mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 12:19:18 +02:00
reformat: remove redundant qualifiers
This commit is contained in:
@@ -22,7 +22,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
namespace scene {
|
||||
|
||||
void
|
||||
basic_editor::translate( scene::basic_node *Node, glm::dvec3 const &Location, bool const Snaptoground ) {
|
||||
basic_editor::translate( basic_node *Node, glm::dvec3 const &Location, bool const Snaptoground ) {
|
||||
|
||||
auto &initiallocation { Node->location() };
|
||||
|
||||
@@ -49,7 +49,7 @@ basic_editor::translate( scene::basic_node *Node, glm::dvec3 const &Location, bo
|
||||
// translate entire group
|
||||
// TODO: contextual switch between group and item translation
|
||||
// TODO: translation of affected/relevant events
|
||||
auto &nodegroup { scene::Groups.group( Node->group() ).nodes };
|
||||
auto &nodegroup { Groups.group( Node->group() ).nodes };
|
||||
std::for_each(
|
||||
std::begin( nodegroup ), std::end( nodegroup ),
|
||||
[&]( auto *node ) {
|
||||
@@ -58,7 +58,7 @@ basic_editor::translate( scene::basic_node *Node, glm::dvec3 const &Location, bo
|
||||
}
|
||||
|
||||
void
|
||||
basic_editor::translate( scene::basic_node *Node, float const Offset ) {
|
||||
basic_editor::translate( basic_node *Node, float const Offset ) {
|
||||
|
||||
// NOTE: offset scaling is calculated early so the same multiplier can be applied to potential whole group
|
||||
auto const distance { glm::length( Node->location() - Global.pCamera.Pos ) };
|
||||
@@ -71,7 +71,7 @@ basic_editor::translate( scene::basic_node *Node, float const Offset ) {
|
||||
// translate entire group
|
||||
// TODO: contextual switch between group and item translation
|
||||
// TODO: translation of affected/relevant events
|
||||
auto &nodegroup { scene::Groups.group( Node->group() ).nodes };
|
||||
auto &nodegroup { Groups.group( Node->group() ).nodes };
|
||||
std::for_each(
|
||||
std::begin( nodegroup ), std::end( nodegroup ),
|
||||
[&]( auto *node ) {
|
||||
@@ -80,7 +80,7 @@ basic_editor::translate( scene::basic_node *Node, float const Offset ) {
|
||||
}
|
||||
|
||||
void
|
||||
basic_editor::translate_node( scene::basic_node *Node, glm::dvec3 const &Location ) {
|
||||
basic_editor::translate_node( basic_node *Node, glm::dvec3 const &Location ) {
|
||||
|
||||
if( typeid( *Node ) == typeid( TAnimModel ) ) {
|
||||
translate_instance( static_cast<TAnimModel *>( Node ), Location );
|
||||
@@ -91,7 +91,7 @@ basic_editor::translate_node( scene::basic_node *Node, glm::dvec3 const &Locatio
|
||||
}
|
||||
|
||||
void
|
||||
basic_editor::translate_node( scene::basic_node *Node, float const Offset ) {
|
||||
basic_editor::translate_node( basic_node *Node, float const Offset ) {
|
||||
|
||||
if( typeid( *Node ) == typeid( TAnimModel ) ) {
|
||||
translate_instance( static_cast<TAnimModel *>( Node ), Offset );
|
||||
@@ -134,7 +134,7 @@ basic_editor::translate_memorycell( TMemCell *Memorycell, float const Offset ) {
|
||||
}
|
||||
|
||||
void
|
||||
basic_editor::rotate( scene::basic_node *Node, glm::vec3 const &Angle, float const Quantization ) {
|
||||
basic_editor::rotate( basic_node *Node, glm::vec3 const &Angle, float const Quantization ) {
|
||||
|
||||
glm::vec3 rotation{Angle.x, Angle.y, Angle.z};
|
||||
|
||||
@@ -160,7 +160,7 @@ basic_editor::rotate( scene::basic_node *Node, glm::vec3 const &Angle, float con
|
||||
// TODO: contextual switch between group and item rotation
|
||||
// TODO: translation of affected/relevant events
|
||||
auto const &rotationcenter { Node->location() };
|
||||
auto const &nodegroup { scene::Groups.group( Node->group() ).nodes };
|
||||
auto const &nodegroup { Groups.group( Node->group() ).nodes };
|
||||
std::for_each(
|
||||
std::begin( nodegroup ), std::end( nodegroup ),
|
||||
[&]( auto *node ) {
|
||||
@@ -176,7 +176,7 @@ basic_editor::rotate( scene::basic_node *Node, glm::vec3 const &Angle, float con
|
||||
}
|
||||
|
||||
void
|
||||
basic_editor::rotate_node( scene::basic_node *Node, glm::vec3 const &Angle ) {
|
||||
basic_editor::rotate_node( basic_node *Node, glm::vec3 const &Angle ) {
|
||||
|
||||
if( typeid( *Node ) == typeid( TAnimModel ) ) {
|
||||
rotate_instance( static_cast<TAnimModel *>( Node ), Angle );
|
||||
|
||||
Reference in New Issue
Block a user