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apply code-conventions to unrealloader

Kim Kulling 5 anos atrás
pai
commit
9b83d74830
2 arquivos alterados com 180 adições e 196 exclusões
  1. 172 185
      code/Unreal/UnrealLoader.cpp
  2. 8 11
      code/Unreal/UnrealLoader.h

+ 172 - 185
code/Unreal/UnrealLoader.cpp

@@ -51,23 +51,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "Unreal/UnrealLoader.h"
 #include "PostProcessing/ConvertToLHProcess.h"
 
-#include <assimp/StreamReader.h>
 #include <assimp/ParsingUtils.h>
+#include <assimp/StreamReader.h>
 #include <assimp/fast_atof.h>
-#include <assimp/Importer.hpp>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
 #include <assimp/DefaultLogger.hpp>
 #include <assimp/IOSystem.hpp>
-#include <assimp/scene.h>
-#include <assimp/importerdesc.h>
+#include <assimp/Importer.hpp>
 
-#include <memory>
 #include <stdint.h>
+#include <memory>
 
 using namespace Assimp;
 
 namespace Unreal {
 
-    /*
+/*
     0 = Normal one-sided
     1 = Normal two-sided
     2 = Translucent two-sided
@@ -76,78 +76,78 @@ namespace Unreal {
     8 = Placeholder triangle for weapon positioning (invisible)
     */
 enum MeshFlags {
-	MF_NORMAL_OS = 0,
-	MF_NORMAL_TS = 1,
-	MF_NORMAL_TRANS_TS = 2,
-	MF_NORMAL_MASKED_TS = 3,
-	MF_NORMAL_MOD_TS = 4,
-	MF_WEAPON_PLACEHOLDER = 8
+    MF_NORMAL_OS = 0,
+    MF_NORMAL_TS = 1,
+    MF_NORMAL_TRANS_TS = 2,
+    MF_NORMAL_MASKED_TS = 3,
+    MF_NORMAL_MOD_TS = 4,
+    MF_WEAPON_PLACEHOLDER = 8
 };
 
 // a single triangle
 struct Triangle {
-	uint16_t mVertex[3]; // Vertex indices
-	char mType; // James' Mesh Type
-	char mColor; // Color for flat and Gourand Shaded
-	unsigned char mTex[3][2]; // Texture UV coordinates
-	unsigned char mTextureNum; // Source texture offset
-	char mFlags; // Unreal Mesh Flags (unused)
-	unsigned int matIndex;
+    uint16_t mVertex[3]; // Vertex indices
+    char mType; // James' Mesh Type
+    char mColor; // Color for flat and Gourand Shaded
+    unsigned char mTex[3][2]; // Texture UV coordinates
+    unsigned char mTextureNum; // Source texture offset
+    char mFlags; // Unreal Mesh Flags (unused)
+    unsigned int matIndex;
 };
 
 // temporary representation for a material
 struct TempMat {
-	TempMat() :
-			type(), tex(), numFaces(0) {}
+    TempMat() :
+            type(MF_NORMAL_OS), tex(), numFaces(0) {}
 
-	explicit TempMat(const Triangle &in) :
-			type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
+    explicit TempMat(const Triangle &in) :
+            type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
 
-	// type of mesh
-	Unreal::MeshFlags type;
+    // type of mesh
+    Unreal::MeshFlags type;
 
-	// index of texture
-	unsigned int tex;
+    // index of texture
+    unsigned int tex;
 
-	// number of faces using us
-	unsigned int numFaces;
+    // number of faces using us
+    unsigned int numFaces;
 
-	// for std::find
-	bool operator==(const TempMat &o) {
-		return (tex == o.tex && type == o.type);
-	}
+    // for std::find
+    bool operator==(const TempMat &o) {
+        return (tex == o.tex && type == o.type);
+    }
 };
 
 struct Vertex {
-	int32_t X : 11;
-	int32_t Y : 11;
-	int32_t Z : 10;
+    int32_t X : 11;
+    int32_t Y : 11;
+    int32_t Z : 10;
 };
 
