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Explicitly use nullptr

RevoluPowered 5 年之前
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9c8d835704
共有 5 個文件被更改,包括 44 次插入44 次删除
  1. 8 8
      code/Common/scene.cpp
  2. 10 10
      code/FBX/FBXConverter.cpp
  3. 6 6
      code/PostProcessing/ArmaturePopulate.cpp
  4. 9 9
      include/assimp/mesh.h
  5. 11 11
      include/assimp/scene.h

+ 8 - 8
code/Common/scene.cpp

@@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 aiNode::aiNode()
 : mName("")
-, mParent(NULL)
+, mParent(nullptr)
 , mNumChildren(0)
-, mChildren(NULL)
+, mChildren(nullptr)
 , mNumMeshes(0)
-, mMeshes(NULL)
-, mMetaData(NULL) {
+, mMeshes(nullptr)
+, mMetaData(nullptr) {
     // empty
 }
 
 aiNode::aiNode(const std::string& name)
 : mName(name)
-, mParent(NULL)
+, mParent(nullptr)
 , mNumChildren(0)
-, mChildren(NULL)
+, mChildren(nullptr)
 , mNumMeshes(0)
-, mMeshes(NULL)
-, mMetaData(NULL) {
+, mMeshes(nullptr)
+, mMetaData(nullptr) {
     // empty
 }
 

+ 10 - 10
code/FBX/FBXConverter.cpp

@@ -1134,7 +1134,7 @@ namespace Assimp {
                         binormals = &tempBinormals;
                     }
                     else {
-                        binormals = NULL;
+                        binormals = nullptr;
                     }
                 }
 
@@ -1184,7 +1184,7 @@ namespace Assimp {
                 ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
             }
 
-            if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) {
+            if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
                 ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
                                nullptr);
             }
@@ -1264,7 +1264,7 @@ namespace Assimp {
             const std::vector<aiVector3D>& vertices = mesh.GetVertices();
             const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
 
-            const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
+            const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
 
             unsigned int count_faces = 0;
             unsigned int count_vertices = 0;
@@ -1324,7 +1324,7 @@ namespace Assimp {
                         binormals = &tempBinormals;
                     }
                     else {
-                        binormals = NULL;
+                        binormals = nullptr;
                     }
                 }
 
@@ -1513,9 +1513,9 @@ namespace Assimp {
 
                         unsigned int count = 0;
                         const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
-                        // ToOutputVertexIndex only returns NULL if index is out of bounds
+                        // ToOutputVertexIndex only returns nullptr if index is out of bounds
                         // which should never happen
-                        ai_assert(out_idx != NULL);
+                        ai_assert(out_idx != nullptr);
 
                         index_out_indices.push_back(no_index_sentinel);
                         count_out_indices.push_back(0);
@@ -1586,7 +1586,7 @@ namespace Assimp {
             std::string deformer_name = cl->TargetNode()->Name();
             aiString bone_name = aiString(FixNodeName(deformer_name));
 
-            aiBone *bone = NULL;
+            aiBone *bone = nullptr;
 
             if (bone_map.count(deformer_name)) {
                 std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
@@ -2740,7 +2740,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
         // sanity check whether the input is ok
         static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
             bool strictMode) {
-            const Object* target(NULL);
+            const Object* target(nullptr);
             for (const AnimationCurveNode* node : curves) {
                 if (!target) {
                     target = node->Target();
@@ -2771,7 +2771,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
 #ifdef ASSIMP_BUILD_DEBUG
             validateAnimCurveNodes(curves, doc.Settings().strictMode);
 #endif
-            const AnimationCurveNode* curve_node = NULL;
+            const AnimationCurveNode* curve_node = nullptr;
             for (const AnimationCurveNode* node : curves) {
                 ai_assert(node);
 
@@ -3619,7 +3619,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
             ai_assert(!out->mMeshes);
             ai_assert(!out->mNumMeshes);
 
-            // note: the trailing () ensures initialization with NULL - not
+            // note: the trailing () ensures initialization with nullptr - not
             // many C++ users seem to know this, so pointing it out to avoid
             // confusion why this code works.
 

