CSkeletonLoader: Make use of ranged for where applicable
Same behavior, less code.
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@ -17,10 +17,9 @@ void CSkeletonLoader::SetLocalBoneCoords(CBone *pBone)
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void CSkeletonLoader::CalculateBoneInverseBindMatrices()
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void CSkeletonLoader::CalculateBoneInverseBindMatrices()
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{
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{
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for (uint32 iBone = 0; iBone < mpSkeleton->mBones.size(); iBone++)
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for (CBone* bone : mpSkeleton->mBones)
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{
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{
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CBone *pBone = mpSkeleton->mBones[iBone];
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bone->mInvBind = CTransform4f::TranslationMatrix(-bone->Position());
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pBone->mInvBind = CTransform4f::TranslationMatrix(-pBone->Position());
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}
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}
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}
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}
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@ -37,7 +36,7 @@ std::unique_ptr<CSkeleton> CSkeletonLoader::LoadCINF(IInputStream& rCINF, CResou
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if (rCINF.PeekLong() == 0x9E220006)
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if (rCINF.PeekLong() == 0x9E220006)
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return ptr;
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return ptr;
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uint32 NumBones = rCINF.ReadLong();
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const uint32 NumBones = rCINF.ReadLong();
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ptr->mBones.reserve(NumBones);
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ptr->mBones.reserve(NumBones);
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// Read bones
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// Read bones
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@ -63,7 +62,7 @@ std::unique_ptr<CSkeleton> CSkeletonLoader::LoadCINF(IInputStream& rCINF, CResou
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// know) has at least two bones so the linked bone count will never be 0.
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// know) has at least two bones so the linked bone count will never be 0.
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if (Game == EGame::Invalid)
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if (Game == EGame::Invalid)
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{
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{
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uint32 Check = rCINF.PeekLong();
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const uint32 Check = rCINF.PeekLong();
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Game = ((Check > 100 || Check == 0) ? EGame::Echoes : EGame::Prime);
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Game = ((Check > 100 || Check == 0) ? EGame::Echoes : EGame::Prime);
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}
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}
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if (Game >= EGame::Echoes)
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if (Game >= EGame::Echoes)
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@ -72,7 +71,7 @@ std::unique_ptr<CSkeleton> CSkeletonLoader::LoadCINF(IInputStream& rCINF, CResou
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pBone->mLocalRotation = CQuaternion(rCINF);
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pBone->mLocalRotation = CQuaternion(rCINF);
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}
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}
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uint32 NumLinkedBones = rCINF.ReadLong();
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const uint32 NumLinkedBones = rCINF.ReadLong();
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ASSERT(NumLinkedBones != 0);
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ASSERT(NumLinkedBones != 0);
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for (uint32 iLink = 0; iLink < NumLinkedBones; iLink++)
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for (uint32 iLink = 0; iLink < NumLinkedBones; iLink++)
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@ -92,15 +91,14 @@ std::unique_ptr<CSkeleton> CSkeletonLoader::LoadCINF(IInputStream& rCINF, CResou
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pBone->mpParent = ptr->BoneByID(rInfo.ParentID);
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pBone->mpParent = ptr->BoneByID(rInfo.ParentID);
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for (uint32 iChild = 0; iChild < rInfo.ChildIDs.size(); iChild++)
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for (const auto childID : rInfo.ChildIDs)
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{
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{
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uint32 ChildID = rInfo.ChildIDs[iChild];
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CBone *pChild = ptr->BoneByID(childID);
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CBone *pChild = ptr->BoneByID(ChildID);
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if (pChild)
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if (pChild)
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pBone->mChildren.push_back(pChild);
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pBone->mChildren.push_back(pChild);
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else
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else
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errorf("%s: Bone %d has invalid child ID: %d", *rCINF.GetSourceString(), pBone->mID, ChildID);
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errorf("%s: Bone %u has invalid child ID: %u", *rCINF.GetSourceString(), pBone->mID, childID);
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}
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}
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if (!pBone->mpParent)
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if (!pBone->mpParent)
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@ -116,18 +114,18 @@ std::unique_ptr<CSkeleton> CSkeletonLoader::LoadCINF(IInputStream& rCINF, CResou
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Loader.CalculateBoneInverseBindMatrices();
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Loader.CalculateBoneInverseBindMatrices();
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// Skip bone ID array
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// Skip bone ID array
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uint32 NumBoneIDs = rCINF.ReadLong();
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const uint32 NumBoneIDs = rCINF.ReadLong();
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rCINF.Seek(NumBoneIDs * 4, SEEK_CUR);
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rCINF.Seek(NumBoneIDs * 4, SEEK_CUR);
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// Read bone names
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// Read bone names
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uint32 NumBoneNames = rCINF.ReadLong();
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const uint32 NumBoneNames = rCINF.ReadLong();
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for (uint32 iName = 0; iName < NumBoneNames; iName++)
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for (uint32 iName = 0; iName < NumBoneNames; iName++)
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{
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{
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TString Name = rCINF.ReadString();
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TString Name = rCINF.ReadString();
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uint32 BoneID = rCINF.ReadLong();
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const uint32 BoneID = rCINF.ReadLong();
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ptr->BoneByID(BoneID)->mName = Name;
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ptr->BoneByID(BoneID)->mName = std::move(Name);
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}
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}
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return ptr;
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return ptr;
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