Bugfix/fix sonarcube findings (#6369)
* Fix sonarcube findings. --------- Co-authored-by: Kim Kulling <kim.kulling@draeger.com>
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co-authored by
Kim Kulling
parent
194da5b2fd
commit
f544f9c217
@@ -65,22 +65,22 @@ namespace Assimp {
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* You can contact RevoluPowered <gordon@gordonite.tech>
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* For more info about this
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*/
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class ASSIMP_API ArmaturePopulate : public BaseProcess {
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class ASSIMP_API ArmaturePopulate final : public BaseProcess {
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public:
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/// The default class constructor.
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ArmaturePopulate() = default;
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/// The class destructor.
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virtual ~ArmaturePopulate() = default;
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~ArmaturePopulate() override = default;
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/// Overwritten, @see BaseProcess
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virtual bool IsActive( unsigned int pFlags ) const;
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bool IsActive( unsigned int pFlags ) const override;
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/// Overwritten, @see BaseProcess
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virtual void SetupProperties( const Importer* pImp );
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void SetupProperties( const Importer* pImp ) override;
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/// Overwritten, @see BaseProcess
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virtual void Execute( aiScene* pScene );
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void Execute( aiScene* pScene ) override;
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static aiNode *GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list);
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@@ -58,7 +58,7 @@ namespace Assimp
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* because the joining of vertices also considers tangents and bitangents for
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* uniqueness.
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*/
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class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess {
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class ASSIMP_API_WINONLY CalcTangentsProcess final : public BaseProcess {
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public:
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CalcTangentsProcess();
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~CalcTangentsProcess() override = default;
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@@ -58,7 +58,7 @@ namespace Assimp {
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/** ComputeUVMappingProcess - converts special mappings, such as spherical,
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* cylindrical or boxed to proper UV coordinates for rendering.
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*/
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class ComputeUVMappingProcess : public BaseProcess {
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class ComputeUVMappingProcess final : public BaseProcess {
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public:
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ComputeUVMappingProcess() = default;
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~ComputeUVMappingProcess() override = default;
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@@ -72,7 +72,7 @@ namespace Assimp {
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*
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* @note RH-LH and LH-RH is the same, so this class can be used for both
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*/
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class MakeLeftHandedProcess : public BaseProcess {
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class MakeLeftHandedProcess final : public BaseProcess {
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public:
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MakeLeftHandedProcess() = default;
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~MakeLeftHandedProcess() override = default;
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@@ -147,7 +147,7 @@ public:
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the UV coordinate system of the import data
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*/
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class FlipUVsProcess : public BaseProcess
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class FlipUVsProcess final : public BaseProcess
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{
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friend class Importer;
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@@ -156,13 +156,13 @@ public:
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FlipUVsProcess();
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/** Destructor, private as well */
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~FlipUVsProcess();
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~FlipUVsProcess() override;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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protected:
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void ProcessMesh( aiMesh* pMesh);
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@@ -66,7 +66,7 @@ namespace Assimp {
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* the bone are split from the mesh. The split off (new) mesh is boneless. At any
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* point in time, bones without affect upon a given mesh are to be removed.
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*/
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class DeboneProcess : public BaseProcess {
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class DeboneProcess final : public BaseProcess {
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public:
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DeboneProcess();
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~DeboneProcess() override = default;
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@@ -52,7 +52,7 @@ namespace Assimp {
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// ---------------------------------------------------------------------------
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/** The DropFaceNormalsProcess computes face normals for all faces of all meshes
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*/
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class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
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class ASSIMP_API_WINONLY DropFaceNormalsProcess final : public BaseProcess {
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public:
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DropFaceNormalsProcess() = default;
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~DropFaceNormalsProcess() override = default;
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@@ -58,7 +58,7 @@ namespace Assimp {
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* it will check if a file with the same name exists at the root folder
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* of the imported model. And if so, it uses that.
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*/
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class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
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class ASSIMP_API EmbedTexturesProcess final : public BaseProcess {
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public:
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/// The default class constructor.
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EmbedTexturesProcess() = default;
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@@ -380,4 +380,3 @@ ai_real ImproveCacheLocalityProcess::ProcessMesh(aiMesh *pMesh, unsigned int mes
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}
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} // namespace Assimp
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