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Formatting

Daniel Hritzkiv há 7 anos atrás
pai
commit
e52e44ea07
1 ficheiros alterados com 8 adições e 6 exclusões
  1. 8 6
      code/FindInvalidDataProcess.cpp

+ 8 - 6
code/FindInvalidDataProcess.cpp

@@ -339,27 +339,28 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
 int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
 {
     bool ret = false;
-    std::vector<bool> dirtyMask(pMesh->mNumVertices,(pMesh->mNumFaces ? true : false));
+    std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces);
 
     // Ignore elements that are not referenced by vertices.
     // (they are, for example, caused by the FindDegenerates step)
-    for (unsigned int m = 0; m < pMesh->mNumFaces;++m)  {
+    for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) {
         const aiFace& f = pMesh->mFaces[m];
 
-        for (unsigned int i = 0; i < f.mNumIndices;++i) {
+        for (unsigned int i = 0; i < f.mNumIndices; ++i) {
             dirtyMask[f.mIndices[i]] = false;
         }
     }
 
     // Process vertex positions
-    if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask))    {
+    if (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) {
         DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
+
         return 2;
     }
 
     // process texture coordinates
-    for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i)    {
-        if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask))    {
+    for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
+        if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
             pMesh->mNumUVComponents[i] = 0;
 
             // delete all subsequent texture coordinate sets.
@@ -368,6 +369,7 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
                 pMesh->mTextureCoords[a] = NULL;
                 pMesh->mNumUVComponents[a] = 0;
             }
+
             ret = true;
         }
     }