Fix misnamed range-for loop variables

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-07-13 17:16:42 -07:00
parent bf92c283a0
commit 04babd3cff
27 changed files with 90 additions and 90 deletions
@@ -158,9 +158,9 @@ namespace RenderGL
delete[] mTextures;
// get rid of texture entries
for (TextEntry* mTextEntrie : mTextEntries)
for (TextEntry* textEntry : mTextEntries)
{
delete mTextEntrie;
delete textEntry;
}
mTextEntries.clear();
}
@@ -261,12 +261,12 @@ namespace EMotionFX
void Actor::RemoveAllMaterials()
{
// for all LODs
for (AZStd::vector<Material*>& mMaterial : mMaterials)
for (AZStd::vector<Material*>& materials : mMaterials)
{
// delete all materials
for (Material* m : mMaterial)
for (Material* material : materials)
{
m->Destroy();
material->Destroy();
}
}
@@ -749,14 +749,14 @@ namespace EMotionFX
const size_t numLODs = GetNumLODLevels();
// for all LODs, get rid of all the morph setups for each geometry LOD
for (MorphSetup* mMorphSetup : mMorphSetups)
for (MorphSetup* morphSetup : mMorphSetups)
{
if (mMorphSetup)
if (morphSetup)
{
mMorphSetup->Destroy();
morphSetup->Destroy();
}
mMorphSetup = nullptr;
morphSetup = nullptr;
}
// remove all modifiers from the stacks for each lod in all nodes
@@ -561,9 +561,9 @@ namespace EMotionFX
// set the attachment matrices
void ActorInstance::UpdateAttachments()
{
for (Attachment* mAttachment : mAttachments)
for (Attachment* attachment : mAttachments)
{
mAttachment->Update();
attachment->Update();
}
}
@@ -1741,9 +1741,9 @@ namespace EMotionFX
SetIsVisible(isVisible);
// recurse to all child attachments
for (Attachment* mAttachment : mAttachments)
for (Attachment* attachment : mAttachments)
{
mAttachment->GetAttachmentActorInstance()->RecursiveSetIsVisible(isVisible);
attachment->GetAttachmentActorInstance()->RecursiveSetIsVisible(isVisible);
}
}
@@ -143,11 +143,11 @@ namespace EMotionFX
{
if (delFromMem)
{
for (MCore::Attribute* mParamValue : mParamValues)
for (MCore::Attribute* paramValue : mParamValues)
{
if (mParamValue)
if (paramValue)
{
delete mParamValue;
delete paramValue;
}
}
}
@@ -930,9 +930,9 @@ namespace EMotionFX
// reset all node flags
void AnimGraphInstance::ResetFlagsForAllObjects(uint32 flagsToDisable)
{
for (uint32& mObjectFlag : mObjectFlags)
for (uint32& objectFlag : mObjectFlags)
{
mObjectFlag &= ~flagsToDisable;
objectFlag &= ~flagsToDisable;
}
}
@@ -97,16 +97,16 @@ namespace EMotionFX
bool CheckIfIsCompatibleWith(const Port& otherPort) const
{
// check the data types
for (uint32 mCompatibleType : mCompatibleTypes)
for (uint32 compatibleType : mCompatibleTypes)
{
// If there aren't any more compatibility types and we haven't found a compatible one so far, return false
if (mCompatibleType == 0)
if (compatibleType == 0)
{
return false;
}
for (uint32 otherCompatibleTypeIndex : otherPort.mCompatibleTypes)
{
if (otherCompatibleTypeIndex == mCompatibleType)
if (otherCompatibleTypeIndex == compatibleType)
{
return true;
}
@@ -27,9 +27,9 @@ namespace EMotionFX
AnimGraphPosePool::~AnimGraphPosePool()
{
// delete all poses
for (AnimGraphPose* mPose : mPoses)
for (AnimGraphPose* pose : mPoses)
{
delete mPose;
delete pose;
}
mPoses.clear();
@@ -28,9 +28,9 @@ namespace EMotionFX