+ 6 - 6
code/PostProcessing/ArmaturePopulate.cpp

@@ -115,7 +115,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
   
   ASSIMP_LOG_WARN("GetArmatureRoot() can't find armature!");
   
-  return NULL;
+  return nullptr;
 }
 
 /* Simple IsBoneNode check if this could be a bone */
@@ -139,7 +139,7 @@ bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
 aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
                                            std::vector<aiNode *> &nodes) {
   std::vector<aiNode *>::iterator iter;
-  aiNode *found = NULL;
+  aiNode *found = nullptr;
   for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
     aiNode *element = *iter;
     ai_assert(element);
@@ -150,13 +150,13 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
     }
   }
 
-  if (found != NULL) {
+  if (found != nullptr) {
     // now pop the element from the node list
     nodes.erase(iter);
 
     return found;
   }
-  return NULL;
+  return nullptr;
 }
 
 /* Prepare flat node list which can be used for non recursive lookups later */
@@ -233,10 +233,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
   for (aiBone *bone : bones) {
     ai_assert(bone);
     aiNode *node = GetNodeFromStack(bone->mName, node_stack);
-    if (node == NULL) {
+    if (node == nullptr) {
       node_stack.clear();
       BuildNodeList(root_node, node_stack);
-      ASSIMP_LOG_DEBUG_F("Resetting bone stack: null element %s\n", bone->mName.C_Str());
+      ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element %s\n", bone->mName.C_Str());
 
       node = GetNodeFromStack(bone->mName, node_stack);
 

+ 9 - 9
include/assimp/mesh.h

@@ -435,11 +435,11 @@ struct aiAnimMesh
     /**Anim Mesh name */
     C_STRUCT aiString mName;
 
-    /** Replacement for aiMesh::mVertices. If this array is non-NULL,
+    /** Replacement for aiMesh::mVertices. If this array is non-nullptr,
      *  it *must* contain mNumVertices entries. The corresponding
-     *  array in the host mesh must be non-NULL as well - animation
+     *  array in the host mesh must be non-nullptr as well - animation
      *  meshes may neither add or nor remove vertex components (if
-     *  a replacement array is NULL and the corresponding source
+     *  a replacement array is nullptr and the corresponding source
      *  array is not, the source data is taken instead)*/
     C_STRUCT aiVector3D* mVertices;
 
@@ -613,7 +613,7 @@ struct aiMesh
     C_STRUCT aiVector3D* mVertices;
 
     /** Vertex normals.
-    * The array contains normalized vectors, NULL if not present.
+    * The array contains normalized vectors, nullptr if not present.
     * The array is mNumVertices in size. Normals are undefined for
     * point and line primitives. A mesh consisting of points and
     * lines only may not have normal vectors. Meshes with mixed
@@ -636,7 +636,7 @@ struct aiMesh
 
     /** Vertex tangents.
     * The tangent of a vertex points in the direction of the positive
-    * X texture axis. The array contains normalized vectors, NULL if
+    * X texture axis. The array contains normalized vectors, nullptr if
     * not present. The array is mNumVertices in size. A mesh consisting
     * of points and lines only may not have normal vectors. Meshes with
     * mixed primitive types (i.e. lines and triangles) may have
@@ -650,7 +650,7 @@ struct aiMesh
 
     /** Vertex bitangents.
     * The bitangent of a vertex points in the direction of the positive
-    * Y texture axis. The array contains normalized vectors, NULL if not
+    * Y texture axis. The array contains normalized vectors, nullptr if not
     * present. The array is mNumVertices in size.
     * @note If the mesh contains tangents, it automatically also contains
     * bitangents.
@@ -659,14 +659,14 @@ struct aiMesh
 
