16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 17:09:19 +02:00

reformat: remove redundant qualifiers

This commit is contained in:
jerrrrycho
2026-07-04 05:34:23 +02:00
parent 20e7a99516
commit cf9fb07800
98 changed files with 2290 additions and 2290 deletions

View File

@@ -1097,10 +1097,10 @@ TSubModel *TSubModel::GetFromName(std::string const &search, bool i)
// AnsiString name=AnsiString();
std::string search_lc = search;
if (i)
std::transform(search_lc.begin(), search_lc.end(), search_lc.begin(), ::tolower);
std::transform(search_lc.begin(), search_lc.end(), search_lc.begin(), tolower);
std::string pName_lc = pName;
if (i)
std::transform(pName_lc.begin(), pName_lc.end(), pName_lc.begin(), ::tolower);
std::transform(pName_lc.begin(), pName_lc.end(), pName_lc.begin(), tolower);
if (pName.size() && search.size())
if (pName_lc == search_lc)
return this;

View File

@@ -115,7 +115,7 @@ public:
f4Specular { 0.0f,0.0f,0.0f,1.0f },
f4Emision { 1.0f,1.0f,1.0f,1.0f };
glm::vec3 DiffuseOverride { -1.f };
normalization m_normalizenormals { normalization::none }; // indicates vectors need to be normalized due to scaling etc
normalization m_normalizenormals { none }; // indicates vectors need to be normalized due to scaling etc
float diffuseMultiplier {1.0};
float fWireSize { 0.0f }; // nie używane, ale wczytywane
float fSquareMaxDist { 10000.0f * 10000.0f };

View File

@@ -58,7 +58,7 @@ struct world_vertex {
void
set_half( world_vertex const &Vertex1, world_vertex const &Vertex2 ) {
*this =
world_vertex::lerp(
lerp(
Vertex1,
Vertex2,
0.5 ); }
@@ -66,7 +66,7 @@ struct world_vertex {
void
set_from_x( world_vertex const &Vertex1, world_vertex const &Vertex2, double const X ) {
*this =
world_vertex::lerp(
lerp(
Vertex1,
Vertex2,
( X - Vertex1.position.x ) / ( Vertex2.position.x - Vertex1.position.x ) ); }
@@ -74,7 +74,7 @@ struct world_vertex {
void
set_from_z( world_vertex const &Vertex1, world_vertex const &Vertex2, double const Z ) {
*this =
world_vertex::lerp(
lerp(
Vertex1,
Vertex2,
( Z - Vertex1.position.z ) / ( Vertex2.position.z - Vertex1.position.z ) ); }