 // UNREAL vertex compression
 inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
-	union {
-		Vertex n;
-		int32_t t;
-	};
+    union {
+        Vertex n;
+        int32_t t;
+    };
     t = 0;
-	n.X = (int32_t)v.x;
-	n.Y = (int32_t)v.y;
-	n.Z = (int32_t)v.z;
-	::memcpy(&out, &t, sizeof(int32_t));
+    n.X = (int32_t)v.x;
+    n.Y = (int32_t)v.y;
+    n.Z = (int32_t)v.z;
+    ::memcpy(&out, &t, sizeof(int32_t));
 }
 
 // UNREAL vertex decompression
 inline void DecompressVertex(aiVector3D &v, int32_t in) {
-	union {
-		Vertex n;
-		int32_t i;
-	};
-	i = in;
-
-	v.x = (float)n.X;
-	v.y = (float)n.Y;
-	v.z = (float)n.Z;
+    union {
+        Vertex n;
+        int32_t i;
+    };
+    i = in;
+
+    v.x = (float)n.X;
+    v.y = (float)n.Y;
+    v.z = (float)n.Z;
 }
 
 } // end namespace Unreal
@@ -165,79 +165,70 @@ static const aiImporterDesc desc = {
     "3d uc"
 };
 
-
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
-UnrealImporter::UnrealImporter()
-:   configFrameID   (0)
-,   configHandleFlags (true)
-{}
+UnrealImporter::UnrealImporter() :
+        mConfigFrameID(0), mConfigHandleFlags(true) {}
 
 // ------------------------------------------------------------------------------------------------
 // Destructor, private as well
-UnrealImporter::~UnrealImporter()
-{}
+UnrealImporter::~UnrealImporter() {}
 
 // ------------------------------------------------------------------------------------------------
 // Returns whether the class can handle the format of the given file.
-bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
-{
-    return  SimpleExtensionCheck(pFile,"3d","uc");
+bool UnrealImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
+    return SimpleExtensionCheck(pFile, "3d", "uc");
 }
 
 // ------------------------------------------------------------------------------------------------
 // Build a string of all file extensions supported
-const aiImporterDesc* UnrealImporter::GetInfo () const
-{
+const aiImporterDesc *UnrealImporter::GetInfo() const {
     return &desc;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Setup configuration properties for the loader
-void UnrealImporter::SetupProperties(const Importer* pImp)
-{
+void UnrealImporter::SetupProperties(const Importer *pImp) {
     // The
     // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
     // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
-    configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
-    if(static_cast<unsigned int>(-1) == configFrameID)  {
-        configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+    mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1);
+    if (static_cast<unsigned int>(-1) == mConfigFrameID) {
+        mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
     }
 
     // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
-    configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
+    mConfigHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, 1));
 }
 
 // ------------------------------------------------------------------------------------------------
 // Imports the given file into the given scene structure.
-void UnrealImporter::InternReadFile( const std::string& pFile,
-    aiScene* pScene, IOSystem* pIOHandler)
-{
+void UnrealImporter::InternReadFile(const std::string &pFile,
+        aiScene *pScene, IOSystem *pIOHandler) {
     // For any of the 3 files being passed get the three correct paths
     // First of all, determine file extension
     std::string::size_type pos = pFile.find_last_of('.');
     std::string extension = GetExtension(pFile);
 
-    std::string d_path,a_path,uc_path;
-    if (extension == "3d")      {
+    std::string d_path, a_path, uc_path;
+    if (extension == "3d") {
         // jjjj_d.3d
         // jjjj_a.3d
         pos = pFile.find_last_of('_');
         if (std::string::npos == pos) {
             throw DeadlyImportError("UNREAL: Unexpected naming scheme");
         }
-        extension = pFile.substr(0,pos);
-    }
-    else {
-        extension = pFile.substr(0,pos);
+        extension = pFile.substr(0, pos);
+    } else {
+        extension = pFile.substr(0, pos);
     }
 
