Refactor string checks and variable declarations (#6392)
* Refactor string checks and variable declarations * Change string check from contains to find * Fix syntax error in mesh node creation loop
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@@ -178,7 +178,7 @@ void CopyTexture(aiMaterial &mat, Texture &texture, aiTextureType type) {
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mat.AddProperty<ai_real>(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0));
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// Setup the texture mapping mode
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int mapMode = static_cast<int>(texture.mMapMode);
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auto mapMode = static_cast<int>(texture.mMapMode);
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mat.AddProperty<int>(&mapMode, 1, AI_MATKEY_MAPPINGMODE_U(type, 0));
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mat.AddProperty<int>(&mapMode, 1, AI_MATKEY_MAPPINGMODE_V(type, 0));
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@@ -333,7 +333,8 @@ void Discreet3DSImporter::ConvertMeshes(aiScene *pcOut) {
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for (auto i = mScene->mMeshes.begin(); i != mScene->mMeshes.end(); ++i) {
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std::unique_ptr<std::vector<unsigned int>[]> aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
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name.length = ASSIMP_itoa10(name.data, num++);
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name.length = ASSIMP_itoa10(name.data, num);
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++num;
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unsigned int iNum = 0;
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for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
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@@ -477,7 +478,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut, D3DS::N
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// Setup the name of the node
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// First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
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if (pcIn->mInstanceNumber > 1) {
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char tmp[12];
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char tmp[12] = {'\0'};
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ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
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std::string tempStr = pcIn->mName + "_inst_";
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tempStr += tmp;
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@@ -704,7 +705,8 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene *pcOut) {
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// Build dummy nodes for all meshes
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unsigned int a = 0;
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for (unsigned int i = 0; i < pcOut->mNumMeshes; ++i, ++a) {
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aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
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pcOut->mRootNode->mChildren[a] = new aiNode();
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auto *pcNode = pcOut->mRootNode->mChildren[a];
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pcNode->mParent = pcOut->mRootNode;
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pcNode->mMeshes = new unsigned int[1];
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pcNode->mMeshes[0] = i;
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