Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
+4
-9
@@ -193,17 +193,12 @@ namespace AZ::SceneGenerationComponents
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const AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes = [](const SceneGraph& graph)
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{
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AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes;
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for (auto it = graph.GetContentStorage().cbegin(); it != graph.GetContentStorage().cend(); ++it)
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const auto meshNodes = Containers::MakeDerivedFilterView<IMeshData>(graph.GetContentStorage());
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for (auto it = meshNodes.cbegin(); it != meshNodes.cend(); ++it)
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{
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// Skip anything that isn't a mesh.
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const auto* mesh = azdynamic_cast<const AZ::SceneAPI::DataTypes::IMeshData*>(it->get());
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if (!mesh)
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{
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continue;
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}
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// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
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meshes.emplace_back(mesh, graph.ConvertToNodeIndex(it));
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// The sequential calls to GetBaseIterator unwrap the layers of FilterIterators from the MakeDerivedFilterView
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meshes.emplace_back(&(*it), graph.ConvertToNodeIndex(it.GetBaseIterator().GetBaseIterator().GetBaseIterator()));
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}
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return meshes;
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}(graph);
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