Explicitly use nullptr

This commit is contained in:
RevoluPowered
2019-10-27 11:29:56 +00:00
parent 5d0c63391b
commit 9c8d835704
5 changed files with 44 additions and 44 deletions

View File

@@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
aiNode::aiNode()
: mName("")
, mParent(NULL)
, mParent(nullptr)
, mNumChildren(0)
, mChildren(NULL)
, mChildren(nullptr)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL) {
, mMeshes(nullptr)
, mMetaData(nullptr) {
// empty
}
aiNode::aiNode(const std::string& name)
: mName(name)
, mParent(NULL)
, mParent(nullptr)
, mNumChildren(0)
, mChildren(NULL)
, mChildren(nullptr)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL) {
, mMeshes(nullptr)
, mMetaData(nullptr) {
// empty
}

View File

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

View File

@@ -115,7 +115,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
ASSIMP_LOG_WARN("GetArmatureRoot() can't find armature!");
return NULL;
return nullptr;
}
/* Simple IsBoneNode check if this could be a bone */
@@ -139,7 +139,7 @@ bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter;
aiNode *found = NULL;
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
@@ -150,13 +150,13 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
}
}
if (found != NULL) {
if (found != nullptr) {
// now pop the element from the node list
nodes.erase(iter);
return found;
}
return NULL;
return nullptr;
}
/* Prepare flat node list which can be used for non recursive lookups later */
@@ -233,10 +233,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == NULL) {
if (node == nullptr) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: null element %s\n", bone->mName.C_Str());
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element %s\n", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack);