Unreal: Use C++11 range-based for loop

pull/898/head
Turo Lamminen 2016-05-22 13:50:29 +03:00
parent d238597459
commit 896ab8eee2
1 changed files with 5 additions and 9 deletions

View File

@ -171,9 +171,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
// collect triangles
std::vector<Unreal::Triangle> triangles(numTris);
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
Unreal::Triangle& tri = *it;
for (auto & tri : triangles) {
for (unsigned int i = 0; i < 3;++i) {
tri.mVertex[i] = d_reader.GetI2();
@ -222,9 +220,9 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
// collect vertices
std::vector<aiVector3D> vertices(numVert);
for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it) {
for (auto &vertex : vertices) {
int32_t val = a_reader.GetI4();
Unreal::DecompressVertex(*it,val);
Unreal::DecompressVertex(vertex ,val);
}
// list of textures.
@ -330,8 +328,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
materials.reserve(textures.size()*2+5);
// find out how many output meshes and materials we'll have and build material indices
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
Unreal::Triangle& tri = *it;
for (Unreal::Triangle &tri : triangles) {
Unreal::TempMat mat(tri);
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
if (nt == materials.end()) {
@ -418,8 +415,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
}
// fill them.
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
Unreal::Triangle& tri = *it;
for (const Unreal::Triangle &tri : triangles) {
Unreal::TempMat mat(tri);
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);