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mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

remove trailing whitespace

This commit is contained in:
Hubert Jarosz
2016-03-09 00:00:52 +01:00
parent 1dad6eca81
commit 4a4f247914
386 changed files with 7664 additions and 7664 deletions

View File

@@ -34,78 +34,78 @@
struct _ConnectionKey {
int node;
int slot;
int slot;
_FORCE_INLINE_ _ConnectionKey(int p_node=0,int p_slot=0) { node=p_node; slot=p_slot; }
_FORCE_INLINE_ bool operator<(const _ConnectionKey& p_other) const {
if (node<p_other.node)
return true;
else if (node>p_other.node)
return false;
return false;
else
return slot<p_other.slot;
}
};
Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const {
Map<int,Node>::Element *E = node_map.front();
int i=0;
int i=0;
while(E) {
E->get().order=i++;
E->get().out_valid=false;
E->get().in_valid=false;
E=E->next();
}
}
int worst_case=connections.size() * connections.size(); // worst bubble case
int iterations=0;
int swaps;
do {
do {
swaps=0;
const List<Connection>::Element *E=connections.front();
while(E) {
const Connection &c = E->get();
const Node *src = &node_map[c.src_id];
const Node *dst = &node_map[c.dst_id];
if (src->order > dst->order) {
SWAP(src->order, dst->order);
swaps++;
}
E=E->next();
}
iterations++;
} while (iterations<=worst_case && swaps>0);
ERR_FAIL_COND_V( swaps != 0 , ERR_CYCLIC_LINK );
//node array
Vector<const Node*> nodes;
nodes.resize(node_map.size());
E = node_map.front();
while(E) {
ERR_FAIL_INDEX_V( E->get().order, nodes.size(), ERR_BUG);
nodes[E->get().order]=&E->get();
E=E->next();
}
//connection set
Map<_ConnectionKey,int> in_connection_map;
Map<_ConnectionKey,List<int> > out_connection_map;
Map<_ConnectionKey,int> in_node_map;
@@ -115,7 +115,7 @@ Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const {
i=0;
while(CE) {
const Connection &c = CE->get();
_ConnectionKey in_k;
in_k.node=node_map[c.dst_id].order;
in_k.slot=c.dst_slot;
@@ -131,11 +131,11 @@ Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const {
if(!out_node_map.has(out_k))
out_node_map[out_k]=List<int>();
out_node_map[out_k].push_back(node_map[c.dst_id].order);
i++;
CE=CE->next();
}
// validate nodes if they are connected to an output
for(int i=nodes.size()-1;i>=0;i--) {
@@ -231,9 +231,9 @@ Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const {
}
// write code
p_generator->begin();
for(int i=0;i<nodes.size();i++) {
@@ -244,35 +244,35 @@ Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const {
in_indices.resize(VS::shader_get_input_count(nodes[i]->type));
Vector<int> out_indices;
Vector<int> out_slot_indices;
for(int j=0;j<in_indices.size();j++) {
_ConnectionKey key(nodes[i]->order,j);
if (in_connection_map.has(key))
in_indices[j]=in_connection_map[key];
else
in_indices[j]=-1;
in_indices[j]=-1;
}
for(int j=0;j<VS::shader_get_output_count(nodes[i]->type);j++) {
_ConnectionKey key(nodes[i]->order,j);
if (out_connection_map.has(key)) {
for(List<int>::Element *CE=out_connection_map[key].front();CE;CE=CE->next()) {
out_indices.push_back(CE->get());
out_slot_indices.push_back(j);
}
}
}
Error err = p_generator->add_node(nodes[i]->type,i,nodes[i]->id,nodes[i]->param,in_indices,out_indices,out_slot_indices);
ERR_FAIL_COND_V( err, err );
}
p_generator->end();
return OK;
}
@@ -282,7 +282,7 @@ void ShaderGraph::node_add(VS::ShaderNodeType p_type,int p_id) {
ERR_FAIL_COND( node_map.has(p_id ) );
ERR_FAIL_INDEX( p_type, VS::NODE_TYPE_MAX );
Node node;
node.type=p_type;
node.id=p_id;
node.x=0;
@@ -312,14 +312,14 @@ int ShaderGraph::node_get_pos_y(int p_id) const {
void ShaderGraph::node_remove(int p_id) {
ERR_FAIL_COND(!node_map.has(p_id));
//erase connections associated with node
List<Connection>::Element *N,*E=connections.front();
while(E) {
N=E->next();
const Connection &c = E->get();
if (c.src_id==p_id || c.dst_id==p_id) {
connections.erase(E);
}
E=N;
@@ -337,17 +337,17 @@ void ShaderGraph::node_change_type(int p_id, VS::ShaderNodeType p_type) {
}
void ShaderGraph::node_set_param(int p_id, const Variant& p_value) {
ERR_FAIL_COND(!node_map.has(p_id));
node_map[p_id].param=p_value;
node_map[p_id].param=p_value;
}
void ShaderGraph::get_node_list(List<int> *p_node_list) const {
Map<int,Node>::Element *E = node_map.front();
while(E) {
p_node_list->push_back(E->key());
E=E->next();
}
@@ -363,7 +363,7 @@ VS::ShaderNodeType ShaderGraph::node_get_type(int p_id) const {
Variant ShaderGraph::node_get_param(int p_id) const {
ERR_FAIL_COND_V(!node_map.has(p_id),Variant());
return node_map[p_id].param;
return node_map[p_id].param;
}
@@ -383,16 +383,16 @@ Error ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_s
while(E) {
const Connection &c = E->get();
ERR_FAIL_COND_V(c.dst_slot==p_dst_slot && c.dst_id == p_dst_id, ERR_ALREADY_EXISTS);
E=E->next();
}
Connection c;
c.src_slot=p_src_slot;
c.src_id=p_src_id;
c.dst_slot=p_dst_slot;
c.dst_id=p_dst_id;
connections.push_back(c);
return OK;
@@ -419,12 +419,12 @@ void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst
N=E->next();
const Connection &c = E->get();
if (c.src_slot==p_src_slot && c.src_id==p_src_id && c.dst_slot==p_dst_slot && c.dst_id == p_dst_id) {
connections.erase(E);
}
E=N;
}
}