diff --git a/code/BlenderTessellator.cpp b/code/BlenderTessellator.cpp index 4f870c41f..2db7a2dff 100644 --- a/code/BlenderTessellator.cpp +++ b/code/BlenderTessellator.cpp @@ -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 );