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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 13:39:18 +02:00
reformat: remove redundant 'inline' specifier
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@@ -78,8 +78,7 @@ class TAnimContainer : std::enable_shared_from_this<TAnimContainer>
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// wyświetlania
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TAnimContainer();
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bool Init(TSubModel *pNewSubModel);
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inline
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std::string NameGet() {
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std::string NameGet() {
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return pSubModel ? pSubModel->pName : ""; };
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void SetRotateAnim( glm::vec3 vNewRotateAngles, double fNewRotateSpeed);
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void SetTranslateAnim( glm::dvec3 vNewTranslate, double fNewSpeed);
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@@ -88,19 +87,15 @@ class TAnimContainer : std::enable_shared_from_this<TAnimContainer>
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void UpdateModel();
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void UpdateModelIK();
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bool InMovement(); // czy w trakcie animacji?
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inline
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double AngleGet() {
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double AngleGet() {
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return vRotateAngles.z; }; // jednak ostatnia, T3D ma inny układ
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inline
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glm::dvec3 TransGet() {
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glm::dvec3 TransGet() {
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return glm::dvec3(-vTranslation.x, vTranslation.z, vTranslation.y); }; // zmiana, bo T3D ma inny układ
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inline
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void WillBeAnimated() {
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void WillBeAnimated() {
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if (pSubModel)
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pSubModel->WillBeAnimated(); };
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void EventAssign(basic_event *ev);
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inline
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basic_event * Event() {
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basic_event * Event() {
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return evDone; };
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};
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@@ -120,27 +115,23 @@ public:
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bool Load(cParser *parser, bool ter = false);
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std::shared_ptr<TAnimContainer> AddContainer(std::string const &Name);
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std::shared_ptr<TAnimContainer> GetContainer(std::string const &Name = "");
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void LightSet( int const n, float const v );
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void SkinSet( int const Index, material_handle const Material );
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std::optional<std::tuple<float, float, std::optional<glm::vec3> > > LightGet( int const n );
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void LightSet( int n, float v );
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void SkinSet( int Index, material_handle Material );
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std::optional<std::tuple<float, float, std::optional<glm::vec3> > > LightGet( int n );
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int TerrainCount();
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TSubModel * TerrainSquare(int n);
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int Flags();
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void on_season_update();
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inline
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material_data const *
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material_data const *
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Material() const {
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return &m_materialdata; }
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inline
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TModel3d *
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TModel3d *
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Model() const {
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return pModel; }
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inline
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void
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void
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Angles( glm::vec3 const &Angles ) {
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vAngle = Angles; }
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inline
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glm::vec3
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glm::vec3
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Angles() const {
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return vAngle; }
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// per-axis scale, applied between rotation and the submodel-local transform chain.
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@@ -148,19 +139,16 @@ public:
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// optional `scale <factor>` / `scale <x> <y> <z>` token inside a `node model` block.
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// Per-axis values let you stretch a model along a single dimension; uniform input
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// (single float) broadcasts to all three axes.
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inline
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void
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void
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Scale( glm::vec3 const &Factor ) {
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m_scale = glm::vec3(
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Factor.x > 0.0f ? Factor.x : 1.0f,
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Factor.y > 0.0f ? Factor.y : 1.0f,
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Factor.z > 0.0f ? Factor.z : 1.0f ); }
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inline
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void
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void
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Scale( float const Factor ) {
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Scale( glm::vec3( Factor ) ); }
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inline
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glm::vec3 const &
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glm::vec3 const &
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Scale() const {
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return m_scale; }
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// members
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@@ -172,7 +160,7 @@ public:
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public:
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// methods
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void RaPrepare(); // ustawienie animacji egzemplarza na wzorcu
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void RaAnimate( unsigned int const Framestamp ); // przeliczenie animacji egzemplarza
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void RaAnimate( unsigned int Framestamp ); // przeliczenie animacji egzemplarza
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// radius() subclass details, calculates node's bounding radius
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float radius_();
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