AnimGraphRefCountedDataPool::~AnimGraphRefCountedDataPool()
{
// delete all items
for (AnimGraphRefCountedData*& mItem : mItems)
for (AnimGraphRefCountedData*& item : mItems)
{
delete mItem;
delete item;
}
mItems.clear();
@@ -60,9 +60,9 @@ namespace EMotionFX
Importer::~Importer()
{
// remove all chunk processors
for (ChunkProcessor* mChunkProcessor : mChunkProcessors)
for (ChunkProcessor* chunkProcessor : mChunkProcessors)
{
mChunkProcessor->Destroy();
chunkProcessor->Destroy();
}
}
@@ -374,9 +374,9 @@ namespace EMotionFX
// copy all original data over the output data
void Mesh::ResetToOriginalData()
{
for (VertexAttributeLayer* mVertexAttribute : mVertexAttributes)
for (VertexAttributeLayer* vertexAttribute : mVertexAttributes)
{
mVertexAttribute->ResetToOriginalData();
vertexAttribute->ResetToOriginalData();
}
}
@@ -88,17 +88,17 @@ namespace EMotionFX
const size_t lodLevel = actorInstance->GetLODLevel();
// apply all deform passes
for (DeformPass& mDeformPasse : mDeformPasses)
for (DeformPass& deformPass : mDeformPasses)
{
// find the morph target
MorphTargetStandard* morphTarget = (MorphTargetStandard*)actor->GetMorphSetup(lodLevel)->FindMorphTargetByID(mDeformPasse.mMorphTarget->GetID());
MorphTargetStandard* morphTarget = (MorphTargetStandard*)actor->GetMorphSetup(lodLevel)->FindMorphTargetByID(deformPass.mMorphTarget->GetID());
if (morphTarget == nullptr)
{
continue;
}
// get the deform data and number of vertices to deform
MorphTargetStandard::DeformData* deformData = morphTarget->GetDeformData(mDeformPasse.mDeformDataNr);
MorphTargetStandard::DeformData* deformData = morphTarget->GetDeformData(deformPass.mDeformDataNr);
const uint32 numDeformVerts = deformData->mNumVerts;
// this mesh deformer can't work on this mesh, because the deformdata number of vertices is bigger than the
@@ -120,7 +120,7 @@ namespace EMotionFX
const bool nearZero = (MCore::Math::Abs(weight) < 0.0001f);
// we are near zero, and the previous frame as well, so we can return
if (nearZero && mDeformPasse.mLastNearZero)
if (nearZero && deformPass.mLastNearZero)
{
continue;
}
@@ -128,11 +128,11 @@ namespace EMotionFX
// update the flag
if (nearZero)
{
mDeformPasse.mLastNearZero = true;
deformPass.mLastNearZero = true;
}
else
{
mDeformPasse.mLastNearZero = false; // we moved away from zero influence
deformPass.mLastNearZero = false; // we moved away from zero influence
}
// output data
@@ -70,9 +70,9 @@ namespace EMotionFX
// remove all morph targets
void MorphSetup::RemoveAllMorphTargets()
{
for (MorphTarget*& mMorphTarget : mMorphTargets)
for (MorphTarget*& morphTarget : mMorphTargets)
{
mMorphTarget->Destroy();
morphTarget->Destroy();
}
mMorphTargets.clear();
@@ -176,9 +176,9 @@ namespace EMotionFX
}
// scale the morph targets
for (MorphTarget* mMorphTarget : mMorphTargets)
for (MorphTarget* morphTarget : mMorphTargets)
{
mMorphTarget->Scale(scaleFactor);
morphTarget->Scale(scaleFactor);
}
}
} // namespace EMotionFX
@@ -177,20 +177,20 @@ namespace EMotionFX
const float normalizedWeight = CalcNormalizedWeight(newWeight); // convert in range of 0..1
// calculate the new transformations for all nodes of this morph target
for (const Transformation& mTransform : mTransforms)
for (const Transformation& transform : mTransforms)
