Fix compilation on windows.

pull/5154/head
Marco Feuerstein 2023-06-29 08:17:08 +02:00
parent 17fac97b04
commit 2875de132f
2 changed files with 17 additions and 5 deletions

View File

@ -93,7 +93,10 @@ const aiImporterDesc *glTFImporter::GetInfo() const {
bool glTFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
glTF::Asset asset(pIOHandler);
try {
asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0, strlen(AI_GLB_MAGIC_NUMBER)));
asset.Load(pFile,
CheckMagicToken(
pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0,
static_cast<unsigned int>(strlen(AI_GLB_MAGIC_NUMBER))));
return asset.asset;
} catch (...) {
return false;
@ -697,7 +700,10 @@ void glTFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOS
// read the asset file
glTF::Asset asset(pIOHandler);
asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0, strlen(AI_GLB_MAGIC_NUMBER)));
asset.Load(pFile,
CheckMagicToken(
pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0,
static_cast<unsigned int>(strlen(AI_GLB_MAGIC_NUMBER))));
//
// Copy the data out

View File

@ -112,8 +112,11 @@ bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, b
if (pIOHandler) {
glTF2::Asset asset(pIOHandler);
return asset.CanRead(filename, CheckMagicToken(pIOHandler, filename, AI_GLB_MAGIC_NUMBER,
1, 0, strlen(AI_GLB_MAGIC_NUMBER)));
return asset.CanRead(
filename,
CheckMagicToken(
pIOHandler, filename, AI_GLB_MAGIC_NUMBER, 1, 0,
static_cast<unsigned int>(strlen(AI_GLB_MAGIC_NUMBER))));
}
return false;
@ -1679,7 +1682,10 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
// read the asset file
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(mSchemaDocumentProvider));
asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0, strlen(AI_GLB_MAGIC_NUMBER)));
asset.Load(pFile,
CheckMagicToken(
pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0,
static_cast<unsigned int>(strlen(AI_GLB_MAGIC_NUMBER))));
if (asset.scene) {
pScene->mName = asset.scene->name;
}