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authorlupoDharkael <izhe@hotmail.es>2020-04-02 01:20:12 +0200
committerlupoDharkael <izhe@hotmail.es>2020-04-02 13:38:00 +0200
commit95a1400a2ac9de1a29fa305f45b928ce8e3044bd (patch)
treebe0cd59e5a90926e9d653fed9f3b1b77e735ca2f /modules/assimp
parent5f11e1557156617366d2c316a97716172103980d (diff)
Replace NULL with nullptr
Diffstat (limited to 'modules/assimp')
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp68
-rw-r--r--modules/assimp/editor_scene_importer_assimp.h2
-rw-r--r--modules/assimp/import_state.h10
-rw-r--r--modules/assimp/import_utils.h10
4 files changed, 45 insertions, 45 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index d163512bb3..cc74674eff 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -62,7 +62,7 @@ aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
}
}
- return NULL;
+ return nullptr;
}
void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
@@ -149,7 +149,7 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f
0;
aiScene *scene = (aiScene *)importer.ReadFile(s_path.c_str(), post_process_Steps);
- ERR_FAIL_COND_V_MSG(scene == NULL, NULL, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
+ ERR_FAIL_COND_V_MSG(scene == nullptr, nullptr, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
}
@@ -284,7 +284,7 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co
aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiString name) {
List<aiBone *>::Element *iter;
- aiBone *bone = NULL;
+ aiBone *bone = nullptr;
for (iter = state.bone_stack.front(); iter; iter = iter->next()) {
bone = (aiBone *)iter->get();
@@ -294,32 +294,32 @@ aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiStr
}
}
- return NULL;
+ return nullptr;
}
Node3D *
EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps,
const int32_t p_max_bone_weights) {
- ERR_FAIL_COND_V(scene == NULL, NULL);
+ ERR_FAIL_COND_V(scene == nullptr, nullptr);
ImportState state;
state.path = p_path;
state.assimp_scene = scene;
state.max_bone_weights = p_max_bone_weights;
- state.animation_player = NULL;
+ state.animation_player = nullptr;
// populate light map
for (unsigned int l = 0; l < scene->mNumLights; l++) {
aiLight *ai_light = scene->mLights[l];
- ERR_CONTINUE(ai_light == NULL);
+ ERR_CONTINUE(ai_light == nullptr);
state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l;
}
// fill camera cache
for (unsigned int c = 0; c < scene->mNumCameras; c++) {
aiCamera *ai_camera = scene->mCameras[c];
- ERR_CONTINUE(ai_camera == NULL);
+ ERR_CONTINUE(ai_camera == nullptr);
state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c;
}
@@ -333,7 +333,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
RegenerateBoneStack(state);
- Node *last_valid_parent = NULL;
+ Node *last_valid_parent = nullptr;
List<const aiNode *>::Element *iter;
for (iter = state.nodes.front(); iter; iter = iter->next()) {
@@ -343,7 +343,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
String node_name = AssimpUtils::get_assimp_string(element_assimp_node->mName);
//print_verbose("node: " + node_name);
- Node3D *spatial = NULL;
+ Node3D *spatial = nullptr;
Transform transform = AssimpUtils::assimp_matrix_transform(element_assimp_node->mTransformation);
// retrieve this node bone
@@ -361,13 +361,13 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
if (!state.armature_skeletons.has(element_assimp_node)) {
state.armature_skeletons.insert(element_assimp_node, skeleton);
}
- } else if (bone != NULL) {
+ } else if (bone != nullptr) {
continue;
} else {
spatial = memnew(Node3D);
}
- ERR_CONTINUE_MSG(spatial == NULL, "FBX Import - are we out of ram?");
+ ERR_CONTINUE_MSG(spatial == nullptr, "FBX Import - are we out of ram?");
// we on purpose set the transform and name after creating the node.