     // build proper paths
-    d_path  = extension+"_d.3d";
-    a_path  = extension+"_a.3d";
-    uc_path = extension+".uc";
+    d_path = extension + "_d.3d";
+    a_path = extension + "_a.3d";
+    uc_path = extension + ".uc";
 
-    ASSIMP_LOG_DEBUG_F( "UNREAL: data file is ", d_path);
+    ASSIMP_LOG_DEBUG_F("UNREAL: data file is ", d_path);
     ASSIMP_LOG_DEBUG_F("UNREAL: aniv file is ", a_path);
     ASSIMP_LOG_DEBUG_F("UNREAL: uc file is ", uc_path);
 
@@ -258,11 +249,11 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
 
     // collect triangles
     std::vector<Unreal::Triangle> triangles(numTris);
-    for (auto & tri : triangles) {
-        for (unsigned int i = 0; i < 3;++i) {
+    for (auto &tri : triangles) {
+        for (unsigned int i = 0; i < 3; ++i) {
 
             tri.mVertex[i] = d_reader.GetI2();
-            if (tri.mVertex[i] >= numTris)  {
+            if (tri.mVertex[i] >= numTris) {
                 ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
                 tri.mVertex[i] = 0;
             }
@@ -270,7 +261,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
         tri.mType = d_reader.GetI1();
 
         // handle mesh flagss?
-        if (configHandleFlags)
+        if (mConfigHandleFlags)
             tri.mType = Unreal::MF_NORMAL_OS;
         else {
             // ignore MOD and MASKED for the moment, treat them as two-sided
@@ -279,12 +270,12 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
         }
         d_reader.IncPtr(1);
 
-        for (unsigned int i = 0; i < 3;++i)
-            for (unsigned int i2 = 0; i2 < 2;++i2)
+        for (unsigned int i = 0; i < 3; ++i)
+            for (unsigned int i2 = 0; i2 < 2; ++i2)
                 tri.mTex[i][i2] = d_reader.GetI1();
 
         tri.mTextureNum = d_reader.GetI1();
-        maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
+        maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
         d_reader.IncPtr(1);
     }
 
@@ -295,63 +286,64 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
 
     // read number of frames
     const uint32_t numFrames = a_reader.GetI2();
-    if (configFrameID >= numFrames) {
+    if (mConfigFrameID >= numFrames) {
         throw DeadlyImportError("UNREAL: The requested frame does not exist");
     }
 
     uint32_t st = a_reader.GetI2();
-    if (st != numVert*4u)
+    if (st != numVert * 4u)
         throw DeadlyImportError("UNREAL: Unexpected aniv file length");
 
     // skip to our frame
-    a_reader.IncPtr(configFrameID *numVert*4);
+    a_reader.IncPtr(mConfigFrameID * numVert * 4);
 
     // collect vertices
     std::vector<aiVector3D> vertices(numVert);
-    for (auto &vertex : vertices)    {
+    for (auto &vertex : vertices) {
         int32_t val = a_reader.GetI4();
-        Unreal::DecompressVertex(vertex ,val);
+        Unreal::DecompressVertex(vertex, val);
     }
 
     // list of textures.
-    std::vector< std::pair<unsigned int, std::string> > textures;
+    std::vector<std::pair<unsigned int, std::string>> textures;
 
     // allocate the output scene
-    aiNode* nd = pScene->mRootNode = new aiNode();
+    aiNode *nd = pScene->mRootNode = new aiNode();
     nd->mName.Set("<UnrealRoot>");
 
