Style: Apply clang-tidy's modernize-use-default-member-init
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parent
0f0c0e5933
commit
65a2888057
8 changed files with 62 additions and 99 deletions
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@ -130,7 +130,7 @@ AnimationCurve::~AnimationCurve() {
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AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
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const Document &doc, const char *const *target_prop_whitelist /*= NULL*/,
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size_t whitelist_size /*= 0*/) :
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Object(id, element, name), target(), doc(doc) {
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Object(id, element, name), doc(doc) {
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const ScopePtr sc = GetRequiredScope(element);
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// find target node
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@ -93,7 +93,7 @@ using namespace Util;
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// ------------------------------------------------------------------------------------------------
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LazyObject::LazyObject(uint64_t id, const ElementPtr element, const Document &doc) :
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doc(doc), element(element), id(id), flags() {
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doc(doc), element(element), id(id) {
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// empty
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}
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@ -252,7 +252,7 @@ FileGlobalSettings::~FileGlobalSettings() {
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// ------------------------------------------------------------------------------------------------
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Document::Document(const Parser &parser, const ImportSettings &settings) :
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settings(settings), parser(parser), SafeToImport(false) {
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settings(settings), parser(parser) {
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// Cannot use array default initialization syntax because vc8 fails on it
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for (unsigned int &timeStamp : creationTimeStamp) {
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timeStamp = 0;
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@ -80,60 +80,52 @@ namespace FBXDocParser {
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/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
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struct ImportSettings {
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ImportSettings() :
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strictMode(true), readAllLayers(true), readAllMaterials(true), readMaterials(true), readTextures(true), readCameras(true), readLights(true), readAnimations(true), readWeights(true), preservePivots(true), optimizeEmptyAnimationCurves(true), useLegacyEmbeddedTextureNaming(false), removeEmptyBones(true), convertToMeters(false) {
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// empty
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}
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/** enable strict mode:
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* - only accept fbx 2012, 2013 files
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* - on the slightest error, give up.
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*
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* Basically, strict mode means that the fbx file will actually
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* be validated. Strict mode is off by default. */
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bool strictMode;
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* be validated.*/
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bool strictMode = true;
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/** specifies whether all geometry layers are read and scanned for
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* usable data channels. The FBX spec indicates that many readers
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* will only read the first channel and that this is in some way
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* the recommended way- in reality, however, it happens a lot that
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* vertex data is spread among multiple layers. The default
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* value for this option is true.*/
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bool readAllLayers;
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* vertex data is spread among multiple layers.*/
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bool readAllLayers = true;
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/** specifies whether all materials are read, or only those that
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* are referenced by at least one mesh. Reading all materials
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* may make FBX reading a lot slower since all objects
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* need to be processed .
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* This bit is ignored unless readMaterials=true*/
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bool readAllMaterials;
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* need to be processed.
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* This bit is ignored unless readMaterials=true.*/
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bool readAllMaterials = true;
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/** import materials (true) or skip them and assign a default
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* material. The default value is true.*/
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bool readMaterials;
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* material.*/
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bool readMaterials = true;
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/** import embedded textures? Default value is true.*/
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bool readTextures;
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/** import embedded textures?*/
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bool readTextures = true;
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/** import cameras? Default value is true.*/
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bool readCameras;
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/** import cameras?*/
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bool readCameras = true;
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/** import light sources? Default value is true.*/
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bool readLights;
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/** import light sources?*/
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bool readLights = true;
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/** import animations (i.e. animation curves, the node
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* skeleton is always imported). Default value is true. */
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bool readAnimations;
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* skeleton is always imported).*/
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bool readAnimations = true;
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/** read bones (vertex weights and deform info).
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* Default value is true. */
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bool readWeights;
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/** read bones (vertex weights and deform info).*/
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bool readWeights = true;
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/** preserve transformation pivots and offsets. Since these can
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* not directly be represented in assimp, additional dummy
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* nodes will be generated. Note that settings this to false
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* can make animation import a lot slower. The default value
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* is true.
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* can make animation import a lot slower.
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*
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* The naming scheme for the generated nodes is:
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* <OriginalName>_$AssimpFbx$_<TransformName>
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@ -149,24 +141,21 @@ struct ImportSettings {
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* Scaling
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* Rotation
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**/
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bool preservePivots;
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bool preservePivots = true;
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/** do not import animation curves that specify a constant
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* values matching the corresponding node transformation.
