replace NULL and avoid ai_assert with more than 2 tests.
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@@ -445,7 +445,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
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delete mesh->mBones[a];
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delete[] mesh->mBones;
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mesh->mBones = NULL;
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mesh->mBones = nullptr;
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}
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// now build a list of output meshes
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@@ -472,12 +472,12 @@ void PretransformVertices::Execute(aiScene *pScene) {
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pScene->mMeshes = npp;
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}
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// now iterate through all meshes and transform them to worldspace
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// now iterate through all meshes and transform them to world-space
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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ApplyTransform(pScene->mMeshes[i], *reinterpret_cast<aiMatrix4x4 *>(pScene->mMeshes[i]->mBones));
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// prevent improper destruction
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pScene->mMeshes[i]->mBones = NULL;
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pScene->mMeshes[i]->mBones = nullptr;
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pScene->mMeshes[i]->mNumBones = 0;
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}
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} else {
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@@ -539,22 +539,22 @@ void PretransformVertices::Execute(aiScene *pScene) {
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *mesh = pScene->mMeshes[i];
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mesh->mNumBones = 0;
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mesh->mBones = NULL;
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mesh->mBones = nullptr;
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// we're reusing the face index arrays. avoid destruction
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
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mesh->mFaces[a].mNumIndices = 0;
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mesh->mFaces[a].mIndices = NULL;
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mesh->mFaces[a].mIndices = nullptr;
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}
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delete mesh;
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// Invalidate the contents of the old mesh array. We will most
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// likely have less output meshes now, so the last entries of
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// the mesh array are not overridden. We set them to NULL to
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// the mesh array are not overridden. We set them to nullptr to
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// make sure the developer gets notified when his application
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// attempts to access these fields ...
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mesh = NULL;
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mesh = nullptr;
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}
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// It is impossible that we have more output meshes than
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@@ -571,14 +571,14 @@ void PretransformVertices::Execute(aiScene *pScene) {
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delete pScene->mAnimations[i];
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delete[] pScene->mAnimations;
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pScene->mAnimations = NULL;
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pScene->mAnimations = nullptr;
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pScene->mNumAnimations = 0;
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// --- we need to keep all cameras and lights
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for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
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aiCamera *cam = pScene->mCameras[i];
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const aiNode *nd = pScene->mRootNode->FindNode(cam->mName);
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ai_assert(NULL != nd);
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ai_assert(nullptr != nd);
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// multiply all properties of the camera with the absolute
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// transformation of the corresponding node
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@@ -590,7 +590,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
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for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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aiLight *l = pScene->mLights[i];
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const aiNode *nd = pScene->mRootNode->FindNode(l->mName);
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ai_assert(NULL != nd);
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ai_assert(nullptr != nd);
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// multiply all properties of the camera with the absolute
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// transformation of the corresponding node
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