Ogre: Use C++11 range-based for loop
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@@ -453,7 +453,7 @@ void OgreXmlSerializer::ReadGeometryVertexBuffer(VertexDataXml *dest)
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}
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else if (uvs > 0 && m_currentNodeName == nnTexCoord)
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{
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for(size_t i=0, len=dest->uvs.size(); i<len; ++i)
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for(auto &uvs : dest->uvs)
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{
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if (m_currentNodeName != nnTexCoord) {
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throw DeadlyImportError("Vertex buffer declared more UVs than can be found in a vertex");
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@@ -462,7 +462,7 @@ void OgreXmlSerializer::ReadGeometryVertexBuffer(VertexDataXml *dest)
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aiVector3D uv;
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uv.x = ReadAttribute<float>("u");
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uv.y = (ReadAttribute<float>("v") * -1) + 1; // Flip UV from Ogre to Assimp form
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dest->uvs[i].push_back(uv);
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uvs.push_back(uv);
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NextNode();
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}
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@@ -657,10 +657,8 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
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Some exporters wont care if the sum of all bone weights
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for a single vertex equals 1 or not, so validate here. */
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const float epsilon = 0.05f;
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for(std::set<uint32_t>::const_iterator iter=influencedVertices.begin(), end=influencedVertices.end(); iter != end; ++iter)
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for (const uint32_t vertexIndex : influencedVertices)
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{
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const uint32_t vertexIndex = (*iter);
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float sum = 0.0f;
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for (VertexBoneAssignmentList::const_iterator baIter=dest->boneAssignments.begin(), baEnd=dest->boneAssignments.end(); baIter != baEnd; ++baIter)
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{
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@@ -669,10 +667,10 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
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}
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if ((sum < (1.0f - epsilon)) || (sum > (1.0f + epsilon)))
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{
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for (VertexBoneAssignmentList::iterator baIter=dest->boneAssignments.begin(), baEnd=dest->boneAssignments.end(); baIter != baEnd; ++baIter)
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for (auto &boneAssign : dest->boneAssignments)
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{
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if (baIter->vertexIndex == vertexIndex)
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baIter->weight /= sum;
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if (boneAssign.vertexIndex == vertexIndex)
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boneAssign.weight /= sum;
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}
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}
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}
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