Cleanup: avoid redeclaration of iterator in same function
The iterator was redeclared 3 times. I fixed this to avoid future issues. I commit separately because so the changes are less cluttered all over the place.
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@@ -190,8 +190,8 @@ void DocumentImporter::finish()
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std::vector<Object *> *objects_to_scale = new std::vector<Object *>();
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/** TODO Break up and put into 2-pass parsing of DAE */
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std::vector<const COLLADAFW::VisualScene *>::iterator it;
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for (it = vscenes.begin(); it != vscenes.end(); it++) {
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std::vector<const COLLADAFW::VisualScene *>::iterator sit;
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for (sit = vscenes.begin(); sit != vscenes.end(); sit++) {
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PointerRNA sceneptr, unit_settings;
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PropertyRNA *system, *scale;
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@@ -222,7 +222,7 @@ void DocumentImporter::finish()
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}
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// Write nodes to scene
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const COLLADAFW::NodePointerArray& roots = (*it)->getRootNodes();
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const COLLADAFW::NodePointerArray& roots = (*sit)->getRootNodes();
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for (unsigned int i = 0; i < roots.getCount(); i++) {
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std::vector<Object *> *objects_done = write_node(roots[i], NULL, sce, NULL, false);
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objects_to_scale->insert(objects_to_scale->end(), objects_done->begin(), objects_done->end());
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@@ -247,8 +247,8 @@ void DocumentImporter::finish()
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armature_importer.fix_animation();
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#endif
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for (std::vector<const COLLADAFW::VisualScene *>::iterator it = vscenes.begin(); it != vscenes.end(); it++) {
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const COLLADAFW::NodePointerArray& roots = (*it)->getRootNodes();
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for (std::vector<const COLLADAFW::VisualScene *>::iterator vsit = vscenes.begin(); vsit != vscenes.end(); vsit++) {
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const COLLADAFW::NodePointerArray& roots = (*vsit)->getRootNodes();
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for (unsigned int i = 0; i < roots.getCount(); i++) {
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translate_anim_recursive(roots[i], NULL, NULL);
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@@ -260,9 +260,9 @@ void DocumentImporter::finish()
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fprintf(stderr, "got %d library nodes to free\n", (int)libnode_ob.size());
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// free all library_nodes
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std::vector<Object *>::iterator it;
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for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) {
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Object *ob = *it;
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std::vector<Object *>::iterator lit;
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for (lit = libnode_ob.begin(); lit != libnode_ob.end(); lit++) {
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Object *ob = *lit;
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Base *base = BKE_scene_base_find(sce, ob);
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if (base) {
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