     // we can live without the uc file if necessary
-    std::unique_ptr<IOStream> pb (pIOHandler->Open(uc_path));
-    if (pb.get())   {
+    std::unique_ptr<IOStream> pb(pIOHandler->Open(uc_path));
+    if (pb.get()) {
 
         std::vector<char> _data;
-        TextFileToBuffer(pb.get(),_data);
-        const char* data = &_data[0];
+        TextFileToBuffer(pb.get(), _data);
+        const char *data = &_data[0];
 
-        std::vector< std::pair< std::string,std::string > > tempTextures;
+        std::vector<std::pair<std::string, std::string>> tempTextures;
 
         // do a quick search in the UC file for some known, usually texture-related, tags
-        for (;*data;++data) {
-            if (TokenMatchI(data,"#exec",5))    {
+        for (; *data; ++data) {
+            if (TokenMatchI(data, "#exec", 5)) {
                 SkipSpacesAndLineEnd(&data);
 
                 // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
-                if (TokenMatchI(data,"TEXTURE",7))  {
+                if (TokenMatchI(data, "TEXTURE", 7)) {
                     SkipSpacesAndLineEnd(&data);
 
-                    if (TokenMatchI(data,"IMPORT",6))   {
-                        tempTextures.push_back(std::pair< std::string,std::string >());
-                        std::pair< std::string,std::string >& me = tempTextures.back();
-                        for (;!IsLineEnd(*data);++data) {
-                            if (!::ASSIMP_strincmp(data,"NAME=",5)) {
-                                const char *d = data+=5;
-                                for (;!IsSpaceOrNewLine(*data);++data);
-                                me.first = std::string(d,(size_t)(data-d));
-                            }
-                            else if (!::ASSIMP_strincmp(data,"FILE=",5))    {
-                                const char *d = data+=5;
-                                for (;!IsSpaceOrNewLine(*data);++data);
-                                me.second = std::string(d,(size_t)(data-d));
+                    if (TokenMatchI(data, "IMPORT", 6)) {
+                        tempTextures.push_back(std::pair<std::string, std::string>());
+                        std::pair<std::string, std::string> &me = tempTextures.back();
+                        for (; !IsLineEnd(*data); ++data) {
+                            if (!::ASSIMP_strincmp(data, "NAME=", 5)) {
+                                const char *d = data += 5;
+                                for (; !IsSpaceOrNewLine(*data); ++data)
+                                    ;
+                                me.first = std::string(d, (size_t)(data - d));
+                            } else if (!::ASSIMP_strincmp(data, "FILE=", 5)) {
+                                const char *d = data += 5;
+                                for (; !IsSpaceOrNewLine(*data); ++data)
+                                    ;
+                                me.second = std::string(d, (size_t)(data - d));
                             }
                         }
                         if (!me.first.length() || !me.second.length())
@@ -360,65 +352,61 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
                 }
                 // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
                 // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
-                else if (TokenMatchI(data,"MESHMAP",7)) {
+                else if (TokenMatchI(data, "MESHMAP", 7)) {
                     SkipSpacesAndLineEnd(&data);
 
-                    if (TokenMatchI(data,"SETTEXTURE",10)) {
+                    if (TokenMatchI(data, "SETTEXTURE", 10)) {
 
                         textures.push_back(std::pair<unsigned int, std::string>());
-                        std::pair<unsigned int, std::string>& me = textures.back();
+                        std::pair<unsigned int, std::string> &me = textures.back();
 
-                        for (;!IsLineEnd(*data);++data) {
-                            if (!::ASSIMP_strincmp(data,"NUM=",4))  {
+                        for (; !IsLineEnd(*data); ++data) {
+                            if (!::ASSIMP_strincmp(data, "NUM=", 4)) {
                                 data += 4;
-                                me.first = strtoul10(data,&data);
-                            }
-                            else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
+                                me.first = strtoul10(data, &data);
+                            } else if (!::ASSIMP_strincmp(data, "TEXTURE=", 8)) {
                                 data += 8;
                                 const char *d = data;
-                                for (;!IsSpaceOrNewLine(*data);++data);
-                                me.second = std::string(d,(size_t)(data-d));
+                                for (; !IsSpaceOrNewLine(*data); ++data)
+                                    ;
+                                me.second = std::string(d, (size_t)(data - d));
 