     /** Vertex color sets.
     * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
-    * colors per vertex. NULL if not present. Each array is
+    * colors per vertex. nullptr if not present. Each array is
     * mNumVertices in size if present.
     */
     C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
 
     /** Vertex texture coords, also known as UV channels.
     * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
-    * vertex. NULL if not present. The array is mNumVertices in size.
+    * vertex. nullptr if not present. The array is mNumVertices in size.
     */
     C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
 
@@ -688,7 +688,7 @@ struct aiMesh
     C_STRUCT aiFace* mFaces;
 
     /** The number of bones this mesh contains.
-    * Can be 0, in which case the mBones array is NULL.
+    * Can be 0, in which case the mBones array is nullptr.
     */
     unsigned int mNumBones;
 

+ 11 - 11
include/assimp/scene.h

@@ -110,13 +110,13 @@ struct ASSIMP_API aiNode
     /** The transformation relative to the node's parent. */
     C_STRUCT aiMatrix4x4 mTransformation;
 
-    /** Parent node. NULL if this node is the root node. */
+    /** Parent node. nullptr if this node is the root node. */
     C_STRUCT aiNode* mParent;
 
     /** The number of child nodes of this node. */
     unsigned int mNumChildren;
 
-    /** The child nodes of this node. NULL if mNumChildren is 0. */
+    /** The child nodes of this node. nullptr if mNumChildren is 0. */
     C_STRUCT aiNode** mChildren;
 
     /** The number of meshes of this node. */
@@ -127,7 +127,7 @@ struct ASSIMP_API aiNode
       */
     unsigned int* mMeshes;
 
-    /** Metadata associated with this node or NULL if there is no metadata.
+    /** Metadata associated with this node or nullptr if there is no metadata.
       *  Whether any metadata is generated depends on the source file format. See the
       * @link importer_notes @endlink page for more information on every source file
       * format. Importers that don't document any metadata don't write any.
@@ -149,7 +149,7 @@ struct ASSIMP_API aiNode
      *  of the scene.
      *
      *  @param name Name to search for
-     *  @return NULL or a valid Node if the search was successful.
+     *  @return nullptr or a valid Node if the search was successful.
      */
     inline 
     const aiNode* FindNode(const aiString& name) const {
@@ -344,7 +344,7 @@ struct aiScene
 
 #ifdef __cplusplus
 
-    //! Default constructor - set everything to 0/NULL
+    //! Default constructor - set everything to 0/nullptr
     ASSIMP_API aiScene();
 
     //! Destructor
@@ -353,33 +353,33 @@ struct aiScene
     //! Check whether the scene contains meshes
     //! Unless no special scene flags are set this will always be true.
     inline bool HasMeshes() const { 
-        return mMeshes != NULL && mNumMeshes > 0; 
+        return mMeshes != nullptr && mNumMeshes > 0; 
     }
 
     //! Check whether the scene contains materials
     //! Unless no special scene flags are set this will always be true.
     inline bool HasMaterials() const { 
-        return mMaterials != NULL && mNumMaterials > 0; 
+        return mMaterials != nullptr && mNumMaterials > 0; 
     }
 
     //! Check whether the scene contains lights
     inline bool HasLights() const { 
-        return mLights != NULL && mNumLights > 0; 
+        return mLights != nullptr && mNumLights > 0; 
     }
 
     //! Check whether the scene contains textures
     inline bool HasTextures() const {
-        return mTextures != NULL && mNumTextures > 0; 
+        return mTextures != nullptr && mNumTextures > 0; 
     }
 
     //! Check whether the scene contains cameras
     inline bool HasCameras() const {
-        return mCameras != NULL && mNumCameras > 0; 
+        return mCameras != nullptr && mNumCameras > 0; 
     }
 
     //! Check whether the scene contains animations
     inline bool HasAnimations() const { 
-        return mAnimations != NULL && mNumAnimations > 0; 
+        return mAnimations != nullptr && mNumAnimations > 0; 
     }
 
     //! Returns a short filename from a full path