refactor(Core): apply clang-tidy modernize-loop-convert (#3822)

This commit is contained in:
Francesco Borzì
2020-12-07 19:04:19 +01:00
committed by GitHub
parent 0b7b36f20c
commit 0b8ec1f6ee
16 changed files with 125 additions and 130 deletions

View File

@@ -686,14 +686,14 @@ namespace MMAP
position.x -= 32 * GRID_SIZE;
position.y -= 32 * GRID_SIZE;
for (std::vector<GroupModel>::iterator it = groupModels.begin(); it != groupModels.end(); ++it)
for (auto & groupModel : groupModels)
{
std::vector<G3D::Vector3> tempVertices;
std::vector<G3D::Vector3> transformedVertices;
std::vector<MeshTriangle> tempTriangles;
WmoLiquid* liquid = nullptr;
it->getMeshData(tempVertices, tempTriangles, liquid);
groupModel.getMeshData(tempVertices, tempTriangles, liquid);
// first handle collision mesh
transform(tempVertices, transformedVertices, scale, rotation, position);
@@ -778,9 +778,9 @@ namespace MMAP
}
uint32 liqOffset = meshData.liquidVerts.size() / 3;
for (uint32 j = 0; j < liqVerts.size(); ++j)
for (auto & liqVert : liqVerts)
{
meshData.liquidVerts.append(liqVerts[j].y, liqVerts[j].z, liqVerts[j].x);
meshData.liquidVerts.append(liqVert.y, liqVert.z, liqVert.x);
}
for (uint32 j = 0; j < liqTris.size() / 3; ++j)
@@ -802,10 +802,10 @@ namespace MMAP
/**************************************************************************/
void TerrainBuilder::transform(std::vector<G3D::Vector3>& source, std::vector<G3D::Vector3>& transformedVertices, float scale, G3D::Matrix3& rotation, G3D::Vector3& position)
{
for (std::vector<G3D::Vector3>::iterator it = source.begin(); it != source.end(); ++it)
for (auto & it : source)
{
// apply tranform, then mirror along the horizontal axes
G3D::Vector3 v((*it) * rotation * scale + position);
G3D::Vector3 v(it * rotation * scale + position);
v.x *= -1.f;
v.y *= -1.f;
transformedVertices.push_back(v);
@@ -815,11 +815,11 @@ namespace MMAP
/**************************************************************************/
void TerrainBuilder::copyVertices(std::vector<G3D::Vector3>& source, G3D::Array<float>& dest)
{
for (std::vector<G3D::Vector3>::iterator it = source.begin(); it != source.end(); ++it)
for (auto & it : source)
{
dest.push_back((*it).y);
dest.push_back((*it).z);
dest.push_back((*it).x);
dest.push_back(it.y);
dest.push_back(it.z);
dest.push_back(it.x);
}
}
@@ -828,20 +828,20 @@ namespace MMAP
{
if (flip)
{
for (std::vector<MeshTriangle>::iterator it = source.begin(); it != source.end(); ++it)
for (auto & it : source)
{
dest.push_back((*it).idx2 + offset);
dest.push_back((*it).idx1 + offset);
dest.push_back((*it).idx0 + offset);
dest.push_back(it.idx2 + offset);
dest.push_back(it.idx1 + offset);
dest.push_back(it.idx0 + offset);
}
}
else
{
for (std::vector<MeshTriangle>::iterator it = source.begin(); it != source.end(); ++it)
for (auto & it : source)
{
dest.push_back((*it).idx0 + offset);
dest.push_back((*it).idx1 + offset);
dest.push_back((*it).idx2 + offset);
dest.push_back(it.idx0 + offset);
dest.push_back(it.idx1 + offset);
dest.push_back(it.idx2 + offset);
}
}
}