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

Turo Lamminen 9 éve
szülő
commit
896ab8eee2
1 módosított fájl, 5 hozzáadás és 9 törlés
  1. 5 9
      code/UnrealLoader.cpp

+ 5 - 9
code/UnrealLoader.cpp

@@ -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);