{
// if this is the node that gets modified by this transform
if (mTransform.mNodeIndex != nodeIndex)
if (transform.mNodeIndex != nodeIndex)
{
continue;
}
position += mTransform.mPosition * newWeight;
scale += mTransform.mScale * newWeight;
position += transform.mPosition * newWeight;
scale += transform.mScale * newWeight;
// rotate additively
const AZ::Quaternion& orgRot = actorInstance->GetTransformData()->GetBindPose()->GetLocalSpaceTransform(nodeIndex).mRotation;
const AZ::Quaternion rot = orgRot.NLerp(mTransform.mRotation, normalizedWeight);
const AZ::Quaternion rot = orgRot.NLerp(transform.mRotation, normalizedWeight);
rotation = rotation * (orgRot.GetInverseFull() * rot);
rotation.Normalize();
@@ -65,9 +65,9 @@ namespace EMotionFX
MCORE_ASSERT(mData == nullptr);
// delete all subpools
for (SubPool* mSubPool : mSubPools)
for (SubPool* subPool : mSubPools)
{
delete mSubPool;
delete subPool;
}
mSubPools.clear();
@@ -49,11 +49,11 @@ namespace EMotionFX
void MotionLayerSystem::RemoveAllLayerPasses(bool delFromMem)
{
// delete all layer passes
for (LayerPass* mLayerPasse : mLayerPasses)
for (LayerPass* layerPass : mLayerPasses)
{
if (delFromMem)
{
mLayerPasse->Destroy();
layerPass->Destroy();
}
}
@@ -120,9 +120,9 @@ namespace EMotionFX
mMotionQueue->Update();
// process all layer passes
for (LayerPass* mLayerPasse : mLayerPasses)
for (LayerPass* layerPass : mLayerPasses)
{
mLayerPasse->Process();
layerPass->Process();
}
// process the repositioning as last
@@ -479,10 +479,10 @@ namespace EMotionFX
size_t result = 0;
// get the number of motion sets and iterate through them
for (const MotionSet* mMotionSet : mMotionSets)
for (const MotionSet* motionSet : mMotionSets)
{
// sum up the root motion sets
if (mMotionSet->GetParentSet() == nullptr)
if (motionSet->GetParentSet() == nullptr)
{
result++;
}
@@ -90,9 +90,9 @@ namespace EMotionFX
// copy the node attributes
result->mAttributes.reserve(mAttributes.size());
for (const NodeAttribute* mAttribute : mAttributes)
for (const NodeAttribute* attribute : mAttributes)
{
result->AddAttribute(mAttribute->Clone());
result->AddAttribute(attribute->Clone());
}
// return the resulting clone
@@ -580,9 +580,9 @@ namespace EMotionFX
void StandardMaterial::RemoveAllLayers()
{
for (StandardMaterialLayer* mLayer : mLayers)
for (StandardMaterialLayer* layer : mLayers)
{
mLayer->Destroy();
layer->Destroy();
}
mLayers.clear();
@@ -187,10 +187,10 @@ namespace EMStudio
mHierarchy->clear();
// get the number actor instances and iterate over them
for (const uint32 mActorInstanceID : mActorInstanceIDs)
for (const uint32 actorInstanceID : mActorInstanceIDs)
{
// get the actor instance by its id
EMotionFX::ActorInstance* actorInstance = EMotionFX::GetActorManager().FindActorInstanceByID(mActorInstanceID);
EMotionFX::ActorInstance* actorInstance = EMotionFX::GetActorManager().FindActorInstanceByID(actorInstanceID);
if (actorInstance)
{
AddActorInstance(actorInstance);
@@ -33,9 +33,9 @@ namespace EMStudio
// compute the height of all notification windows with the spacing
int allNotificationWindowsHeight = 0;
for (const NotificationWindow* mNotificationWindow : mNotificationWindows)