                                 // try to find matching path names, doesn't care if we don't find them
-                                for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
-                                     it != tempTextures.end(); ++it)    {
-                                    if ((*it).first == me.second)   {
+                                for (std::vector<std::pair<std::string, std::string>>::const_iterator it = tempTextures.begin();
+                                        it != tempTextures.end(); ++it) {
+                                    if ((*it).first == me.second) {
                                         me.second = (*it).second;
                                         break;
                                     }
                                 }
                             }
                         }
-                    }
-                    else if (TokenMatchI(data,"SCALE",5)) {
-
-                        for (;!IsLineEnd(*data);++data) {
-                            if (data[0] == 'X' && data[1] == '=')   {
-                                data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
-                            }
-                            else if (data[0] == 'Y' && data[1] == '=')  {
-                                data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
-                            }
-                            else if (data[0] == 'Z' && data[1] == '=')  {
-                                data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
+                    } else if (TokenMatchI(data, "SCALE", 5)) {
+
+                        for (; !IsLineEnd(*data); ++data) {
+                            if (data[0] == 'X' && data[1] == '=') {
+                                data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1);
+                            } else if (data[0] == 'Y' && data[1] == '=') {
+                                data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2);
+                            } else if (data[0] == 'Z' && data[1] == '=') {
+                                data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3);
                             }
                         }
                     }
                 }
             }
         }
-    }
-    else    {
+    } else {
         ASSIMP_LOG_ERROR("Unable to open .uc file");
     }
 
     std::vector<Unreal::TempMat> materials;
-    materials.reserve(textures.size()*2+5);
+    materials.reserve(textures.size() * 2 + 5);
 
     // find out how many output meshes and materials we'll have and build material indices
-	for (Unreal::Triangle &tri : triangles) {
+    for (Unreal::Triangle &tri : triangles) {
         Unreal::TempMat mat(tri);
-        std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
+        std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
         if (nt == materials.end()) {
             // add material
             tri.matIndex = static_cast<unsigned int>(materials.size());
@@ -426,9 +414,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
             materials.push_back(mat);
 
             ++pScene->mNumMeshes;
-        }
-        else {
-            tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
+        } else {
+            tri.matIndex = static_cast<unsigned int>(nt - materials.begin());
             ++nt->numFaces;
         }
     }
@@ -438,65 +425,65 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
     }
 
     // allocate meshes and bind them to the node graph
-    pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
-    pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
+    pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
+    pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes];
 
-    nd->mNumMeshes  = pScene->mNumMeshes;
+    nd->mNumMeshes = pScene->mNumMeshes;
     nd->mMeshes = new unsigned int[nd->mNumMeshes];
-    for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
-        aiMesh* m = pScene->mMeshes[i] =  new aiMesh();
+    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+        aiMesh *m = pScene->mMeshes[i] = new aiMesh();
         m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
 
         const unsigned int num = materials[i].numFaces;
-        m->mFaces            = new aiFace     [num];
-        m->mVertices         = new aiVector3D [num*3];
-        m->mTextureCoords[0] = new aiVector3D [num*3];
+        m->mFaces = new aiFace[num];
+        m->mVertices = new aiVector3D[num * 3];
+        m->mTextureCoords[0] = new aiVector3D[num * 3];
 
         nd->mMeshes[i] = i;
 
         // create materials, too
-        aiMaterial* mat = new aiMaterial();
+        aiMaterial *mat = new aiMaterial();
         pScene->mMaterials[i] = mat;
 
         // all white by default - texture rulez
-        aiColor3D color(1.f,1.f,1.f);
+        aiColor3D color(1.f, 1.f, 1.f);
 
         aiString s;
-        ::ai_snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
+        ::ai_snprintf(s.data, MAXLEN, "mat%u_tx%u_", i, materials[i].tex);
 