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* The default value is true. */
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bool optimizeEmptyAnimationCurves;
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* values matching the corresponding node transformation.*/
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bool optimizeEmptyAnimationCurves = true;
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/** use legacy naming for embedded textures eg: (*0, *1, *2)
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*/
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bool useLegacyEmbeddedTextureNaming;
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/** use legacy naming for embedded textures eg: (*0, *1, *2).*/
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bool useLegacyEmbeddedTextureNaming = false;
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/** Empty bones shall be removed
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*/
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bool removeEmptyBones;
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/** Empty bones shall be removed.*/
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bool removeEmptyBones = true;
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/** Set to true to perform a conversion from cm to meter after the import
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*/
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bool convertToMeters;
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/** Set to true to perform a conversion from cm to meter after
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* the import.*/
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bool convertToMeters = false;
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};
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} // namespace FBXDocParser
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@ -171,7 +171,7 @@ Material::~Material() {
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// ------------------------------------------------------------------------------------------------
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Texture::Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name), uvScaling(1.0f, 1.0f), media(nullptr) {
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Object(id, element, name), uvScaling(1.0f, 1.0f) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr Type = sc->GetElement("Type");
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@ -297,7 +297,7 @@ void LayeredTexture::fillTexture(const Document &doc) {
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// ------------------------------------------------------------------------------------------------
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Video::Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name), contentLength(0), content(0) {
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Object(id, element, name) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr Type = sc->GetElement("Type");
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@ -88,7 +88,7 @@ using namespace Util;
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// ------------------------------------------------------------------------------------------------
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Geometry::Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
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Object(id, element, name), skin() {
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Object(id, element, name) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
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for (const Connection *con : conns) {
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const Skin *sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
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@ -216,7 +216,7 @@ Scope::~Scope() {
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// ------------------------------------------------------------------------------------------------
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Parser::Parser(const TokenList &tokens, bool is_binary) :
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tokens(tokens), last(), current(), cursor(tokens.begin()), is_binary(is_binary) {
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tokens(tokens), cursor(tokens.begin()), is_binary(is_binary) {
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root = new_Scope(*this, true);
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scopes.push_back(root);
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}
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@ -145,8 +145,7 @@ std::string PeekPropertyName(const Element &element) {
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} // namespace
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// ------------------------------------------------------------------------------------------------
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PropertyTable::PropertyTable() :
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templateProps(), element() {
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PropertyTable::PropertyTable() {
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}
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// ------------------------------------------------------------------------------------------------
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@ -691,21 +691,21 @@ private:
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};
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struct Particles {
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bool inactive;
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float inactive_time;
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bool emitting;
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bool one_shot;
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int amount;
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float lifetime;
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float pre_process_time;
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float explosiveness;
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float randomness;
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bool restart_request;
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AABB custom_aabb;
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bool use_local_coords;
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bool inactive = true;
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float inactive_time = 0.0;
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bool emitting = false;
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bool one_shot = false;
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int amount = 0;
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float lifetime = 1.0;
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float pre_process_time = 0.0;
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float explosiveness = 0.0;
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float randomness = 0.0;
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bool restart_request = false;
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AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
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bool use_local_coords = true;
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RID process_material;
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RS::ParticlesDrawOrder draw_order;
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RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
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Vector<RID> draw_passes;
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RID sub_emitter;
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float phase;
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float prev_phase;
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uint64_t prev_ticks;
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uint32_t random_seed;
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float phase = 0.0;
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float prev_phase = 0.0;
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uint64_t prev_ticks = 0;
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uint32_t random_seed = 0;
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uint32_t cycle_number;
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uint32_t cycle_number = 0;
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float speed_scale;
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float speed_scale = 1.0;
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int fixed_fps;
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bool fractional_delta;
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float frame_remainder;
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float collision_base_size;
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int fixed_fps = 0;
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bool fractional_delta = false;
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float frame_remainder = 0;
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float collision_base_size = 0.01;
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bool clear;
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bool clear = true;
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bool force_sub_emit = false;
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Set<RID> collisions;
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Particles() :
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inactive(true),
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inactive_time(0.0),
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emitting(false),
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one_shot(false),
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amount(0),
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lifetime(1.0),
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pre_process_time(0.0),
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explosiveness(0.0),
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randomness(0.0),
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restart_request(false),
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custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
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use_local_coords(true),
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draw_order(RS::PARTICLES_DRAW_ORDER_INDEX),
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prev_ticks(0),
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random_seed(0),
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cycle_number(0),
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speed_scale(1.0),
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fixed_fps(0),
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fractional_delta(false),
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frame_remainder(0),
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collision_base_size(0.01),
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clear(true) {
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}
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Dependency dependency;
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ParticlesFrameParams frame_params;
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