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authorSergey Dubitskiy <sergey.dubitskiy@nokia.com>2012-05-18 13:13:18 +1000
committerQt by Nokia <qt-info@nokia.com>2012-05-21 01:07:53 +0200
commit72386ae455fbd878b09c19b421cdda61313a3f29 (patch)
tree9363b1da6bc0504a4756e6b14200125a14a065d8
parenteb1cc5d7a412b0a6ac95a707078c15d7e477f2e9 (diff)
downloadqt3d-72386ae455fbd878b09c19b421cdda61313a3f29.tar.gz
Remove expletives from Asset Importer code.
Task-number: QTBUG-25714 Change-Id: I351070fad508719e649b7ce60fa9c671a81178fe Reviewed-by: Sarah Jane Smith <sarah.j.smith@nokia.com>
-rw-r--r--3rdparty/assimp/code/3DSConverter.cpp2
-rw-r--r--3rdparty/assimp/code/ASEParser.cpp2
-rw-r--r--3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp2
-rw-r--r--3rdparty/assimp/code/COBLoader.cpp6
-rw-r--r--3rdparty/assimp/code/ColladaLoader.cpp10
-rw-r--r--3rdparty/assimp/code/ColladaParser.cpp10
-rw-r--r--3rdparty/assimp/code/LWOAnimation.cpp2
-rw-r--r--3rdparty/assimp/code/MDLMaterialLoader.cpp2
-rw-r--r--3rdparty/assimp/code/OgreImporter.cpp2
-rw-r--r--3rdparty/assimp/code/Q3DLoader.cpp2
-rw-r--r--3rdparty/assimp/code/STLLoader.cpp2
11 files changed, 18 insertions, 24 deletions
diff --git a/3rdparty/assimp/code/3DSConverter.cpp b/3rdparty/assimp/code/3DSConverter.cpp
index dda417324..4ede10f60 100644
--- a/3rdparty/assimp/code/3DSConverter.cpp
+++ b/3rdparty/assimp/code/3DSConverter.cpp
@@ -712,7 +712,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
if (0 == mRootNode->mChildren.size())
{
//////////////////////////////////////////////////////////////////////////////
- // It seems the file is so fucked up that it has not even a hierarchy.
+ // It seems the file is so messed up that it has not even a hierarchy.
// generate a flat hiearachy which looks like this:
//
// ROOT_NODE
diff --git a/3rdparty/assimp/code/ASEParser.cpp b/3rdparty/assimp/code/ASEParser.cpp
index e0bf057d1..c62785f30 100644
--- a/3rdparty/assimp/code/ASEParser.cpp
+++ b/3rdparty/assimp/code/ASEParser.cpp
@@ -1890,7 +1890,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
unsigned int index, faceIdx = 0xffffffff;
// FIXME: rewrite this and find out how to interpret the normals
- // correctly. This is crap.
+ // correctly.
// Smooth the vertex and face normals together. The result
// will be edgy then, but otherwise everything would be soft ...
diff --git a/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp b/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp
index d23f28a98..2245a8db1 100644
--- a/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp
+++ b/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp
@@ -257,7 +257,7 @@ namespace boost {
return t;
}
- // Constructs a tuple with 2 elements (fucking idiot, use std::pair instead!)
+ // Constructs a tuple with 2 elements (TODO: use std::pair instead!)
template <typename T0,typename T1>
inline tuple <T0,T1> make_tuple (const T0& t0,
const T1& t1) {
diff --git a/3rdparty/assimp/code/COBLoader.cpp b/3rdparty/assimp/code/COBLoader.cpp
index 4fa801d73..020de05d1 100644
--- a/3rdparty/assimp/code/COBLoader.cpp
+++ b/3rdparty/assimp/code/COBLoader.cpp
@@ -1032,9 +1032,9 @@ void COBImporter::ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const
v.y = reader.GetF4();
}
- const size_t numfuck = reader.GetI4();
- msh.faces.reserve(numfuck);
- for (size_t i = 0; i < numfuck; ++i) {
+ const size_t NNN = reader.GetI4();
+ msh.faces.reserve(NNN);
+ for (size_t i = 0; i < NNN; ++i) {
// XXX backface culling flag is 0x10 in flags
// hole?
diff --git a/3rdparty/assimp/code/ColladaLoader.cpp b/3rdparty/assimp/code/ColladaLoader.cpp
index a1e1b2cf4..b95d6bee8 100644
--- a/3rdparty/assimp/code/ColladaLoader.cpp
+++ b/3rdparty/assimp/code/ColladaLoader.cpp
@@ -301,10 +301,10 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
- // ... some extension magic. FUCKING COLLADA.
+ // ... some extension magic
if (srcLight->mOuterAngle == 10e10f)
{
- // ... some deprecation magic. FUCKING FCOLLADA.
+ // ... some deprecation magic
if (srcLight->mPenumbraAngle == 10e10f)
{
// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
@@ -358,7 +358,7 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
out->mClipPlaneNear = srcCamera->mZNear;
// ... but for the rest some values are optional
- // and we need to compute the others in any combination. FUCKING COLLADA.
