LWO: Use C++11 range-based for loop

This commit is contained in:
Turo Lamminen
2016-05-21 23:28:33 +03:00
parent 3031470ec1
commit b9fbfbc18a
2 changed files with 29 additions and 32 deletions

View File

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