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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

chore: use const and reference whenever possible

This commit is contained in:
Jan Laupetin
2025-11-09 20:42:03 +01:00
parent 08a8a5cd07
commit e9e0c7f511
21 changed files with 657 additions and 648 deletions

View File

@@ -170,17 +170,17 @@ namespace
}
}
void loadWorldData(ufbx_scene* scene, BSPData* bsp, bool isGfxData)
void loadWorldData(const ufbx_scene& scene, BSPData& bsp, const bool isGfxData)
{
bool hasTangentSpace = true;
for (ufbx_node* node : scene->nodes)
for (ufbx_node* node : scene.nodes)
{
if (node->attrib_type == UFBX_ELEMENT_MESH)
{
if (isGfxData)
addFBXMeshToWorld(node, bsp->gfxWorld.surfaces, bsp->gfxWorld.vertices, bsp->gfxWorld.indices, hasTangentSpace);
addFBXMeshToWorld(node, bsp.gfxWorld.surfaces, bsp.gfxWorld.vertices, bsp.gfxWorld.indices, hasTangentSpace);
else
addFBXMeshToWorld(node, bsp->colWorld.surfaces, bsp->colWorld.vertices, bsp->colWorld.indices, hasTangentSpace);
addFBXMeshToWorld(node, bsp.colWorld.surfaces, bsp.colWorld.vertices, bsp.colWorld.indices, hasTangentSpace);
}
else
{
@@ -195,7 +195,7 @@ namespace
namespace BSP
{
std::unique_ptr<BSPData> createBSPData(std::string& mapName, ISearchPath& searchPath)
std::unique_ptr<BSPData> createBSPData(const std::string& mapName, ISearchPath& searchPath)
{
std::string gfxFbxFileName = "map_gfx.fbx";
std::string gfxFbxPath = BSPUtil::getFileNameForBSPAsset(gfxFbxFileName);
@@ -228,8 +228,8 @@ namespace BSP
ufbx_scene* colScene;
std::string colFbxFileName = "map_col.fbx";
std::string colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
auto colFile = searchPath.Open(colFbxPath);
const auto colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
const auto colFile = searchPath.Open(colFbxPath);
if (!colFile.IsOpen())
{
con::warn("Failed to open map collison fbx file: {}. map gfx will be used for collision instead.", colFbxPath);
@@ -264,8 +264,8 @@ namespace BSP
bsp->name = mapName;
bsp->bspName = "maps/mp/" + mapName + ".d3dbsp";
loadWorldData(gfxScene, bsp.get(), true);
loadWorldData(colScene, bsp.get(), false);
loadWorldData(*gfxScene, *bsp, true);
loadWorldData(*colScene, *bsp, false);
ufbx_free_scene(gfxScene);
if (gfxScene != colScene)