+ // and we need to compute the others in any combination
if (srcCamera->mAspect != 10e10f)
out->mAspect = srcCamera->mAspect;
@@ -520,7 +520,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
pStartVertex + numVertices, dstMesh->mVertices);
- // normals, if given. HACK: (thom) Due to the fucking Collada spec we never
+ // normals, if given. HACK: (thom) Due to the unclear Collada spec we never
// know if we have the same number of normals as there are positions. So we
// also ignore any vertex attribute if it has a different count
if ( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
@@ -611,7 +611,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
// sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
if ( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
- throw DeadlyImportError( "Unsupported vertex_weight adresssing scheme. Fucking collada spec.");
+ throw DeadlyImportError( "Unsupported vertex_weight adresssing scheme.");
// create containers to collect the weights for each bone
size_t numBones = jointNames.mStrings.size();
diff --git a/3rdparty/assimp/code/ColladaParser.cpp b/3rdparty/assimp/code/ColladaParser.cpp
index 2513b9297..b34c485e3 100644
--- a/3rdparty/assimp/code/ColladaParser.cpp
+++ b/3rdparty/assimp/code/ColladaParser.cpp
@@ -487,7 +487,7 @@ void ColladaParser::ReadController( Collada::Controller& pController)
else if ( IsElement( "skin"))
{
// read the mesh it refers to. According to the spec this could also be another
- // controller, but I refuse to implement every bullshit idea they've come up with
+ // controller, but I refuse to implement every idea they've come up with
int sourceIndex = GetAttribute( "source");
pController.mMeshId = mReader->getAttributeValue( sourceIndex) + 1;
}
@@ -1088,10 +1088,6 @@ void ColladaParser::ReadEffectLibrary()
if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
if ( IsElement( "effect"))
{
- // read ID. Do I have to repeat my ranting about "optional" attributes?
- // Alex: .... no, not necessary. Please shut up and leave more space for
- // me to complain about the fucking Collada spec with its fucking
- // 'optional' attributes ...
int attrID = GetAttribute( "id");
std::string id = mReader->getAttributeValue( attrID);
@@ -1603,7 +1599,7 @@ void ColladaParser::ReadSource()
}
else if ( IsElement( "technique_common"))
{
- // I don't fucking care for your profiles bullshit
+ // ignore
}
else if ( IsElement( "accessor"))
{
@@ -2045,7 +2041,7 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
{
// warn if the vertex channel does not refer to the <vertices> element in the same mesh
if ( input.mAccessor != pMesh->mVertexID)
- ThrowException( "Unsupported vertex referencing scheme. I fucking hate Collada.");
+ ThrowException( "Unsupported vertex referencing scheme.");
continue;
}
diff --git a/3rdparty/assimp/code/LWOAnimation.cpp b/3rdparty/assimp/code/LWOAnimation.cpp
index c8a227dc7..67b01f901 100644
--- a/3rdparty/assimp/code/LWOAnimation.cpp
+++ b/3rdparty/assimp/code/LWOAnimation.cpp
@@ -447,7 +447,7 @@ void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
// we have a keyframe for all of them defined .. great,
- // we don't need to fucking interpolate here ...
+ // we don't need to interpolate here ...
fill.mTime = (*cur_x).time;
fill.mValue.x = (*cur_x).value;
diff --git a/3rdparty/assimp/code/MDLMaterialLoader.cpp b/3rdparty/assimp/code/MDLMaterialLoader.cpp
index 5791c328f..d7b5f564e 100644
--- a/3rdparty/assimp/code/MDLMaterialLoader.cpp
+++ b/3rdparty/assimp/code/MDLMaterialLoader.cpp
@@ -786,7 +786,7 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
}
// ------------------------------------------------------------------------------------------------
-// What the fuck does this function do? Can't remember
+// What does this function do? Can't remember
void MDLImporter::ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
diff --git a/3rdparty/assimp/code/OgreImporter.cpp b/3rdparty/assimp/code/OgreImporter.cpp
index 350e65ee1..63cc94787 100644
--- a/3rdparty/assimp/code/OgreImporter.cpp
+++ b/3rdparty/assimp/code/OgreImporter.cpp
@@ -514,8 +514,6 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
if (!SkeletonFile)
throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
- //Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
-
XmlRead(SkeletonFile);
if (string("skeleton")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
diff --git a/3rdparty/assimp/code/Q3DLoader.cpp b/3rdparty/assimp/code/Q3DLoader.cpp
index 4ba27c394..af0ec0633 100644
--- a/3rdparty/assimp/code/Q3DLoader.cpp
+++ b/3rdparty/assimp/code/Q3DLoader.cpp
@@ -368,7 +368,7 @@ void Q3DImporter::InternReadFile( const std::string& pFile,
// We don't need the rest, but we need to know where
- // this fucking chunk ends.
+ // this chunk ends.
unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
// skip the background file name
diff --git a/3rdparty/assimp/code/STLLoader.cpp b/3rdparty/assimp/code/STLLoader.cpp
index 894124f2f..234ad009e 100644
--- a/3rdparty/assimp/code/STLLoader.cpp
+++ b/3rdparty/assimp/code/STLLoader.cpp
@@ -370,7 +370,7 @@ bool STLImporter::LoadBinaryFile()
}
aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
clr->a = 1.0f;
- if (bIsMaterialise) // fuck, this is reversed
+ if (bIsMaterialise) // this is reversed
{
clr->r = (color & 0x31u) / 31.0f;
clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;