Explicitly use nullptr
parent
5d0c63391b
commit
9c8d835704
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@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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aiNode::aiNode()
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aiNode::aiNode()
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: mName("")
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: mName("")
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, mParent(NULL)
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, mParent(nullptr)
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, mNumChildren(0)
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, mNumChildren(0)
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, mChildren(NULL)
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, mChildren(nullptr)
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, mNumMeshes(0)
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, mNumMeshes(0)
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, mMeshes(NULL)
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, mMeshes(nullptr)
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, mMetaData(NULL) {
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, mMetaData(nullptr) {
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// empty
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// empty
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}
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}
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aiNode::aiNode(const std::string& name)
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aiNode::aiNode(const std::string& name)
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: mName(name)
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: mName(name)
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, mParent(NULL)
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, mParent(nullptr)
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, mNumChildren(0)
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, mNumChildren(0)
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, mChildren(NULL)
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, mChildren(nullptr)
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, mNumMeshes(0)
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, mNumMeshes(0)
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, mMeshes(NULL)
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, mMeshes(nullptr)
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, mMetaData(NULL) {
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, mMetaData(nullptr) {
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// empty
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// empty
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}
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}
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@ -1134,7 +1134,7 @@ namespace Assimp {
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binormals = &tempBinormals;
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binormals = &tempBinormals;
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}
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}
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else {
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else {
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binormals = NULL;
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binormals = nullptr;
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}
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}
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}
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}
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@ -1184,7 +1184,7 @@ namespace Assimp {
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ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
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ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
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}
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}
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if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) {
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if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
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ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
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ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
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nullptr);
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nullptr);
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}
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}
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@ -1264,7 +1264,7 @@ namespace Assimp {
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
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const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
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unsigned int count_faces = 0;
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unsigned int count_faces = 0;
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unsigned int count_vertices = 0;
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unsigned int count_vertices = 0;
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@ -1324,7 +1324,7 @@ namespace Assimp {
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binormals = &tempBinormals;
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binormals = &tempBinormals;
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}
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}
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else {
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else {
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binormals = NULL;
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binormals = nullptr;
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}
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}
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}
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}
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@ -1513,9 +1513,9 @@ namespace Assimp {
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unsigned int count = 0;
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unsigned int count = 0;
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const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
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const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
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// ToOutputVertexIndex only returns NULL if index is out of bounds
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// ToOutputVertexIndex only returns nullptr if index is out of bounds
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// which should never happen
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// which should never happen
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ai_assert(out_idx != NULL);
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ai_assert(out_idx != nullptr);
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index_out_indices.push_back(no_index_sentinel);
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index_out_indices.push_back(no_index_sentinel);
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count_out_indices.push_back(0);
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count_out_indices.push_back(0);
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@ -1586,7 +1586,7 @@ namespace Assimp {
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std::string deformer_name = cl->TargetNode()->Name();
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std::string deformer_name = cl->TargetNode()->Name();
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aiString bone_name = aiString(FixNodeName(deformer_name));
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aiString bone_name = aiString(FixNodeName(deformer_name));
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aiBone *bone = NULL;
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aiBone *bone = nullptr;
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if (bone_map.count(deformer_name)) {
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if (bone_map.count(deformer_name)) {
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std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
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std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
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@ -2740,7 +2740,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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// sanity check whether the input is ok
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// sanity check whether the input is ok
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static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
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static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
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bool strictMode) {
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bool strictMode) {
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const Object* target(NULL);
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const Object* target(nullptr);
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for (const AnimationCurveNode* node : curves) {
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for (const AnimationCurveNode* node : curves) {
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if (!target) {
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if (!target) {
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target = node->Target();
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target = node->Target();
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@ -2771,7 +2771,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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#ifdef ASSIMP_BUILD_DEBUG
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#ifdef ASSIMP_BUILD_DEBUG
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validateAnimCurveNodes(curves, doc.Settings().strictMode);
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validateAnimCurveNodes(curves, doc.Settings().strictMode);
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#endif
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#endif
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const AnimationCurveNode* curve_node = NULL;
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const AnimationCurveNode* curve_node = nullptr;
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for (const AnimationCurveNode* node : curves) {
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for (const AnimationCurveNode* node : curves) {
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ai_assert(node);
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ai_assert(node);
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@ -3619,7 +3619,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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ai_assert(!out->mMeshes);
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ai_assert(!out->mMeshes);
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ai_assert(!out->mNumMeshes);
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ai_assert(!out->mNumMeshes);
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// note: the trailing () ensures initialization with NULL - not
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// note: the trailing () ensures initialization with nullptr - not
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// many C++ users seem to know this, so pointing it out to avoid
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// many C++ users seem to know this, so pointing it out to avoid
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// confusion why this code works.
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// confusion why this code works.
