Refactoring: use using types (#6266)
* Refactoring: use using types --------- Co-authored-by: Kim Kulling <kim.kulling@draeger.com>
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@@ -678,8 +678,8 @@ void SceneCombiner::MergeScenes(aiScene **_dest, aiScene *master, std::vector<At
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// ------------------------------------------------------------------------------------------------
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// Build a list of unique bones
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void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash> &asBones,
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std::vector<aiMesh *>::const_iterator it,
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std::vector<aiMesh *>::const_iterator end) {
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MeshArray::const_iterator it,
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MeshArray::const_iterator end) {
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unsigned int iOffset = 0;
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for (; it != end; ++it) {
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for (unsigned int l = 0; l < (*it)->mNumBones; ++l) {
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@@ -712,8 +712,7 @@ void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash> &asBones,
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// ------------------------------------------------------------------------------------------------
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// Merge a list of bones
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void SceneCombiner::MergeBones(aiMesh *out, std::vector<aiMesh *>::const_iterator it,
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std::vector<aiMesh *>::const_iterator end) {
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void SceneCombiner::MergeBones(aiMesh *out, MeshArray::const_iterator it, MeshArray::const_iterator end) {
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if (nullptr == out || out->mNumBones == 0) {
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return;
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}
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@@ -771,8 +770,8 @@ void SceneCombiner::MergeBones(aiMesh *out, std::vector<aiMesh *>::const_iterato
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// ------------------------------------------------------------------------------------------------
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// Merge a list of meshes
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void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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std::vector<aiMesh *>::const_iterator begin,
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std::vector<aiMesh *>::const_iterator end) {
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MeshArray::const_iterator begin,
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MeshArray::const_iterator end) {
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if (nullptr == _out) {
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return;
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}
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@@ -788,7 +787,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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std::string name;
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// Find out how much output storage we'll need
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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const char *meshName((*it)->mName.C_Str());
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name += std::string(meshName);
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if (it != end - 1) {
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@@ -810,7 +809,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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if ((**begin).HasPositions()) {
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pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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if ((*it)->mVertices) {
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::memcpy(pv2, (*it)->mVertices, (*it)->mNumVertices * sizeof(aiVector3D));
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} else
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@@ -822,7 +821,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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if ((**begin).HasNormals()) {
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pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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if ((*it)->mNormals) {
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::memcpy(pv2, (*it)->mNormals, (*it)->mNumVertices * sizeof(aiVector3D));
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} else {
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@@ -837,7 +836,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
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aiVector3D *pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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if ((*it)->mTangents) {
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::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices * sizeof(aiVector3D));
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::memcpy(pv2b, (*it)->mBitangents, (*it)->mNumVertices * sizeof(aiVector3D));
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@@ -854,7 +853,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
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pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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if ((*it)->mTextureCoords[n]) {
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::memcpy(pv2, (*it)->mTextureCoords[n], (*it)->mNumVertices * sizeof(aiVector3D));
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} else {
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@@ -868,7 +867,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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n = 0;
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while ((**begin).HasVertexColors(n)) {
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aiColor4D *pVec2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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if ((*it)->mColors[n]) {
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::memcpy(pVec2, (*it)->mColors[n], (*it)->mNumVertices * sizeof(aiColor4D));
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} else {
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@@ -887,7 +886,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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aiFace *pf2 = out->mFaces;
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unsigned int ofs = 0;
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
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for (MeshArray::const_iterator it = begin; it != end; ++it) {
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for (unsigned int m = 0; m < (*it)->mNumFaces; ++m, ++pf2) {
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aiFace &face = (*it)->mFaces[m];
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pf2->mNumIndices = face.mNumIndices;
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@@ -910,7 +909,7 @@ void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
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MergeBones(out, begin, end);
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// delete all source meshes
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for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it)
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for (MeshArray::const_iterator it = begin; it != end; ++it)
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delete *it;
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}
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