Add some constants and fix compile

pull/4359/head
Kim Kulling 2022-01-26 19:36:38 +01:00 committed by GitHub
parent 50b00d33b5
commit 305d1f45aa
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 39 additions and 33 deletions

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@ -275,7 +275,9 @@ void HMPImporter::InternReadFile_HMP7() {
// now load all vertices from the file // now load all vertices from the file
aiVector3D *pcVertOut = pcMesh->mVertices; aiVector3D *pcVertOut = pcMesh->mVertices;
ai_assert(pcVertOut != nullptr);
aiVector3D *pcNorOut = pcMesh->mNormals; aiVector3D *pcNorOut = pcMesh->mNormals;
ai_assert(pcNorOut != nullptr);
const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent; const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
for (unsigned int y = 0; y < height; ++y) { for (unsigned int y = 0; y < height; ++y) {
for (unsigned int x = 0; x < width; ++x) { for (unsigned int x = 0; x < width; ++x) {
@ -327,29 +329,31 @@ void HMPImporter::CreateMaterial(const unsigned char *szCurrent,
// now read the first skin and skip all others // now read the first skin and skip all others
ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent); ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
} else { *szCurrentOut = szCurrent;
// generate a default material return;
const int iMode = (int)aiShadingMode_Gouraud;
aiMaterial *pcHelper = new aiMaterial();
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
clr.b = clr.g = clr.r = 0.6f;
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
aiString szName;
szName.Set(AI_DEFAULT_MATERIAL_NAME);
pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
// add the material to the scene
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial *[1];
pScene->mMaterials[0] = pcHelper;
} }
// generate a default material
const int iMode = (int)aiShadingMode_Gouraud;
aiMaterial *pcHelper = new aiMaterial();
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
clr.b = clr.g = clr.r = 0.6f;
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
aiString szName;
szName.Set(AI_DEFAULT_MATERIAL_NAME);
pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
// add the material to the scene
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial *[1];
pScene->mMaterials[0] = pcHelper;
*szCurrentOut = szCurrent; *szCurrentOut = szCurrent;
} }
@ -376,28 +380,30 @@ void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height)
const unsigned int upperBound = pcMesh->mNumVertices; const unsigned int upperBound = pcMesh->mNumVertices;
unsigned int iCurrent = 0; unsigned int iCurrent = 0;
for (unsigned int y = 0; y < height - 1; ++y) { for (unsigned int y = 0; y < height - 1; ++y) {
const size_t offset0 = y * width;
const size_t offset1 = (y + 1) * width;
for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) { for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
pcFaceOut->mNumIndices = 4; pcFaceOut->mNumIndices = 4;
pcFaceOut->mIndices = new unsigned int[4]; pcFaceOut->mIndices = new unsigned int[4];
if ((y * width + x + 1) >= upperBound){ if ((offset + x + 1) >= upperBound){
continue; continue;
} }
ai_assert(upperBound
*pcVertOut++ = pcMesh->mVertices[y * width + x];
*pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x];
*pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x + 1];
*pcVertOut++ = pcMesh->mVertices[y * width + x + 1];
*pcNorOut++ = pcMesh->mNormals[y * width + x]; *pcVertOut++ = pcMesh->mVertices[offset0 + x];
*pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x]; *pcVertOut++ = pcMesh->mVertices[offset1 + x];
*pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x + 1]; *pcVertOut++ = pcMesh->mVertices[offset1 + x + 1];
*pcNorOut++ = pcMesh->mNormals[y * width + x + 1]; *pcVertOut++ = pcMesh->mVertices[offset0 + x + 1];
*pcNorOut++ = pcMesh->mNormals[offset0 + x];
*pcNorOut++ = pcMesh->mNormals[offset1 + x];
*pcNorOut++ = pcMesh->mNormals[offset1 + x + 1];
*pcNorOut++ = pcMesh->mNormals[offset0 + x + 1];
if (pcMesh->mTextureCoords[0]) { if (pcMesh->mTextureCoords[0]) {
*pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x]; *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x];
*pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x]; *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x];
*pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x + 1]; *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1];
*pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x + 1]; *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1];
} }
for (unsigned int i = 0; i < 4; ++i) for (unsigned int i = 0; i < 4; ++i)