Raw: Use C++11 range-based for loop
parent
6c9c040419
commit
d238597459
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@ -183,12 +183,11 @@ void RAWImporter::InternReadFile( const std::string& pFile,
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}
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}
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// search in the list of meshes whether we have one with this texture
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// search in the list of meshes whether we have one with this texture
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for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(),
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for (auto &mesh : (*curGroup).meshes)
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end = (*curGroup).meshes.end(); it != end; ++it)
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{
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{
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if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true))
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if (length == mesh.name.length() && (length ? !::strcmp(sz, mesh.name.c_str()) : true))
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{
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{
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output = &(*it);
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output = &mesh;
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break;
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break;
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}
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}
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}
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}
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@ -223,13 +222,12 @@ void RAWImporter::InternReadFile( const std::string& pFile,
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// count the number of valid groups
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// count the number of valid groups
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// (meshes can't be empty)
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// (meshes can't be empty)
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for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
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for (auto & outGroup : outGroups)
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it != end;++it)
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{
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{
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if (!(*it).meshes.empty())
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if (!outGroup.meshes.empty())
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{
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{
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++pScene->mRootNode->mNumChildren;
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++pScene->mRootNode->mNumChildren;
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pScene->mNumMeshes += (unsigned int)(*it).meshes.size();
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pScene->mNumMeshes += (unsigned int) outGroup.meshes.size();
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}
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}
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}
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}
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@ -251,10 +249,9 @@ void RAWImporter::InternReadFile( const std::string& pFile,
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aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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unsigned int meshIdx = 0;
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unsigned int meshIdx = 0;
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for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
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for (auto & outGroup : outGroups)
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it != end;++it)
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{
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{
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if ((*it).meshes.empty())continue;
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if (outGroup.meshes.empty())continue;
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aiNode* node;
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aiNode* node;
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if (pScene->mRootNode->mNumChildren)
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if (pScene->mRootNode->mNumChildren)
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@ -263,13 +260,13 @@ void RAWImporter::InternReadFile( const std::string& pFile,
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node->mParent = pScene->mRootNode;
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node->mParent = pScene->mRootNode;
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}
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}
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else node = *cc;++cc;
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else node = *cc;++cc;
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node->mName.Set((*it).name);
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node->mName.Set(outGroup.name);
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// add all meshes
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// add all meshes
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node->mNumMeshes = (unsigned int)(*it).meshes.size();
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node->mNumMeshes = (unsigned int) outGroup.meshes.size();
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unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
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unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
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for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(),
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for (std::vector< MeshInformation >::iterator it2 = outGroup.meshes.begin(),
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end2 = (*it).meshes.end(); it2 != end2; ++it2)
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end2 = outGroup.meshes.end(); it2 != end2; ++it2)
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{
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{
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ai_assert(!(*it2).vertices.empty());
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ai_assert(!(*it2).vertices.empty());
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