Blender Importer: fix review findings.

pull/859/head
Kim Kulling 2016-04-19 08:45:04 +02:00
parent e74425dbc3
commit 1b94b8969f
1 changed files with 17 additions and 17 deletions

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team
Copyright (c) 2006-2016, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -140,7 +140,7 @@ void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
{
// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
// need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
// GLU tessellate changes or tristrips and fans are wanted.
// GLU tessellate changes or tri-strips and fans are wanted.
// See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
{
@ -164,7 +164,7 @@ void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
{
int triangleCount = vertexCount / 3;
const int triangleCount = vertexCount / 3;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i * 3;
@ -175,7 +175,7 @@ void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vert
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
{
int triangleCount = vertexCount - 2;
const int triangleCount = vertexCount - 2;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i;
@ -186,7 +186,7 @@ void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
{
int triangleCount = vertexCount - 2;
const int triangleCount = vertexCount - 2;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i;
@ -353,7 +353,7 @@ aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const
{
for ( unsigned int i = 0; i < vertices.size( ); ++i )
for ( size_t i = 0; i < vertices.size( ); ++i )
{
PointP2T& point = vertices[ i ];
point.point3D = transform * point.point3D;
@ -365,7 +365,7 @@ void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& tran
void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const
{
pointRefs.resize( points.size( ) );
for ( unsigned int i = 0; i < points.size( ); ++i )
for ( size_t i = 0; i < points.size( ); ++i )
{
pointRefs[ i ] = &points[ i ].point2D;
}
@ -391,7 +391,7 @@ inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& poi
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const
{
for ( unsigned int i = 0; i < triangles.size( ); ++i )
for ( size_t i = 0; i < triangles.size( ); ++i )
{
p2t::Triangle& Triangle = *triangles[ i ];
@ -415,9 +415,9 @@ float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) con
{
float result = 0.0f;
for ( int x = 0; x < 3; ++x )
for ( size_t x = 0; x < 3; ++x )
{
for ( int y = 0; y < 3; ++y )
for ( size_t y = 0; y < 3; ++y )
{
result = p2tMax( std::fabs( mtx[ x ][ y ] ), result );
}
@ -427,14 +427,14 @@ float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) con
}
// ------------------------------------------------------------------------------------------------
// Aparently Assimp doesn't have matrix scaling
// Apparently Assimp doesn't have matrix scaling
aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
{
aiMatrix3x3 result;
for ( int x = 0; x < 3; ++x )
for ( size_t x = 0; x < 3; ++x )
{
for ( int y = 0; y < 3; ++y )
for ( size_t y = 0; y < 3; ++y )
{
result[ x ][ y ] = mtx[ x ][ y ] * scale;
}
@ -448,7 +448,7 @@ aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float sc
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const
{
float scale = FindLargestMatrixElem( mtx );
const float scale = FindLargestMatrixElem( mtx );
aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
mc = mc * mc * mc;
@ -474,7 +474,7 @@ PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& po
PlaneP2T result;
aiVector3D sum( 0.0f );
for ( unsigned int i = 0; i < points.size( ); ++i )
for ( size_t i = 0; i < points.size( ); ++i )
{
sum += points[ i ].point3D;
}
@ -486,7 +486,7 @@ PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& po
float sumYY = 0.0f;
float sumYZ = 0.0f;
float sumZZ = 0.0f;
for ( unsigned int i = 0; i < points.size( ); ++i )
for ( size_t i = 0; i < points.size( ); ++i )
{
aiVector3D offset = points[ i ].point3D - result.centre;
sumXX += offset.x * offset.x;
@ -499,7 +499,7 @@ PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& po
aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );
float det = mtx.Determinant( );
const float det = mtx.Determinant( );
if ( det == 0.0f )
{
result.normal = aiVector3D( 0.0f );