diff options
Diffstat (limited to 'modules/assimp/editor_scene_importer_assimp.cpp')
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.cpp | 68 |
1 files changed, 34 insertions, 34 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); } |