Use C++ style casts

pull/4965/head
Aaron Jacobs 2023-02-17 11:20:00 -08:00
parent e4386d3013
commit 53e5f19b14
3 changed files with 4 additions and 4 deletions

View File

@ -975,7 +975,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones)
} }
// store the name of the bone // store the name of the bone
pcOutBone->mName.length = (ai_uint32)iMaxLen; pcOutBone->mName.length = static_cast<ai_uint32>(iMaxLen);
::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length); ::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
pcOutBone->mName.data[pcOutBone->mName.length] = '\0'; pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
} }

View File

@ -590,7 +590,7 @@ void SMDImporter::CreateOutputMaterials() {
pScene->mMaterials[iMat] = pcMat; pScene->mMaterials[iMat] = pcMat;
aiString szName; aiString szName;
szName.length = (ai_uint32)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat); szName.length = static_cast<ai_uint32>(ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat));
pcMat->AddProperty(&szName,AI_MATKEY_NAME); pcMat->AddProperty(&szName,AI_MATKEY_NAME);
if (aszTextures[iMat].length()) if (aszTextures[iMat].length())

View File

@ -836,7 +836,7 @@ namespace glTF2 {
throw DeadlyExportError("Failed to write scene data!"); throw DeadlyExportError("Failed to write scene data!");
} }
uint32_t jsonChunkLength = (uint32_t)((docBuffer.GetSize() + 3) & ~3); // Round up to next multiple of 4 uint32_t jsonChunkLength = static_cast<uint32_t>((docBuffer.GetSize() + 3) & ~3); // Round up to next multiple of 4
auto paddingLength = jsonChunkLength - docBuffer.GetSize(); auto paddingLength = jsonChunkLength - docBuffer.GetSize();
GLB_Chunk jsonChunk; GLB_Chunk jsonChunk;
@ -862,7 +862,7 @@ namespace glTF2 {
int GLB_Chunk_count = 1; int GLB_Chunk_count = 1;
uint32_t binaryChunkLength = 0; uint32_t binaryChunkLength = 0;
if (bodyBuffer->byteLength > 0) { if (bodyBuffer->byteLength > 0) {
binaryChunkLength = (uint32_t)((bodyBuffer->byteLength + 3) & ~3); // Round up to next multiple of 4 binaryChunkLength = static_cast<uint32_t>((bodyBuffer->byteLength + 3) & ~3); // Round up to next multiple of 4
auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength; auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength;
++GLB_Chunk_count; ++GLB_Chunk_count;