LWO: Use C++11 range-based for loop
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@@ -90,8 +90,8 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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aiString s;
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bool ret = false;
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for (TextureList::const_iterator it = in.begin(), end = in.end();it != end;++it) {
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if (!(*it).enabled || !(*it).bCanUse)
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for (const auto &texture : in) {
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if (!texture.enabled || !texture.bCanUse)
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continue;
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ret = true;
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@@ -100,7 +100,7 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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// channels if they're not there.
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aiTextureMapping mapping;
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switch ((*it).mapMode)
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switch (texture.mapMode)
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{
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case LWO::Texture::Planar:
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mapping = aiTextureMapping_PLANE;
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@@ -120,13 +120,13 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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break;
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case LWO::Texture::UV:
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{
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if( UINT_MAX == (*it).mRealUVIndex ) {
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if( UINT_MAX == texture.mRealUVIndex ) {
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// We have no UV index for this texture, so we can't display it
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continue;
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}
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// add the UV source index
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temp = (*it).mRealUVIndex;
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temp = texture.mRealUVIndex;
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_UVWSRC(type,cur));
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mapping = aiTextureMapping_UV;
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@@ -139,7 +139,7 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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if (mapping != aiTextureMapping_UV) {
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// Setup the main axis
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aiVector3D v;
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switch ((*it).majorAxis) {
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switch (texture.majorAxis) {
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case Texture::AXIS_X:
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v = aiVector3D(1.f,0.f,0.f);
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break;
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@@ -156,8 +156,8 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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// Setup UV scalings for cylindric and spherical projections
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if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
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aiUVTransform trafo;
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trafo.mScaling.x = (*it).wrapAmountW;
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trafo.mScaling.y = (*it).wrapAmountH;
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trafo.mScaling.x = texture.wrapAmountW;
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trafo.mScaling.y = texture.wrapAmountH;
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static_assert(sizeof(aiUVTransform)/sizeof(float) == 5, "sizeof(aiUVTransform)/sizeof(float) == 5");
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pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
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@@ -171,7 +171,7 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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// find the corresponding clip (take the last one if multiple
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// share the same index)
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ClipList::iterator end = mClips.end(), candidate = end;
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temp = (*it).mClipIdx;
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temp = texture.mClipIdx;
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for (ClipList::iterator clip = mClips.begin(); clip != end; ++clip) {
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if ((*clip).idx == temp) {
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candidate = clip;
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@@ -208,7 +208,7 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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}
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else
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{
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std::string ss = (*it).mFileName;
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std::string ss = texture.mFileName;
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if (!ss.length()) {
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DefaultLogger::get()->error("LWOB: Empty file name");
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continue;
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@@ -219,10 +219,10 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur));
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// add the blend factor
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pcMat->AddProperty<float>(&(*it).mStrength,1,AI_MATKEY_TEXBLEND(type,cur));
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pcMat->AddProperty<float>(&texture.mStrength,1,AI_MATKEY_TEXBLEND(type,cur));
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// add the blend operation
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switch ((*it).blendType)
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switch (texture.blendType)
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{
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case LWO::Texture::Normal:
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case LWO::Texture::Multiply:
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@@ -254,11 +254,11 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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pcMat->AddProperty<int>((int*)&mapping,1,AI_MATKEY_MAPPING(type,cur));
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// add the u-wrapping
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temp = (unsigned int)GetMapMode((*it).wrapModeWidth);
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temp = (unsigned int)GetMapMode(texture.wrapModeWidth);
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_U(type,cur));
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// add the v-wrapping
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temp = (unsigned int)GetMapMode((*it).wrapModeHeight);
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temp = (unsigned int)GetMapMode(texture.wrapModeHeight);
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_V(type,cur));
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++cur;
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@@ -343,16 +343,14 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
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// Now we need to know which shader to use .. iterate through the shader list of
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// the surface and search for a name which we know ...
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for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();it != end;++it) {
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//if (!(*it).enabled)continue;
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if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") {
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for (const auto &shader : surf.mShaders) {
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if (shader.functionName == "LW_SuperCelShader" || shader.functionName == "AH_CelShader") {
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DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
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m = aiShadingMode_Toon;
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break;
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}
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else if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") {
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else if (shader.functionName == "LW_RealFresnel" || shader.functionName == "LW_FastFresnel") {
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DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
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m = aiShadingMode_Fresnel;
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@@ -360,7 +358,7 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
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}
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else
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{
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DefaultLogger::get()->warn("LWO2: Unknown surface shader: " + (*it).functionName);
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DefaultLogger::get()->warn("LWO2: Unknown surface shader: " + shader.functionName);
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}
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}
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if (surf.mMaximumSmoothAngle <= 0.0f)
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@@ -381,20 +379,20 @@ char LWOImporter::FindUVChannels(LWO::TextureList& list,
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LWO::Layer& /*layer*/,LWO::UVChannel& uv, unsigned int next)
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{
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char ret = 0;
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for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) {
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for (auto &texture : list) {
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// Ignore textures with non-UV mappings for the moment.
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if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) {
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if (!texture.enabled || !texture.bCanUse || texture.mapMode != LWO::Texture::UV) {
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continue;
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}
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if ((*it).mUVChannelIndex == uv.name) {
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if (texture.mUVChannelIndex == uv.name) {
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ret = 1;
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// got it.
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if ((*it).mRealUVIndex == UINT_MAX || (*it).mRealUVIndex == next)
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if (texture.mRealUVIndex == UINT_MAX || texture.mRealUVIndex == next)
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{
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(*it).mRealUVIndex = next;
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texture.mRealUVIndex = next;
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}
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else {
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// channel mismatch. need to duplicate the material.
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