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@ -115,7 +115,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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ASSIMP_LOG_WARN("GetArmatureRoot() can't find armature!");
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ASSIMP_LOG_WARN("GetArmatureRoot() can't find armature!");
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return NULL;
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return nullptr;
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}
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}
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/* Simple IsBoneNode check if this could be a bone */
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/* Simple IsBoneNode check if this could be a bone */
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@ -139,7 +139,7 @@ bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes) {
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std::vector<aiNode *> &nodes) {
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std::vector<aiNode *>::iterator iter;
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std::vector<aiNode *>::iterator iter;
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aiNode *found = NULL;
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aiNode *found = nullptr;
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for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
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for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
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aiNode *element = *iter;
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aiNode *element = *iter;
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ai_assert(element);
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ai_assert(element);
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@ -150,13 +150,13 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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}
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}
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}
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}
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if (found != NULL) {
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if (found != nullptr) {
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// now pop the element from the node list
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// now pop the element from the node list
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nodes.erase(iter);
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nodes.erase(iter);
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return found;
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return found;
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}
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}
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return NULL;
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return nullptr;
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}
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}
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/* Prepare flat node list which can be used for non recursive lookups later */
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/* Prepare flat node list which can be used for non recursive lookups later */
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@ -233,10 +233,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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for (aiBone *bone : bones) {
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for (aiBone *bone : bones) {
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ai_assert(bone);
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ai_assert(bone);
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aiNode *node = GetNodeFromStack(bone->mName, node_stack);
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aiNode *node = GetNodeFromStack(bone->mName, node_stack);
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if (node == NULL) {
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if (node == nullptr) {
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node_stack.clear();
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node_stack.clear();
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BuildNodeList(root_node, node_stack);
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BuildNodeList(root_node, node_stack);
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ASSIMP_LOG_DEBUG_F("Resetting bone stack: null element %s\n", bone->mName.C_Str());
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ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element %s\n", bone->mName.C_Str());
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node = GetNodeFromStack(bone->mName, node_stack);
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node = GetNodeFromStack(bone->mName, node_stack);
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@ -435,11 +435,11 @@ struct aiAnimMesh
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/**Anim Mesh name */
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/**Anim Mesh name */
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C_STRUCT aiString mName;
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C_STRUCT aiString mName;
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/** Replacement for aiMesh::mVertices. If this array is non-NULL,
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/** Replacement for aiMesh::mVertices. If this array is non-nullptr,
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* it *must* contain mNumVertices entries. The corresponding
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* it *must* contain mNumVertices entries. The corresponding
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* array in the host mesh must be non-NULL as well - animation
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* array in the host mesh must be non-nullptr as well - animation
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* meshes may neither add or nor remove vertex components (if
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* meshes may neither add or nor remove vertex components (if
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* a replacement array is NULL and the corresponding source
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* a replacement array is nullptr and the corresponding source
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* array is not, the source data is taken instead)*/
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* array is not, the source data is taken instead)*/
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C_STRUCT aiVector3D* mVertices;
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C_STRUCT aiVector3D* mVertices;
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@ -613,7 +613,7 @@ struct aiMesh
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C_STRUCT aiVector3D* mVertices;
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C_STRUCT aiVector3D* mVertices;
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/** Vertex normals.
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/** Vertex normals.
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* The array contains normalized vectors, NULL if not present.
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* The array contains normalized vectors, nullptr if not present.
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* The array is mNumVertices in size. Normals are undefined for
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* The array is mNumVertices in size. Normals are undefined for
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* point and line primitives. A mesh consisting of points and
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* point and line primitives. A mesh consisting of points and
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* lines only may not have normal vectors. Meshes with mixed
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* lines only may not have normal vectors. Meshes with mixed
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@ -636,7 +636,7 @@ struct aiMesh
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/** Vertex tangents.
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/** Vertex tangents.
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* The tangent of a vertex points in the direction of the positive
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* The tangent of a vertex points in the direction of the positive
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* X texture axis. The array contains normalized vectors, NULL if
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* X texture axis. The array contains normalized vectors, nullptr if
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* not present. The array is mNumVertices in size. A mesh consisting
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* not present. The array is mNumVertices in size. A mesh consisting
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* of points and lines only may not have normal vectors. Meshes with
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* of points and lines only may not have normal vectors. Meshes with
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* mixed primitive types (i.e. lines and triangles) may have
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* mixed primitive types (i.e. lines and triangles) may have
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@ -650,7 +650,7 @@ struct aiMesh
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/** Vertex bitangents.
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/** Vertex bitangents.
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* The bitangent of a vertex points in the direction of the positive
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* The bitangent of a vertex points in the direction of the positive
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* Y texture axis. The array contains normalized vectors, NULL if not
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* Y texture axis. The array contains normalized vectors, nullptr if not
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* present. The array is mNumVertices in size.
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* present. The array is mNumVertices in size.
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* @note If the mesh contains tangents, it automatically also contains
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* @note If the mesh contains tangents, it automatically also contains
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* bitangents.
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* bitangents.
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@ -659,14 +659,14 @@ struct aiMesh
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/** Vertex color sets.
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/** Vertex color sets.
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* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
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* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
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* colors per vertex. NULL if not present. Each array is
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* colors per vertex. nullptr if not present. Each array is
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* mNumVertices in size if present.
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* mNumVertices in size if present.
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*/
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*/
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C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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/** Vertex texture coords, also known as UV channels.
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/** Vertex texture coords, also known as UV channels.
