Refactoring: use using types (#6266)

* Refactoring: use using types

---------

Co-authored-by: Kim Kulling <kim.kulling@draeger.com>
This commit is contained in:
Kim Kulling
2025-07-28 17:00:45 +02:00
committed by GitHub
parent 59bc03d931
commit 9f4e7c6d8d
34 changed files with 119 additions and 109 deletions

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@@ -332,7 +332,7 @@ void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat)
// ------------------------------------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
void PretransformVertices::BuildWCSMeshes(MeshArray &out, aiMesh **in,
unsigned int numIn, aiNode *node) const {
// NOTE:
// aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
@@ -459,7 +459,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
}
// now build a list of output meshes
std::vector<aiMesh *> apcOutMeshes;
MeshArray apcOutMeshes;
// Keep scene hierarchy? It's an easy job in this case ...
// we go on and transform all meshes, if one is referenced by nodes

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@@ -139,7 +139,7 @@ private:
// -------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
void BuildWCSMeshes(MeshArray &out, aiMesh **in,
unsigned int numIn, aiNode *node) const;
// -------------------------------------------------------------------

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@@ -126,7 +126,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
unsigned int aiNumMeshesPerPType[4] = { 0, 0, 0, 0 };
std::vector<aiMesh *> outMeshes;
MeshArray outMeshes;
outMeshes.reserve(static_cast<size_t>(pScene->mNumMeshes) << 1u);
bool bAnyChanges = false;