for (const NotificationWindow* currentNotificationWindow : mNotificationWindows)
{
allNotificationWindowsHeight += mNotificationWindow->geometry().height() + notificationWindowSpacing;
allNotificationWindowsHeight += currentNotificationWindow->geometry().height() + notificationWindowSpacing;
}
// move the notification window
@@ -81,15 +81,15 @@ namespace EMStudio
// move each notification window
int currentNotificationWindowHeight = notificationWindowMainWindowPadding;
for (NotificationWindow* mNotificationWindow : mNotificationWindows)
for (NotificationWindow* notificationWindow : mNotificationWindows)
{
// add the height of the notification window
currentNotificationWindowHeight += mNotificationWindow->geometry().height();
currentNotificationWindowHeight += notificationWindow->geometry().height();
// move the notification window
const QPoint mainWindowBottomRight = mainWindow->geometry().bottomRight();
const QRect& notificationWindowGeometry = mNotificationWindow->geometry();
mNotificationWindow->move(mainWindowBottomRight.x() - notificationWindowGeometry.width() - notificationWindowMainWindowPadding, mainWindowBottomRight.y() - currentNotificationWindowHeight);
const QRect& notificationWindowGeometry = notificationWindow->geometry();
notificationWindow->move(mainWindowBottomRight.x() - notificationWindowGeometry.width() - notificationWindowMainWindowPadding, mainWindowBottomRight.y() - currentNotificationWindowHeight);
// spacing is added after to avoid spacing on the bottom of the first notification window
currentNotificationWindowHeight += notificationWindowSpacing;
@@ -128,11 +128,11 @@ namespace EMStudio
void RenderPlugin::CleanEMStudioActors()
{
// get rid of the actors
for (EMStudioRenderActor* mActor : mActors)
for (EMStudioRenderActor* actor : mActors)
{
if (mActor)
if (actor)
{
delete mActor;
delete actor;
}
}
mActors.clear();
@@ -149,9 +149,9 @@ namespace EMStudio
// remove all node connections
void GraphNode::RemoveAllConnections()
{
for (NodeConnection* mConnection : mConnections)
for (NodeConnection* connection : mConnections)
{
delete mConnection;
delete connection;
}
mConnections.clear();
@@ -1965,7 +1965,7 @@ namespace EMStudio
// Modify each ID using the operation in the modified array.
AZStd::string newMotionID;
AZStd::string tempString;
for (const AZStd::string& mMotionID : mMotionIDs)
for (const AZStd::string& motionID : mMotionIDs)
{
// 0=Replace All, 1=Replace First, 2=Replace Last
const int operationMode = mComboBox->currentIndex();
@@ -1975,7 +1975,7 @@ namespace EMStudio
{
case 0:
{
tempString = mMotionID.c_str();
tempString = motionID.c_str();
AzFramework::StringFunc::Replace(tempString, mStringALineEdit->text().toUtf8().data(), mStringBLineEdit->text().toUtf8().data(), true /* case sensitive */);
newMotionID = tempString.c_str();
break;
@@ -1983,7 +1983,7 @@ namespace EMStudio
case 1:
{
tempString = mMotionID.c_str();
tempString = motionID.c_str();
AzFramework::StringFunc::Replace(tempString, mStringALineEdit->text().toUtf8().data(), mStringBLineEdit->text().toUtf8().data(), true /* case sensitive */, true /* replace first */, false /* replace last */);
newMotionID = tempString.c_str();
break;
@@ -1991,7 +1991,7 @@ namespace EMStudio
case 2:
{
