Ogre: Use C++11 range-based for loop
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@@ -258,12 +258,11 @@ void IVertexData::AddVertexMapping(uint32_t oldIndex, uint32_t newIndex)
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void IVertexData::BoneAssignmentsForVertex(uint32_t currentIndex, uint32_t newIndex, VertexBoneAssignmentList &dest) const
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{
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for (VertexBoneAssignmentList::const_iterator iter=boneAssignments.begin(), end=boneAssignments.end();
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iter!=end; ++iter)
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for (const auto &boneAssign : boneAssignments)
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{
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if (iter->vertexIndex == currentIndex)
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if (boneAssign.vertexIndex == currentIndex)
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{
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VertexBoneAssignment a = (*iter);
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VertexBoneAssignment a = boneAssign;
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a.vertexIndex = newIndex;
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dest.push_back(a);
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}
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@@ -289,10 +288,9 @@ AssimpVertexBoneWeightList IVertexData::AssimpBoneWeights(size_t vertices)
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std::set<uint16_t> IVertexData::ReferencedBonesByWeights() const
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{
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std::set<uint16_t> referenced;
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for (VertexBoneAssignmentList::const_iterator iter=boneAssignments.begin(), end=boneAssignments.end();
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iter!=end; ++iter)
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for (const auto &boneAssign : boneAssignments)
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{
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referenced.insert(iter->boneIndex);
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referenced.insert(boneAssign.boneIndex);
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}
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return referenced;
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}
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@@ -318,10 +316,10 @@ void VertexData::Reset()
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uint32_t VertexData::VertexSize(uint16_t source) const
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{
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uint32_t size = 0;
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for(VertexElementList::const_iterator iter=vertexElements.begin(), end=vertexElements.end(); iter != end; ++iter)
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for(const auto &element : vertexElements)
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{
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if (iter->source == source)
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size += iter->Size();
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if (element.source == source)
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size += element.Size();
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}
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return size;
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}
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@@ -335,9 +333,8 @@ MemoryStream *VertexData::VertexBuffer(uint16_t source)
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VertexElement *VertexData::GetVertexElement(VertexElement::Semantic semantic, uint16_t index)
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{
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for(VertexElementList::iterator iter=vertexElements.begin(), end=vertexElements.end(); iter != end; ++iter)
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for(auto & element : vertexElements)
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{
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VertexElement &element = (*iter);
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if (element.semantic == semantic && element.index == index)
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return &element;
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}
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@@ -427,16 +424,16 @@ void Mesh::Reset()
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OGRE_SAFE_DELETE(skeleton)
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OGRE_SAFE_DELETE(sharedVertexData)
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for(size_t i=0, len=subMeshes.size(); i<len; ++i) {
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OGRE_SAFE_DELETE(subMeshes[i])
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for(auto &mesh : subMeshes) {
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OGRE_SAFE_DELETE(mesh)
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}
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subMeshes.clear();
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for(size_t i=0, len=animations.size(); i<len; ++i) {
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OGRE_SAFE_DELETE(animations[i])
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for(auto &anim : animations) {
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OGRE_SAFE_DELETE(anim)
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}
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animations.clear();
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for(size_t i=0, len=poses.size(); i<len; ++i) {
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OGRE_SAFE_DELETE(poses[i])
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for(auto &pose : poses) {
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OGRE_SAFE_DELETE(pose)
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}
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poses.clear();
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}
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@@ -739,8 +736,8 @@ void MeshXml::Reset()
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OGRE_SAFE_DELETE(skeleton)
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OGRE_SAFE_DELETE(sharedVertexData)
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for(size_t i=0, len=subMeshes.size(); i<len; ++i) {
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OGRE_SAFE_DELETE(subMeshes[i])
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for(auto &mesh : subMeshes) {
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OGRE_SAFE_DELETE(mesh)
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}
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subMeshes.clear();
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}
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@@ -988,12 +985,12 @@ Skeleton::~Skeleton()
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void Skeleton::Reset()
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{
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for(size_t i=0, len=bones.size(); i<len; ++i) {
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OGRE_SAFE_DELETE(bones[i])
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for(auto &bone : bones) {
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OGRE_SAFE_DELETE(bone)
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}
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bones.clear();
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for(size_t i=0, len=animations.size(); i<len; ++i) {
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OGRE_SAFE_DELETE(animations[i])
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for(auto &anim : animations) {
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OGRE_SAFE_DELETE(anim)
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}
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animations.clear();
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}
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@@ -1082,11 +1079,11 @@ void Bone::CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton)
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defaultPose = aiMatrix4x4(scale, rotation, position);
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// Recursively for all children now that the parent matrix has been calculated.
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for (size_t i=0, len=children.size(); i<len; ++i)
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for (auto boneId : children)
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{
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Bone *child = skeleton->BoneById(children[i]);
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Bone *child = skeleton->BoneById(boneId);
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if (!child) {
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throw DeadlyImportError(Formatter::format() << "CalculateWorldMatrixAndDefaultPose: Failed to find child bone " << children[i] << " for parent " << id << " " << name);
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throw DeadlyImportError(Formatter::format() << "CalculateWorldMatrixAndDefaultPose: Failed to find child bone " << boneId << " for parent " << id << " " << name);
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}
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child->CalculateWorldMatrixAndDefaultPose(skeleton);
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}
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