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

Turo Lamminen %!s(int64=9) %!d(string=hai) anos
pai
achega
32e4dd0bd1
Modificáronse 3 ficheiros con 34 adicións e 41 borrados
  1. 4 6
      code/OgreBinarySerializer.cpp
  2. 24 27
      code/OgreStructs.cpp
  3. 6 8
      code/OgreXmlSerializer.cpp

+ 4 - 6
code/OgreBinarySerializer.cpp

@@ -501,10 +501,8 @@ void OgreBinarySerializer::NormalizeBoneWeights(VertexData *vertexData) const
         Some exporters wont care if the sum of all bone weights
         for a single vertex equals 1 or not, so validate here. */
     const float epsilon = 0.05f;
-    for(std::set<uint32_t>::const_iterator iter=influencedVertices.begin(), end=influencedVertices.end(); iter != end; ++iter)
+    for (const uint32_t vertexIndex : influencedVertices)
     {
-        const uint32_t vertexIndex = (*iter);
-
         float sum = 0.0f;
         for (VertexBoneAssignmentList::const_iterator baIter=vertexData->boneAssignments.begin(), baEnd=vertexData->boneAssignments.end(); baIter != baEnd; ++baIter)
         {
@@ -513,10 +511,10 @@ void OgreBinarySerializer::NormalizeBoneWeights(VertexData *vertexData) const
         }
         if ((sum < (1.0f - epsilon)) || (sum > (1.0f + epsilon)))
         {
-            for (VertexBoneAssignmentList::iterator baIter=vertexData->boneAssignments.begin(), baEnd=vertexData->boneAssignments.end(); baIter != baEnd; ++baIter)
+            for (auto &boneAssign : vertexData->boneAssignments)
             {
-                if (baIter->vertexIndex == vertexIndex)
-                    baIter->weight /= sum;
+                if (boneAssign.vertexIndex == vertexIndex)
+                    boneAssign.weight /= sum;
             }
         }
     }

+ 24 - 27
code/OgreStructs.cpp

@@ -258,12 +258,11 @@ void IVertexData::AddVertexMapping(uint32_t oldIndex, uint32_t newIndex)
 
 void IVertexData::BoneAssignmentsForVertex(uint32_t currentIndex, uint32_t newIndex, VertexBoneAssignmentList &dest) const
 {
-    for (VertexBoneAssignmentList::const_iterator iter=boneAssignments.begin(), end=boneAssignments.end();
-        iter!=end; ++iter)
+    for (const auto &boneAssign : boneAssignments)
     {
-        if (iter->vertexIndex == currentIndex)
+        if (boneAssign.vertexIndex == currentIndex)
         {
-            VertexBoneAssignment a = (*iter);
+            VertexBoneAssignment a = boneAssign;
             a.vertexIndex = newIndex;
             dest.push_back(a);
         }
@@ -289,10 +288,9 @@ AssimpVertexBoneWeightList IVertexData::AssimpBoneWeights(size_t vertices)
 std::set<uint16_t> IVertexData::ReferencedBonesByWeights() const
 {
     std::set<uint16_t> referenced;
-    for (VertexBoneAssignmentList::const_iterator iter=boneAssignments.begin(), end=boneAssignments.end();
-        iter!=end; ++iter)
+    for (const auto &boneAssign : boneAssignments)
     {
-        referenced.insert(iter->boneIndex);
+        referenced.insert(boneAssign.boneIndex);
     }
     return referenced;
 }
@@ -318,10 +316,10 @@ void VertexData::Reset()
 uint32_t VertexData::VertexSize(uint16_t source) const
 {
     uint32_t size = 0;
-    for(VertexElementList::const_iterator iter=vertexElements.begin(), end=vertexElements.end(); iter != end; ++iter)
+    for(const auto &element : vertexElements)
     {
-        if (iter->source == source)
-            size += iter->Size();
+        if (element.source == source)
+            size += element.Size();
     }
     return size;
 }
@@ -335,9 +333,8 @@ MemoryStream *VertexData::VertexBuffer(uint16_t source)
 
 VertexElement *VertexData::GetVertexElement(VertexElement::Semantic semantic, uint16_t index)
 {
-    for(VertexElementList::iterator iter=vertexElements.begin(), end=vertexElements.end(); iter != end; ++iter)
+    for(auto & element : vertexElements)
     {
-        VertexElement &element = (*iter);
         if (element.semantic == semantic && element.index == index)
             return &element;
     }
@@ -427,16 +424,16 @@ void Mesh::Reset()
     OGRE_SAFE_DELETE(skeleton)
     OGRE_SAFE_DELETE(sharedVertexData)
 