tempString = mMotionID.c_str();
tempString = motionID.c_str();
AzFramework::StringFunc::Replace(tempString, mStringALineEdit->text().toUtf8().data(), mStringBLineEdit->text().toUtf8().data(), true /* case sensitive */, false /* replace first */, true /* replace last */);
newMotionID = tempString.c_str();
break;
@@ -1999,7 +1999,7 @@ namespace EMStudio
}
// change the value in the array and add the mapping motion to modified
auto iterator = AZStd::find(mModifiedMotionIDs.begin(), mModifiedMotionIDs.end(), mMotionID);
auto iterator = AZStd::find(mModifiedMotionIDs.begin(), mModifiedMotionIDs.end(), motionID);
const size_t modifiedIndex = iterator - mModifiedMotionIDs.begin();
mModifiedMotionIDs[modifiedIndex] = newMotionID;
mMotionToModifiedMap.push_back(modifiedIndex);
@@ -163,9 +163,9 @@ namespace EMStudio
{
if (delFromMem)
{
for (TimeTrackElement* mElement : mElements)
for (TimeTrackElement* element : mElements)
{
delete mElement;
delete element;
}
}
@@ -107,9 +107,9 @@ namespace EMStudio
delete mZoomOutCursor;
// get rid of the motion infos
for (MotionInfo* mMotionInfo : mMotionInfos)
for (MotionInfo* motionInfo : mMotionInfos)
{
delete mMotionInfo;
delete motionInfo;
}
}
@@ -453,9 +453,9 @@ namespace EMStudio
// display the values and names
int offset = 0;
for (const EMotionFX::Recorder::ExtractedNodeHistoryItem& mActiveItem : mActiveItems)
for (const EMotionFX::Recorder::ExtractedNodeHistoryItem& activeItem : mActiveItems)
{
EMotionFX::Recorder::NodeHistoryItem* curItem = mActiveItem.mNodeHistoryItem;
EMotionFX::Recorder::NodeHistoryItem* curItem = activeItem.mNodeHistoryItem;
if (curItem == nullptr)
{
continue;
@@ -481,14 +481,14 @@ namespace EMStudio
if (!mTempString.empty())
{
mTempString += AZStd::string::format(" = %.4f", mActiveItem.mValue);
mTempString += AZStd::string::format(" = %.4f", activeItem.mValue);
}
else
{
mTempString = AZStd::string::format("%.4f", mActiveItem.mValue);
mTempString = AZStd::string::format("%.4f", activeItem.mValue);
}
const AZ::Color colorCode = (useNodeColors) ? mActiveItem.mNodeHistoryItem->mTypeColor : mActiveItem.mNodeHistoryItem->mColor;
const AZ::Color colorCode = (useNodeColors) ? activeItem.mNodeHistoryItem->mTypeColor : activeItem.mNodeHistoryItem->mColor;
QColor color;
color.setRgbF(colorCode.GetR(), colorCode.GetG(), colorCode.GetB(), colorCode.GetA());
@@ -29,9 +29,9 @@ namespace MCore
{
Lock();
for (AZStd::basic_string<char>*& mString : mStrings)
for (AZStd::basic_string<char>*& string : mStrings)
{
delete mString;
delete string;
}
mStrings.clear();
@@ -30,9 +30,9 @@ namespace MysticQt
MysticQtManager::~MysticQtManager()
{
// get the number of icons and destroy them
for (IconData* mIcon : mIcons)
for (IconData* icon : mIcons)
{
delete mIcon;
delete icon;
}
mIcons.clear();
}
@@ -57,11 +57,11 @@ namespace MysticQt
const QIcon& MysticQtManager::FindIcon(const char* filename)
{
// get the number of icons and iterate through them
for (IconData* mIcon : mIcons)
for (IconData* icon : mIcons)
{
if (AzFramework::StringFunc::Equal(mIcon->mFileName.c_str(), filename, false /* no case */))
if (AzFramework::StringFunc::Equal(icon->mFileName.c_str(), filename, false /* no case */))
{
return *(mIcon->mIcon);
return *(icon->mIcon);
}
}