resolved.reserve(pNode->mNodeInstances.size());
// ... and iterate through all nodes to be instanced as children of pNode
- for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
- end = pNode->mNodeInstances.end(); it != end; ++it)
+ for (const auto &nodeInst: pNode->mNodeInstances)
{
// find the corresponding node in the library
- const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode);
+ const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
// need to check for both name and ID to catch all. To avoid breaking valid files,
// the workaround is only enabled when the first attempt to resolve the node has failed.
if (!nd) {
- nd = FindNode(pParser.mRootNode,(*it).mNode);
+ nd = FindNode(pParser.mRootNode, nodeInst.mNode);
}
if (!nd)
- DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
+ DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + nodeInst.mNode);
else {
// attach this node to the list of children
// Fills materials from the collada material definitions
void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pScene*/)
{
- for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
- end = newMats.end(); it != end; ++it)
+ for (auto &elem : newMats)
{
- aiMaterial& mat = (aiMaterial&)*it->second;
- Collada::Effect& effect = *it->first;
+ aiMaterial& mat = (aiMaterial&)*elem.second;
+ Collada::Effect& effect = *elem.first;
// resolve shading mode
int shadeMode;