values->number; ++i, ++value) {
+ for (i = 0, error = 0.0, value = values->values; i < values->number; i++, value++) {
error += KDL::sqr(value->y - value->yd);
}
iktarget->blenderConstraint->rot_error = (float)KDL::sqrt(error);
@@ -966,7 +966,7 @@ static int convert_channels(struct Depsgraph *depsgraph,
int a, flag, njoint;
njoint = 0;
- for (a = 0, ikchan = ikscene->channels; a < ikscene->numchan; ++a, ++ikchan) {
+ for (a = 0, ikchan = ikscene->channels; a < ikscene->numchan; a++, ikchan++) {
pchan = tree->pchan[a];
ikchan->pchan = pchan;
ikchan->parent = (a > 0) ? tree->parent[a] : -1;
@@ -1106,7 +1106,7 @@ static void convert_pose(IK_Scene *ikscene)
rot = ikscene->jointArray(0);
for (joint = a = 0, ikchan = ikscene->channels;
a < ikscene->numchan && joint < ikscene->numjoint;
- ++a, ++ikchan) {
+ a++, ikchan++) {
pchan = ikchan->pchan;
bone = pchan->bone;
@@ -1149,7 +1149,7 @@ static void BKE_pose_rest(IK_Scene *ikscene)
rot = ikscene->jointArray(0);
for (joint = a = 0, ikchan = ikscene->channels;
a < ikscene->numchan && joint < ikscene->numjoint;
- ++a, ++ikchan) {
+ a++, ikchan++) {
pchan = ikchan->pchan;
bone = pchan->bone;
@@ -1234,7 +1234,7 @@ static IK_Scene *convert_tree(
BKE_pose_rest(ikscene);
rot = ikscene->jointArray(0);
- for (a = 0, ikchan = ikscene->channels; a < tree->totchannel; ++a, ++ikchan) {
+ for (a = 0, ikchan = ikscene->channels; a < tree->totchannel; a++, ikchan++) {
pchan = ikchan->pchan;
bone = pchan->bone;
@@ -1728,7 +1728,7 @@ static void execute_scene(struct Depsgraph *depsgraph,
int i;
IK_Channel *ikchan;
if (ikparam->flag & ITASC_SIMULATION) {
- for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; i++, ++ikchan) {
+ for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; i++, ikchan++) {
// In simulation mode we don't allow external constraint to change our bones,
// mark the channel done also tell Blender that this channel is part of IK tree.
// Cleared on each BKE_pose_where_is()
@@ -1738,7 +1738,7 @@ static void execute_scene(struct Depsgraph *depsgraph,
}
else {
// in animation mode, we must get the bone position from action and constraints
- for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; i++, ++ikchan) {
+ for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; i++, ikchan++) {
if (!(ikchan->pchan->flag & POSE_DONE)) {
BKE_pose_where_is_bone(depsgraph, blscene, ikscene->blArmature, ikchan->pchan, ctime, 1);
}
@@ -1749,7 +1749,7 @@ static void execute_scene(struct Depsgraph *depsgraph,
}
}
// only run execute the scene if at least one of our target is enabled
- for (i = ikscene->targets.size(); i > 0; --i) {
+ for (i = ikscene->targets.size(); i > 0; i--) {
IK_Target *iktarget = ikscene->targets[i - 1];
if (!(iktarget->blenderConstraint->flag & CONSTRAINT_OFF)) {
break;
@@ -1816,7 +1816,7 @@ static void execute_scene(struct Depsgraph *depsgraph,
}
}
// compute constraint error
- for (i = ikscene->targets.size(); i > 0; --i) {
+ for (i = ikscene->targets.size(); i > 0; i--) {
IK_Target *iktarget = ikscene->targets[i - 1];
if (!(iktarget->blenderConstraint->flag & CONSTRAINT_OFF) && iktarget->constraint) {
unsigned int nvalues;
@@ -1840,7 +1840,7 @@ static void execute_scene(struct Depsgraph *depsgraph,
float scale;
float length;
float yaxis[3];
- for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; ++i, ++ikchan) {
+ for (i = 0, ikchan = ikscene->channels; i < ikscene->numchan; i++, ikchan++) {
if (i == 0) {
if (!arm->getRelativeFrame(frame, ikchan->tail)) {
break;