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* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
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* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
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* vertex. NULL if not present. The array is mNumVertices in size.
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* vertex. nullptr if not present. The array is mNumVertices in size.
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*/
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*/
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C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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@ -688,7 +688,7 @@ struct aiMesh
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C_STRUCT aiFace* mFaces;
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C_STRUCT aiFace* mFaces;
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/** The number of bones this mesh contains.
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/** The number of bones this mesh contains.
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* Can be 0, in which case the mBones array is NULL.
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* Can be 0, in which case the mBones array is nullptr.
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*/
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*/
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unsigned int mNumBones;
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unsigned int mNumBones;
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@ -110,13 +110,13 @@ struct ASSIMP_API aiNode
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/** The transformation relative to the node's parent. */
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/** The transformation relative to the node's parent. */
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C_STRUCT aiMatrix4x4 mTransformation;
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C_STRUCT aiMatrix4x4 mTransformation;
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/** Parent node. NULL if this node is the root node. */
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/** Parent node. nullptr if this node is the root node. */
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C_STRUCT aiNode* mParent;
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C_STRUCT aiNode* mParent;
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/** The number of child nodes of this node. */
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/** The number of child nodes of this node. */
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unsigned int mNumChildren;
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unsigned int mNumChildren;
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/** The child nodes of this node. NULL if mNumChildren is 0. */
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/** The child nodes of this node. nullptr if mNumChildren is 0. */
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C_STRUCT aiNode** mChildren;
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C_STRUCT aiNode** mChildren;
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/** The number of meshes of this node. */
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/** The number of meshes of this node. */
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@ -127,7 +127,7 @@ struct ASSIMP_API aiNode
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*/
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*/
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unsigned int* mMeshes;
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unsigned int* mMeshes;
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/** Metadata associated with this node or NULL if there is no metadata.
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/** Metadata associated with this node or nullptr if there is no metadata.
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* Whether any metadata is generated depends on the source file format. See the
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* Whether any metadata is generated depends on the source file format. See the
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* @link importer_notes @endlink page for more information on every source file
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* @link importer_notes @endlink page for more information on every source file
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* format. Importers that don't document any metadata don't write any.
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* format. Importers that don't document any metadata don't write any.
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@ -149,7 +149,7 @@ struct ASSIMP_API aiNode
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* of the scene.
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* of the scene.
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*
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*
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* @param name Name to search for
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* @param name Name to search for
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* @return NULL or a valid Node if the search was successful.
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* @return nullptr or a valid Node if the search was successful.
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*/
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*/
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inline
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inline
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const aiNode* FindNode(const aiString& name) const {
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const aiNode* FindNode(const aiString& name) const {
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@ -344,7 +344,7 @@ struct aiScene
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#ifdef __cplusplus
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#ifdef __cplusplus
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//! Default constructor - set everything to 0/NULL
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//! Default constructor - set everything to 0/nullptr
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ASSIMP_API aiScene();
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ASSIMP_API aiScene();
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//! Destructor
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//! Destructor
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@ -353,33 +353,33 @@ struct aiScene
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//! Check whether the scene contains meshes
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//! Check whether the scene contains meshes
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//! Unless no special scene flags are set this will always be true.
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//! Unless no special scene flags are set this will always be true.
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inline bool HasMeshes() const {
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inline bool HasMeshes() const {
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return mMeshes != NULL && mNumMeshes > 0;
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return mMeshes != nullptr && mNumMeshes > 0;
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}
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}
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//! Check whether the scene contains materials
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//! Check whether the scene contains materials
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//! Unless no special scene flags are set this will always be true.
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//! Unless no special scene flags are set this will always be true.
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inline bool HasMaterials() const {
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inline bool HasMaterials() const {
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return mMaterials != NULL && mNumMaterials > 0;
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return mMaterials != nullptr && mNumMaterials > 0;
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}
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}
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//! Check whether the scene contains lights
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//! Check whether the scene contains lights
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inline bool HasLights() const {
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inline bool HasLights() const {
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return mLights != NULL && mNumLights > 0;
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return mLights != nullptr && mNumLights > 0;
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}
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}
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//! Check whether the scene contains textures
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//! Check whether the scene contains textures
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inline bool HasTextures() const {
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inline bool HasTextures() const {
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return mTextures != NULL && mNumTextures > 0;
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return mTextures != nullptr && mNumTextures > 0;
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}
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}
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//! Check whether the scene contains cameras
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//! Check whether the scene contains cameras
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inline bool HasCameras() const {
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inline bool HasCameras() const {
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return mCameras != NULL && mNumCameras > 0;
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return mCameras != nullptr && mNumCameras > 0;
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}
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}
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//! Check whether the scene contains animations
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//! Check whether the scene contains animations
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inline bool HasAnimations() const {
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inline bool HasAnimations() const {
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return mAnimations != NULL && mNumAnimations > 0;
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return mAnimations != nullptr && mNumAnimations > 0;
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}
|
}
|
||||||
|
|
||||||
//! Returns a short filename from a full path
|
//! Returns a short filename from a full path
|
||||||
|
|
Loading…
Reference in New Issue