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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[cpp] Resolve shadowed variables, see #1250.
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@ -6,8 +6,8 @@ if(MSVC)
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set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
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set (CMAKE_C_FLAGS "${CMAKE_CXX_FLAGS}")
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else()
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set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -Wextra -pedantic -std=c89")
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set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wnon-virtual-dtor -pedantic -std=c++03 -fno-exceptions -fno-rtti")
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set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -Wextra -pedantic -Wshadow -std=c89")
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set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wnon-virtual-dtor -pedantic -Wshadow -std=c++03 -fno-exceptions -fno-rtti")
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endif()
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set(CMAKE_INSTALL_PREFIX "./")
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@ -74,8 +74,8 @@ void DeformTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vecto
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return;
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}
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VertexAttachment *vertexAttachment = static_cast<VertexAttachment *>(slotAttachment);
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if (!vertexAttachment->applyDeform(_attachment)) {
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VertexAttachment *attachment = static_cast<VertexAttachment *>(slotAttachment);
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if (!attachment->applyDeform(_attachment)) {
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return;
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}
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@ -100,9 +100,9 @@ void DeformTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vecto
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}
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verticesArray.setSize(vertexCount, 0);
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Vector<float> &vertices = verticesArray;
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if (vertexAttachment->getBones().size() == 0) {
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if (attachment->getBones().size() == 0) {
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// Unweighted vertex positions.
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Vector<float> &setupVertices = vertexAttachment->getVertices();
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Vector<float> &setupVertices = attachment->getVertices();
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for (size_t i = 0; i < vertexCount; i++)
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vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
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} else {
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@ -60,7 +60,7 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress
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float sy = bone._ascaleY;
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if (compress || stretch) {
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float b = bone._data.getLength() * sx, dd = MathUtil::sqrt(tx * tx + ty * ty);
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if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
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if (((compress && dd < b) || (stretch && dd > b)) && (b > 0.0001f)) {
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float s = (dd / b - 1) * alpha + 1;
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sx *= s;
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if (uniform) sy *= s;
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@ -63,4 +63,4 @@ bool RTTI::instanceOf(const RTTI &rtti) const {
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}
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return false;
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}
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}
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@ -176,7 +176,8 @@ void Skeleton::updateCache() {
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}
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}
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for (size_t i = 0, n = _bones.size(); i < n; ++i) {
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size_t n = _bones.size();
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for (i = 0; i < n; ++i) {
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sortBone(_bones[i]);
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}
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}
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@ -144,9 +144,9 @@ SkeletonData *SkeletonBinary::readSkeletonData(const unsigned char *binary, cons
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}
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/* Bones. */
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int bonesCount = readVarint(input, true);
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skeletonData->_bones.setSize(bonesCount, 0);
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for (int i = 0; i < bonesCount; ++i) {
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int numBones = readVarint(input, true);
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skeletonData->_bones.setSize(numBones, 0);
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for (int i = 0; i < numBones; ++i) {
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const char *name = readString(input);
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BoneData *parent = i == 0 ? 0 : skeletonData->_bones[readVarint(input, true)];
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BoneData *data = new(__FILE__, __LINE__) BoneData(i, String(name, true), parent);
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@ -916,8 +916,8 @@ Animation *SkeletonBinary::readAnimation(const String &name, DataInput *input, S
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if (end == 0) {
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if (weighted) {
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deform.setSize(deformLength, 0);
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for (size_t i = 0; i < deformLength; ++i) {
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deform[i] = 0;
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for (size_t iiii = 0; iiii < deformLength; ++iiii) {
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deform[iiii] = 0;
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}
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} else {
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deform.clearAndAddAll(vertices);
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@ -643,7 +643,8 @@ SkeletonData *SkeletonJson::readSkeletonData(const char *json) {
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}
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/* Linked meshes. */
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for (int i = 0, n = _linkedMeshes.size(); i < n; ++i) {
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int n = _linkedMeshes.size();
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for (i = 0; i < n; ++i) {
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LinkedMesh *linkedMesh = _linkedMeshes[i];
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Skin *skin = linkedMesh->_skin.length() == 0 ? skeletonData->getDefaultSkin() : skeletonData->findSkin(
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linkedMesh->_skin);
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@ -1062,8 +1063,8 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
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VertexAttachment *attachment = static_cast<VertexAttachment *>(baseAttachment);
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weighted = attachment->_bones.size() != 0;
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Vector<float> &vertices = attachment->_vertices;
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deformLength = weighted ? vertices.size() / 3 * 2 : vertices.size();
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Vector<float> &verts = attachment->_vertices;
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deformLength = weighted ? verts.size() / 3 * 2 : verts.size();
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timeline = new(__FILE__, __LINE__) DeformTimeline(timelineMap->_size);
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@ -1072,34 +1073,34 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
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for (valueMap = timelineMap->_child, frameIndex = 0; valueMap; valueMap = valueMap->_next, ++frameIndex) {
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Json *vertices = Json::getItem(valueMap, "vertices");
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Vector<float> deform;
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Vector<float> deformed;
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if (!vertices) {
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if (weighted) {
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deform.setSize(deformLength, 0);
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deformed.setSize(deformLength, 0);
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} else {
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deform.clearAndAddAll(attachment->_vertices);
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deformed.clearAndAddAll(attachment->_vertices);
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}
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} else {
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int v, start = Json::getInt(valueMap, "offset", 0);
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Json *vertex;
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deform.setSize(deformLength, 0);
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deformed.setSize(deformLength, 0);
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if (_scale == 1) {
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for (vertex = vertices->_child, v = start; vertex; vertex = vertex->_next, ++v) {
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deform[v] = vertex->_valueFloat;
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deformed[v] = vertex->_valueFloat;
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}
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} else {
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for (vertex = vertices->_child, v = start; vertex; vertex = vertex->_next, ++v) {
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deform[v] = vertex->_valueFloat * _scale;
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deformed[v] = vertex->_valueFloat * _scale;
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}
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}
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if (!weighted) {
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Vector<float> &verticesAttachment = attachment->_vertices;
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for (v = 0; v < deformLength; ++v) {
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deform[v] += verticesAttachment[v];
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deformed[v] += verticesAttachment[v];
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}
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}
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}
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timeline->setFrame(frameIndex, Json::getFloat(valueMap, "time", 0), deform);
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timeline->setFrame(frameIndex, Json::getFloat(valueMap, "time", 0), deformed);
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readCurve(valueMap, timeline, frameIndex);
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}
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@ -233,11 +233,11 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
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if (vertexEffect != 0) {
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tempUvs.clear();
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tempColors.clear();
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for (int i = 0; i < verticesCount; i++) {
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for (int ii = 0; ii < verticesCount; ii++) {
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Color vertexColor = light;
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Color dark;
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dark.r = dark.g = dark.b = dark.a = 0;
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int index = i << 1;
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int index = ii << 1;
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float x = (*vertices)[index];
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float y = (*vertices)[index + 1];
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float u = (*uvs)[index];
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@ -250,8 +250,8 @@ void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const {
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tempColors.add(vertexColor);
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}
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for (int i = 0; i < indicesCount; ++i) {
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int index = (*indices)[i] << 1;
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for (int ii = 0; ii < indicesCount; ++ii) {
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int index = (*indices)[ii] << 1;
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vertex.position.x = (*vertices)[index];
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vertex.position.y = (*vertices)[index + 1];
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vertex.texCoords.x = (*uvs)[index] * size.x;
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