spatial->set_name(node_name);
@@ -387,7 +387,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
if (parent_lookup) {
Node3D *parent_node = parent_lookup->value();
- ERR_FAIL_COND_V_MSG(parent_node == NULL, state.root,
+ ERR_FAIL_COND_V_MSG(parent_node == nullptr, state.root,
"Parent node invalid even though lookup successful, out of ram?");
if (spatial != state.root) {
@@ -434,7 +434,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
aiNode *parent_node = bone_node->mParent;
String bone_name = AssimpUtils::get_anim_string_from_assimp(bone->mName);
- ERR_CONTINUE_MSG(armature_for_bone == NULL, "Armature for bone invalid: " + bone_name);
+ ERR_CONTINUE_MSG(armature_for_bone == nullptr, "Armature for bone invalid: " + bone_name);
Skeleton3D *skeleton = state.armature_skeletons[armature_for_bone];
state.skeleton_bone_map[bone] = skeleton;
@@ -454,7 +454,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
skeleton->set_bone_rest(boneIdx, pform);
skeleton->set_bone_pose(boneIdx, pform);
- if (parent_node != NULL) {
+ if (parent_node != nullptr) {
int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mName));
int current_bone_id = boneIdx;
skeleton->set_bone_parent(current_bone_id, parent_bone_id);
@@ -470,8 +470,8 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
const aiNode *assimp_node = key_value_pair->key();
Node3D *mesh_template = key_value_pair->value();
- ERR_CONTINUE(assimp_node == NULL);
- ERR_CONTINUE(mesh_template == NULL);
+ ERR_CONTINUE(assimp_node == nullptr);
+ ERR_CONTINUE(mesh_template == nullptr);
Node *parent_node = mesh_template->get_parent();
@@ -479,7 +479,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
continue;
}
- if (parent_node == NULL) {
+ if (parent_node == nullptr) {
print_error("Found invalid parent node!");
continue; // root node
}
@@ -661,7 +661,7 @@ Node *EditorSceneImporterAssimp::get_node_by_name(ImportState &state, String nam
return node;
}
}
- return NULL;
+ return nullptr;
}
/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
@@ -691,7 +691,7 @@ void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state, aiMesh *
// iterate over all the bones on the mesh for this node only!
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
aiBone *bone = mesh->mBones[boneIndex];
- if (state.bone_stack.find(bone) == NULL) {
+ if (state.bone_stack.find(bone) == nullptr) {
state.bone_stack.push_back(bone);
}
}
@@ -711,7 +711,7 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim
print_verbose("import animation: " + name);
float ticks_per_second = anim->mTicksPerSecond;
- if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) {
+ if (state.assimp_scene->mMetaData != nullptr && Math::is_equal_approx(ticks_per_second, 0.0f)) {
int32_t time_mode = 0;
state.assimp_scene->mMetaData->Get("TimeMode", time_mode);
ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene);
@@ -747,9 +747,9 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim
continue; //do not bother
}
- Skeleton3D *skeleton = NULL;
+ Skeleton3D *skeleton = nullptr;
NodePath node_path;
- aiBone *bone = NULL;
+ aiBone *bone = nullptr;
// Import skeleton bone animation for this track
// Any bone will do, no point in processing more than just what is in the skeleton
@@ -806,7 +806,7 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim
Node *item = get_node_by_name(state, mesh_name);
ERR_CONTINUE_MSG(!item, "failed to look up node by name");
const MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(item);
- ERR_CONTINUE(mesh_instance == NULL);
+ ERR_CONTINUE(mesh_instance == nullptr);
String base_path = state.root->get_path_to(mesh_instance);
@@ -940,7 +940,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
}
// Work out normal calculations? - this needs work it doesn't work properly on huestos
- if (ai_mesh->mNormals != NULL) {
+ if (ai_mesh->mNormals != nullptr) {
const aiVector3D normals = ai_mesh->mNormals[j];
const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
st->add_normal(godot_normal);
@@ -1325,8 +1325,8 @@ EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_
mesh_key += itos(surface_indices[i]);
}
- Skeleton3D *skeleton = NULL;
- aiNode *armature = NULL;
+ Skeleton3D *skeleton = nullptr;
+ aiNode *armature = nullptr;
if (!state.mesh_cache.has(mesh_key)) {
mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skin, skeleton);
@@ -1411,9 +1411,9 @@ Node3D *EditorSceneImporterAssimp::create_light(
ImportState &state,
const String &node_name,
Transform &look_at_transform) {
- Light3D *light = NULL;
+ Light3D *light = nullptr;
aiLight *assimp_light = state.assimp_scene->mLights[state.light_cache[node_name]];
- ERR_FAIL_COND_V(!assimp_light, NULL);
+ ERR_FAIL_COND_V(!assimp_light, nullptr);