-    for(size_t i=0, len=subMeshes.size(); i<len; ++i) {
-        OGRE_SAFE_DELETE(subMeshes[i])
+    for(auto &mesh : subMeshes) {
+        OGRE_SAFE_DELETE(mesh)
     }
     subMeshes.clear();
-    for(size_t i=0, len=animations.size(); i<len; ++i) {
-        OGRE_SAFE_DELETE(animations[i])
+    for(auto &anim : animations) {
+        OGRE_SAFE_DELETE(anim)
     }
     animations.clear();
-    for(size_t i=0, len=poses.size(); i<len; ++i) {
-        OGRE_SAFE_DELETE(poses[i])
+    for(auto &pose : poses) {
+        OGRE_SAFE_DELETE(pose)
     }
     poses.clear();
 }
@@ -739,8 +736,8 @@ void MeshXml::Reset()
     OGRE_SAFE_DELETE(skeleton)
     OGRE_SAFE_DELETE(sharedVertexData)
 
-    for(size_t i=0, len=subMeshes.size(); i<len; ++i) {
-        OGRE_SAFE_DELETE(subMeshes[i])
+    for(auto &mesh : subMeshes) {
+        OGRE_SAFE_DELETE(mesh)
     }
     subMeshes.clear();
 }
@@ -988,12 +985,12 @@ Skeleton::~Skeleton()
 
 void Skeleton::Reset()
 {
-    for(size_t i=0, len=bones.size(); i<len; ++i) {
-        OGRE_SAFE_DELETE(bones[i])
+    for(auto &bone : bones) {
+        OGRE_SAFE_DELETE(bone)
     }
     bones.clear();
-    for(size_t i=0, len=animations.size(); i<len; ++i) {
-        OGRE_SAFE_DELETE(animations[i])
+    for(auto &anim : animations) {
+        OGRE_SAFE_DELETE(anim)
     }
     animations.clear();
 }
@@ -1082,11 +1079,11 @@ void Bone::CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton)
     defaultPose = aiMatrix4x4(scale, rotation, position);
 
     // Recursively for all children now that the parent matrix has been calculated.
-    for (size_t i=0, len=children.size(); i<len; ++i)
+    for (auto boneId : children)
     {
-        Bone *child = skeleton->BoneById(children[i]);
+        Bone *child = skeleton->BoneById(boneId);
         if (!child) {
-            throw DeadlyImportError(Formatter::format() << "CalculateWorldMatrixAndDefaultPose: Failed to find child bone " << children[i] << " for parent " << id << " " << name);
+            throw DeadlyImportError(Formatter::format() << "CalculateWorldMatrixAndDefaultPose: Failed to find child bone " << boneId << " for parent " << id << " " << name);
         }
         child->CalculateWorldMatrixAndDefaultPose(skeleton);
     }

+ 6 - 8
code/OgreXmlSerializer.cpp

@@ -453,7 +453,7 @@ void OgreXmlSerializer::ReadGeometryVertexBuffer(VertexDataXml *dest)
         }
         else if (uvs > 0 && m_currentNodeName == nnTexCoord)
         {
-            for(size_t i=0, len=dest->uvs.size(); i<len; ++i)
+            for(auto &uvs : dest->uvs)
             {
                 if (m_currentNodeName != nnTexCoord) {
                     throw DeadlyImportError("Vertex buffer declared more UVs than can be found in a vertex");
@@ -462,7 +462,7 @@ void OgreXmlSerializer::ReadGeometryVertexBuffer(VertexDataXml *dest)
                 aiVector3D uv;
                 uv.x = ReadAttribute<float>("u");
                 uv.y = (ReadAttribute<float>("v") * -1) + 1; // Flip UV from Ogre to Assimp form
-                dest->uvs[i].push_back(uv);
+                uvs.push_back(uv);
 
                 NextNode();
             }
@@ -657,10 +657,8 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
         Some exporters wont care if the sum of all bone weights
         for a single vertex equals 1 or not, so validate here. */
     const float epsilon = 0.05f;
-    for(std::set<uint32_t>::const_iterator iter=influencedVertices.begin(), end=influencedVertices.end(); iter != end; ++iter)
+    for (const uint32_t vertexIndex : influencedVertices)
     {
-        const uint32_t vertexIndex = (*iter);
-
         float sum = 0.0f;
         for (VertexBoneAssignmentList::const_iterator baIter=dest->boneAssignments.begin(), baEnd=dest->boneAssignments.end(); baIter != baEnd; ++baIter)
         {
@@ -669,10 +667,10 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
         }
         if ((sum < (1.0f - epsilon)) || (sum > (1.0f + epsilon)))
         {
-            for (VertexBoneAssignmentList::iterator baIter=dest->boneAssignments.begin(), baEnd=dest->boneAssignments.end(); baIter != baEnd; ++baIter)
+            for (auto &boneAssign : dest->boneAssignments)
             {
-                if (baIter->vertexIndex == vertexIndex)
-                    baIter->weight /= sum;
+                if (boneAssign.vertexIndex == vertexIndex)
+                    boneAssign.weight /= sum;
             }
         }
     }