Fixed PR Quality Review Issues
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@@ -486,7 +486,7 @@ void M3DImporter::importBones(unsigned int parentid, aiNode *pParent)
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// bone, so we have to convert between the two conceptually different representation forms
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void M3DImporter::importAnimations()
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{
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unsigned int i, j, k, l, n, pos, ori;
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unsigned int i, j, k, l, pos, ori;
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double t;
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m3da_t *a;
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@@ -511,6 +511,7 @@ void M3DImporter::importAnimations()
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pAnim->mNumChannels = m3d->numbone;
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pAnim->mChannels = new aiNodeAnim*[pAnim->mNumChannels];
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for(l = 0; l < m3d->numbone; l++) {
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unsigned int n;
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pAnim->mChannels[l] = new aiNodeAnim;
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pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name));
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// now n is the size of positions / orientations arrays
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@@ -628,8 +629,7 @@ void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m)
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void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
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std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
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std::vector<unsigned int> *vertexids) {
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unsigned int i, j, k, s;
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aiNode *pNode;
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unsigned int i, j, k;
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ai_assert(pMesh != nullptr);
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ai_assert(faces != nullptr);
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@@ -670,6 +670,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
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if(pMesh->mNumBones) {
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pMesh->mBones = new aiBone*[pMesh->mNumBones];
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for(i = 0; i < m3d->numbone; i++) {
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aiNode *pNode;
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pMesh->mBones[i] = new aiBone;
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pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
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pMesh->mBones[i]->mNumWeights = 0;
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@@ -683,7 +684,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
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if(vertexids->size()) {
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// first count how many vertices we have per bone
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for(i = 0; i < vertexids->size(); i++) {
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s = m3d->vertex[vertexids->at(i)].skinid;
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if(s != -1U && s!= -2U) {
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for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
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@@ -706,7 +707,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
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}
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// fill up with data
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for(i = 0; i < vertexids->size(); i++) {
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s = m3d->vertex[vertexids->at(i)].skinid;
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if(s != -1U && s!= -2U) {
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for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
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