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