if (assimp_light->mType == aiLightSource_DIRECTIONAL) {
light = memnew(DirectionalLight3D);
@@ -1422,7 +1422,7 @@ Node3D *EditorSceneImporterAssimp::create_light(
} else if (assimp_light->mType == aiLightSource_SPOT) {
light = memnew(SpotLight3D);
}
- ERR_FAIL_COND_V(light == NULL, NULL);
+ ERR_FAIL_COND_V(light == nullptr, nullptr);
if (assimp_light->mType != aiLightSource_POINT) {
Vector3 pos = Vector3(
@@ -1458,10 +1458,10 @@ Node3D *EditorSceneImporterAssimp::create_camera(
const String &node_name,
Transform &look_at_transform) {
aiCamera *camera = state.assimp_scene->mCameras[state.camera_cache[node_name]];
- ERR_FAIL_COND_V(!camera, NULL);
+ ERR_FAIL_COND_V(!camera, nullptr);
Camera3D *camera_node = memnew(Camera3D);
- ERR_FAIL_COND_V(!camera_node, NULL);
+ ERR_FAIL_COND_V(!camera_node, nullptr);
float near = camera->mClipPlaneNear;
if (Math::is_equal_approx(near, 0.0f)) {
near = 0.1f;
@@ -1483,7 +1483,7 @@ void EditorSceneImporterAssimp::_generate_node(
ImportState &state,
const aiNode *assimp_node) {
- ERR_FAIL_COND(assimp_node == NULL);
+ ERR_FAIL_COND(assimp_node == nullptr);
state.nodes.push_back(assimp_node);
String parent_name = AssimpUtils::get_assimp_string(assimp_node->mParent->mName);
@@ -1498,7 +1498,7 @@ void EditorSceneImporterAssimp::_generate_node(
// is this an armature
// parent null
// and this is the first bone :)
- if (parent_bone == NULL && current_bone) {
+ if (parent_bone == nullptr && current_bone) {
state.armature_nodes.push_back(assimp_node->mParent);
print_verbose("found valid armature: " + parent_name);
}
diff --git a/modules/assimp/editor_scene_importer_assimp.h b/modules/assimp/editor_scene_importer_assimp.h
index 5059138b64..ab00a6c3aa 100644
--- a/modules/assimp/editor_scene_importer_assimp.h
+++ b/modules/assimp/editor_scene_importer_assimp.h
@@ -138,7 +138,7 @@ public:
virtual void get_extensions(List<String> *r_extensions) const;
virtual uint32_t get_import_flags() const;
- virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
+ virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr);
Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
static void RegenerateBoneStack(ImportState &state);
diff --git a/modules/assimp/import_state.h b/modules/assimp/import_state.h
index b16366b38c..cda1a854f0 100644
--- a/modules/assimp/import_state.h
+++ b/modules/assimp/import_state.h
@@ -118,12 +118,12 @@ struct RecursiveState {
bone(_bone) {}
Transform node_transform;
- Skeleton3D *skeleton = NULL;
- Node3D *new_node = NULL;
+ Skeleton3D *skeleton = nullptr;
+ Node3D *new_node = nullptr;
String node_name;
- aiNode *assimp_node = NULL;
- Node *parent_node = NULL;
- aiBone *bone = NULL;
+ aiNode *assimp_node = nullptr;
+ Node *parent_node = nullptr;
+ aiBone *bone = nullptr;
};
} // namespace AssimpImporter
diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h
index 30c00f8765..f78931add3 100644
--- a/modules/assimp/import_utils.h
+++ b/modules/assimp/import_utils.h
@@ -233,7 +233,7 @@ public:
static Transform _get_global_assimp_node_transform(const aiNode *p_current_node) {
aiNode const *current_node = p_current_node;
Transform xform;
- while (current_node != NULL) {
+ while (current_node != nullptr) {
xform = assimp_matrix_transform(current_node->mTransformation) * xform;
current_node = current_node->mParent;
}
@@ -319,7 +319,7 @@ public:
*/
static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
ERR_FAIL_COND(texture.is_null());
- ERR_FAIL_COND(map_mode == NULL);
+ ERR_FAIL_COND(map_mode == nullptr);
// FIXME: Commented out during Vulkan port.
/*
aiTextureMapMode tex_mode = map_mode[0];
@@ -358,13 +358,13 @@ public:
print_verbose("Open Asset Import: Loading embedded texture " + filename);
if (tex->mHeight == 0) {
if (tex->CheckFormat("png")) {
- ERR_FAIL_COND_V(Image::_png_mem_loader_func == NULL, Ref<Image>());
+ ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, Ref<Image>());
Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
state.path_to_image_cache.insert(p_path, img);
return img;
} else if (tex->CheckFormat("jpg")) {
- ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == NULL, Ref<Image>());
+ ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, Ref<Image>());
Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
state.path_to_image_cache.insert(p_path, img);
@@ -440,7 +440,7 @@ public:
String &path,
AssimpImageData &image_state) {
aiString ai_filename = aiString();
- if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, NULL, NULL, NULL, NULL, image_state.map_mode)) {
+ if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, nullptr, nullptr, nullptr, nullptr, image_state.map_mode)) {
return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
}