         // set the two-sided flag
         if (materials[i].type == Unreal::MF_NORMAL_TS) {
             const int twosided = 1;
-            mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
-            ::strcat(s.data,"ts_");
-        }
-        else ::strcat(s.data,"os_");
+            mat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
+            ::strcat(s.data, "ts_");
+        } else
+            ::strcat(s.data, "os_");
 
         // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
-        if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS)    {
+        if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
             const float opac = 0.9f;
-            mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
-            ::strcat(s.data,"tran_");
-        }
-        else ::strcat(s.data,"opaq_");
+            mat->AddProperty(&opac, 1, AI_MATKEY_OPACITY);
+            ::strcat(s.data, "tran_");
+        } else
+            ::strcat(s.data, "opaq_");
 
         // a special name for the weapon attachment point
         if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
-            s.length = ::ai_snprintf( s.data, MAXLEN, "$WeaponTag$" );
-            color = aiColor3D(0.f,0.f,0.f);
+            s.length = ::ai_snprintf(s.data, MAXLEN, "$WeaponTag$");
+            color = aiColor3D(0.f, 0.f, 0.f);
         }
 
         // set color and name
-        mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
+        mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
         s.length = static_cast<ai_uint32>(::strlen(s.data));
-        mat->AddProperty(&s,AI_MATKEY_NAME);
+        mat->AddProperty(&s, AI_MATKEY_NAME);
 
         // set texture, if any
         const unsigned int tex = materials[i].tex;
-        for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
+        for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
             if ((*it).first == tex) {
                 s.Set((*it).second);
-                mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+                mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
                 break;
             }
         }
@@ -505,17 +492,17 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
     // fill them.
     for (const Unreal::Triangle &tri : triangles) {
         Unreal::TempMat mat(tri);
-        std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
+        std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
 
-        aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
-        aiFace& f    = mesh->mFaces[mesh->mNumFaces++];
-        f.mIndices   = new unsigned int[f.mNumIndices = 3];
+        aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
+        aiFace &f = mesh->mFaces[mesh->mNumFaces++];
+        f.mIndices = new unsigned int[f.mNumIndices = 3];
 
-        for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
+        for (unsigned int i = 0; i < 3; ++i, mesh->mNumVertices++) {
             f.mIndices[i] = mesh->mNumVertices;
 
-            mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
-            mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
+            mesh->mVertices[mesh->mNumVertices] = vertices[tri.mVertex[i]];
+            mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D(tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
         }
     }
 

+ 8 - 11
code/Unreal/UnrealLoader.h

@@ -62,41 +62,38 @@ public:
      *
      *  See BaseImporter::CanRead() for details.
      **/
-    bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
-        bool checkSig) const;
+    bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
+            bool checkSig) const;
 
 protected:
-
     // -------------------------------------------------------------------
     /** @brief Called by Importer::GetExtensionList()
      *
      * See #BaseImporter::GetInfo for the details
      */
-    const aiImporterDesc* GetInfo () const;
-
+    const aiImporterDesc *GetInfo() const;
 
     // -------------------------------------------------------------------
     /** @brief Setup properties for the importer
      *
      * See BaseImporter::SetupProperties() for details
      */
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer *pImp);
 
     // -------------------------------------------------------------------
     /** @brief Imports the given file into the given scene structure.
      *
      * See BaseImporter::InternReadFile() for details
      */
-    void InternReadFile( const std::string& pFile, aiScene* pScene,
-        IOSystem* pIOHandler);
+    void InternReadFile(const std::string &pFile, aiScene *pScene,
+            IOSystem *pIOHandler);
 
 private:
-
     //! frame to be loaded
-    uint32_t configFrameID;
+    uint32_t mConfigFrameID;
 
     //! process surface flags
-    bool configHandleFlags;
+    bool mConfigHandleFlags;
 
 }; // !class UnrealImporter