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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-19 03:45:43 +00:00
refactor(Core): apply clang-tidy modernize-loop-convert (#3822)
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@@ -686,14 +686,14 @@ namespace MMAP
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position.x -= 32 * GRID_SIZE;
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position.y -= 32 * GRID_SIZE;
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for (std::vector<GroupModel>::iterator it = groupModels.begin(); it != groupModels.end(); ++it)
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for (auto & groupModel : groupModels)
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{
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std::vector<G3D::Vector3> tempVertices;
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std::vector<G3D::Vector3> transformedVertices;
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std::vector<MeshTriangle> tempTriangles;
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WmoLiquid* liquid = nullptr;
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it->getMeshData(tempVertices, tempTriangles, liquid);
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groupModel.getMeshData(tempVertices, tempTriangles, liquid);
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// first handle collision mesh
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transform(tempVertices, transformedVertices, scale, rotation, position);
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@@ -778,9 +778,9 @@ namespace MMAP
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}
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uint32 liqOffset = meshData.liquidVerts.size() / 3;
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for (uint32 j = 0; j < liqVerts.size(); ++j)
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for (auto & liqVert : liqVerts)
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{
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meshData.liquidVerts.append(liqVerts[j].y, liqVerts[j].z, liqVerts[j].x);
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meshData.liquidVerts.append(liqVert.y, liqVert.z, liqVert.x);
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}
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for (uint32 j = 0; j < liqTris.size() / 3; ++j)
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@@ -802,10 +802,10 @@ namespace MMAP
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/**************************************************************************/
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void TerrainBuilder::transform(std::vector<G3D::Vector3>& source, std::vector<G3D::Vector3>& transformedVertices, float scale, G3D::Matrix3& rotation, G3D::Vector3& position)
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{
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for (std::vector<G3D::Vector3>::iterator it = source.begin(); it != source.end(); ++it)
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for (auto & it : source)
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{
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// apply tranform, then mirror along the horizontal axes
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G3D::Vector3 v((*it) * rotation * scale + position);
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G3D::Vector3 v(it * rotation * scale + position);
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v.x *= -1.f;
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v.y *= -1.f;
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transformedVertices.push_back(v);
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@@ -815,11 +815,11 @@ namespace MMAP
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/**************************************************************************/
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void TerrainBuilder::copyVertices(std::vector<G3D::Vector3>& source, G3D::Array<float>& dest)
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{
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for (std::vector<G3D::Vector3>::iterator it = source.begin(); it != source.end(); ++it)
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for (auto & it : source)
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{
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dest.push_back((*it).y);
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dest.push_back((*it).z);
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dest.push_back((*it).x);
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dest.push_back(it.y);
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dest.push_back(it.z);
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dest.push_back(it.x);
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}
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}
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@@ -828,20 +828,20 @@ namespace MMAP
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{
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if (flip)
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{
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for (std::vector<MeshTriangle>::iterator it = source.begin(); it != source.end(); ++it)
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for (auto & it : source)
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{
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dest.push_back((*it).idx2 + offset);
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dest.push_back((*it).idx1 + offset);
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dest.push_back((*it).idx0 + offset);
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dest.push_back(it.idx2 + offset);
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dest.push_back(it.idx1 + offset);
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dest.push_back(it.idx0 + offset);
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}
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}
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else
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{
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for (std::vector<MeshTriangle>::iterator it = source.begin(); it != source.end(); ++it)
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for (auto & it : source)
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{
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dest.push_back((*it).idx0 + offset);
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dest.push_back((*it).idx1 + offset);
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dest.push_back((*it).idx2 + offset);
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dest.push_back(it.idx0 + offset);
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dest.push_back(it.idx1 + offset);
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dest.push_back(it.idx2 + offset);
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}
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}
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}
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