Merge branch 'master' into update_copyrights

This commit is contained in:
Kim Kulling
2021-02-28 12:18:41 +01:00
committed by GitHub
438 changed files with 57029 additions and 221 deletions

View File

@@ -124,13 +124,13 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
ai_assert(nullptr != bone);
// duplicate mehes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
bones.emplace_back(bone);
}
}
@@ -145,14 +145,14 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
// Prepare flat node list which can be used for non recursive lookups later
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
ai_assert(nullptr != current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
if (child->mNumMeshes == 0) {
nodes.push_back(child);
nodes.emplace_back(child);
}
BuildNodeList(child, nodes);
@@ -168,8 +168,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(root_node);
ai_assert(!node_stack.empty());
if (node_stack.empty()) {
return;
}
ai_assert(nullptr != root_node);
for (aiBone *bone : bones) {
ai_assert(bone);
@@ -181,7 +183,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
if (nullptr == node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
@@ -199,7 +201,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
// points. (yet)
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
while (nullptr != bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_VERBOSE_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
@@ -236,7 +238,7 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
ai_assert(nullptr != element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;