From 64a7a46406a8d0814699cb26aaa5f4817cc4aa29 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Sat, 16 Mar 2019 16:08:03 +0100 Subject: [PATCH] Update MD3Loader.cpp Fix typo. --- code/MD3Loader.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/code/MD3Loader.cpp b/code/MD3Loader.cpp index 13a5c6c94..cd58931f8 100644 --- a/code/MD3Loader.cpp +++ b/code/MD3Loader.cpp @@ -718,9 +718,7 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name, // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. -void MD3Importer::InternReadFile( const std::string& pFile, - aiScene* pScene, IOSystem* pIOHandler) -{ +void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { mFile = pFile; mScene = pScene; mIOHandler = pIOHandler; @@ -912,7 +910,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, sh = convertedPath.length(); } - const std::string without_ext = convertedPath.substr(0,s); + const std::string without_ext = convertedPath.substr(0,sh); std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext); if (dit != shaders.blocks.end()) { // We made it! @@ -947,8 +945,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, aiString szString; if (convertedPath.length()) { szString.Set(convertedPath); - } - else { + } else { ASSIMP_LOG_WARN("Texture file name has zero length. Using default name"); szString.Set("dummy_texture.bmp"); } @@ -957,8 +954,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, // prevent transparency by default int no_alpha = aiTextureFlags_IgnoreAlpha; pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0)); - } - else { + } else { Q3Shader::ConvertShaderToMaterial(pcHelper,*shader); } @@ -1028,7 +1024,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, if (!shader || shader->cull == Q3Shader::CULL_CW) { std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]); } - pcTriangles++; + ++pcTriangles; } // Go to the next surface @@ -1044,8 +1040,9 @@ void MD3Importer::InternReadFile( const std::string& pFile, } } - if (!pScene->mNumMeshes) + if (!pScene->mNumMeshes) { throw DeadlyImportError( "MD3: File contains no valid mesh"); + } pScene->mNumMaterials = iNumMaterials; // Now we need to generate an empty node graph @@ -1059,7 +1056,6 @@ void MD3Importer::InternReadFile( const std::string& pFile, pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS]; for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) { - aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode(); nd->mName.Set((const char*)pcTags->NAME); nd->mParent = pScene->mRootNode; @@ -1087,8 +1083,12 @@ void MD3Importer::InternReadFile( const std::string& pFile, pScene->mRootNode->mMeshes[i] = i; // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system - pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f, - 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f); + pScene->mRootNode->mTransformation = aiMatrix4x4( + 1.f,0.f,0.f,0.f, + 0.f,0.f,1.f,0.f, + 0.f,-1.f,0.f,0.f, + 0.f,0.f,0.f,1.f + ); } #endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER