Use const ref parameters in the GLTF module
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@@ -2021,7 +2021,7 @@ void FBXDocument::_process_mesh_instances(Ref<FBXState> p_state, Node *p_scene_r
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}
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}
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Error FBXDocument::_parse(Ref<FBXState> p_state, String p_path, Ref<FileAccess> p_file) {
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Error FBXDocument::_parse(Ref<FBXState> p_state, const String &p_path, Ref<FileAccess> p_file) {
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p_state->scene.reset();
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Error err = ERR_INVALID_DATA;
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@@ -2164,7 +2164,7 @@ Node *FBXDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, bool
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return root;
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}
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Error FBXDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {
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Error FBXDocument::append_from_buffer(const PackedByteArray &p_bytes, const String &p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {
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Ref<FBXState> state = p_state;
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ERR_FAIL_COND_V(state.is_null(), ERR_INVALID_PARAMETER);
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ERR_FAIL_NULL_V(p_bytes.ptr(), ERR_INVALID_DATA);
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@@ -2259,7 +2259,7 @@ Error FBXDocument::_parse_fbx_state(Ref<FBXState> p_state, const String &p_searc
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return OK;
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}
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Error FBXDocument::append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags, String p_base_path) {
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Error FBXDocument::append_from_file(const String &p_path, Ref<GLTFState> p_state, uint32_t p_flags, const String &p_base_path) {
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Ref<FBXState> state = p_state;
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ERR_FAIL_COND_V(state.is_null(), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(p_path.is_empty(), ERR_FILE_NOT_FOUND);
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@@ -54,8 +54,8 @@ public:
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static String _gen_unique_name(HashSet<String> &unique_names, const String &p_name);
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public:
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Error append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, String p_base_path = String()) override;
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Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0) override;
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Error append_from_file(const String &p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, const String &p_base_path = String()) override;
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Error append_from_buffer(const PackedByteArray &p_bytes, const String &p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0) override;
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Error append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags = 0) override;
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Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true) override;
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@@ -101,5 +101,5 @@ public:
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void _generate_skeleton_bone_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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void _import_animation(Ref<FBXState> p_state, AnimationPlayer *p_animation_player,
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const GLTFAnimationIndex p_index, const bool p_trimming, const bool p_remove_immutable_tracks);
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Error _parse(Ref<FBXState> p_state, String p_path, Ref<FileAccess> p_file);
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Error _parse(Ref<FBXState> p_state, const String &p_path, Ref<FileAccess> p_file);
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};
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