Cleanup: Format

This commit is contained in:
Lukas Stockner 2023-09-13 02:25:03 +02:00
parent 158dbc1b10
commit d169403d96
5 changed files with 50 additions and 49 deletions

View File

@ -1124,9 +1124,9 @@ void fcurve_to_keylist(AnimData *adt, FCurve *fcu, AnimKeylist *keylist, const i
}
void action_group_to_keylist(AnimData *adt,
bActionGroup *agrp,
AnimKeylist *keylist,
const int saction_flag)
bActionGroup *agrp,
AnimKeylist *keylist,
const int saction_flag)
{
if (agrp) {
/* loop through F-Curves */

View File

@ -49,7 +49,7 @@ namespace blender::ed::greasepencil {
void set_selected_frames_type(bke::greasepencil::Layer &layer,
const eBezTriple_KeyframeType key_type);
/* Creates duplicate frames for each selected frame in the layer. The duplicates are stored in the
* LayerTransformData structure of the layer runtime data. This function also unselects the
* selected frames, while keeping the duplicates selected. */

View File

@ -53,69 +53,66 @@ void draw_keyframe_shape(float x,
/* Channel Drawing ------------------ */
/* F-Curve */
void ED_add_fcurve_channel(ChannelDrawList *draw_list,
AnimData *adt,
FCurve *fcu,
float ypos,
float yscale_fac,
int saction_flag);
AnimData *adt,
FCurve *fcu,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Group Summary */
void ED_add_action_group_channel(ChannelDrawList *draw_list,
AnimData *adt,
bActionGroup *agrp,
float ypos,
float yscale_fac,
int saction_flag);
AnimData *adt,
bActionGroup *agrp,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Summary */
void ED_add_action_channel(ChannelDrawList *draw_list,
AnimData *adt,
bAction *act,
float ypos,
float yscale_fac,
int saction_flag);
AnimData *adt,
bAction *act,
float ypos,
float yscale_fac,
int saction_flag);
/* Object Summary */
void ED_add_object_channel(ChannelDrawList *draw_list,
bDopeSheet *ads,
Object *ob,
float ypos,
float yscale_fac,
int saction_flag);
bDopeSheet *ads,
Object *ob,
float ypos,
float yscale_fac,
int saction_flag);
/* Scene Summary */
void ED_add_scene_channel(ChannelDrawList *draw_list,
bDopeSheet *ads,
Scene *sce,
float ypos,
float yscale_fac,
int saction_flag);
/* DopeSheet Summary */
void ED_add_summary_channel(ChannelDrawList *draw_list,
bAnimContext *ac,
bDopeSheet *ads,
Scene *sce,
float ypos,
float yscale_fac,
int saction_flag);
/* DopeSheet Summary */
void ED_add_summary_channel(
ChannelDrawList *draw_list, bAnimContext *ac, float ypos, float yscale_fac, int saction_flag);
/* Grease Pencil cels channels */
void ED_add_grease_pencil_cels_channel(ChannelDrawList *draw_list,
bDopeSheet *ads,
const GreasePencilLayer *layer,
float ypos,
float yscale_fac,
int saction_flag);
bDopeSheet *ads,
const GreasePencilLayer *layer,
float ypos,
float yscale_fac,
int saction_flag);
/* Grease Pencil layer group channels */
void ED_add_grease_pencil_layer_group_channel(ChannelDrawList *draw_list,
bDopeSheet *ads,
const GreasePencilLayerTreeGroup *layer,
float ypos,
float yscale_fac,
int saction_flag);
bDopeSheet *ads,
const GreasePencilLayerTreeGroup *layer,
float ypos,
float yscale_fac,
int saction_flag);
/* Grease Pencil data channels */
void ED_add_grease_pencil_datablock_channel(ChannelDrawList *draw_list,
bDopeSheet *ads,
const GreasePencil *grease_pencil,
const float ypos,
const float yscale_fac,
int saction_flag);
bDopeSheet *ads,
const GreasePencil *grease_pencil,
const float ypos,
const float yscale_fac,
int saction_flag);
/* Grease Pencil Layer */
void ED_add_grease_pencil_layer_legacy_channel(ChannelDrawList *draw_list,

View File

@ -148,7 +148,10 @@ int64_t ED_keylist_array_len(const AnimKeylist *keylist);
/* F-Curve */
void fcurve_to_keylist(AnimData *adt, FCurve *fcu, AnimKeylist *keylist, int saction_flag);
/* Action Group */
void action_group_to_keylist(AnimData *adt, bActionGroup *agrp, AnimKeylist *keylist, int saction_flag);
void action_group_to_keylist(AnimData *adt,
bActionGroup *agrp,
AnimKeylist *keylist,
int saction_flag);
/* Action */
void action_to_keylist(AnimData *adt, bAction *act, AnimKeylist *keylist, int saction_flag);
/* Object */

View File

@ -485,7 +485,8 @@ void USDMaterialReader::set_principled_node_inputs(bNode *principled,
set_node_input(coat_input, principled, "Coat", ntree, column, &context);
}
if (pxr::UsdShadeInput coat_roughness_input = usd_shader.GetInput(usdtokens::clearcoatRoughness)) {
if (pxr::UsdShadeInput coat_roughness_input = usd_shader.GetInput(usdtokens::clearcoatRoughness))
{
set_node_input(coat_roughness_input, principled, "Coat Roughness", ntree, column, &context);
}