Fix compiler warnings: var declarations hides other var.
parent
0dc2e9197a
commit
650fadebe9
|
@ -178,30 +178,30 @@ void FindInstancesProcess::Execute( aiScene* pScene)
|
|||
// use a constant epsilon for colors and UV coordinates
|
||||
static const float uvEpsilon = 10e-4f;
|
||||
{
|
||||
unsigned int i, end = orig->GetNumUVChannels();
|
||||
for(i = 0; i < end; ++i) {
|
||||
if (!orig->mTextureCoords[i]) {
|
||||
unsigned int j, end = orig->GetNumUVChannels();
|
||||
for(j = 0; j < end; ++j) {
|
||||
if (!orig->mTextureCoords[j]) {
|
||||
continue;
|
||||
}
|
||||
if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
|
||||
if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i != end) {
|
||||
if (j != end) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
{
|
||||
unsigned int i, end = orig->GetNumColorChannels();
|
||||
for(i = 0; i < end; ++i) {
|
||||
if (!orig->mColors[i]) {
|
||||
unsigned int j, end = orig->GetNumColorChannels();
|
||||
for(j = 0; j < end; ++j) {
|
||||
if (!orig->mColors[j]) {
|
||||
continue;
|
||||
}
|
||||
if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
|
||||
if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i != end) {
|
||||
if (j != end) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -59,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <assimp/Compiler/pushpack1.h>
|
||||
|
||||
namespace Assimp {
|
||||
namespace Assimp {
|
||||
namespace MD3 {
|
||||
|
||||
// to make it easier for us, we test the magic word against both "endianesses"
|
||||
|
@ -303,12 +303,12 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
|
|||
b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
|
||||
b &= 0xff;
|
||||
|
||||
((unsigned char*)&p_iOut)[0] = b; // longitude
|
||||
((unsigned char*)&p_iOut)[1] = a; // latitude
|
||||
((unsigned char*)&p_iOut)[0] = (unsigned char) b; // longitude
|
||||
((unsigned char*)&p_iOut)[1] = (unsigned char) a; // latitude
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
} // Namespace MD3
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! AI_MD3FILEHELPER_H_INC
|
||||
|
|
|
@ -258,10 +258,10 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
|
|||
continue;
|
||||
|
||||
fill.textures.push_back(SkinData::TextureEntry());
|
||||
SkinData::TextureEntry& s = fill.textures.back();
|
||||
SkinData::TextureEntry &entry = fill.textures.back();
|
||||
|
||||
s.first = ss;
|
||||
s.second = GetNextToken(buff);
|
||||
entry.first = ss;
|
||||
entry.second = GetNextToken(buff);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -730,11 +730,13 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
|||
std::string::size_type s = mFile.find_last_of("/\\");
|
||||
if (s == std::string::npos) {
|
||||
s = 0;
|
||||
} else {
|
||||
++s;
|
||||
}
|
||||
filename = mFile.substr(s), path = mFile.substr(0, s);
|
||||
for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
|
||||
*it = static_cast<char>( tolower(*it) );
|
||||
}
|
||||
else ++s;
|
||||
filename = mFile.substr(s), path = mFile.substr(0,s);
|
||||
for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
|
||||
*it = tolower( *it);
|
||||
|
||||
// Load multi-part model file, if necessary
|
||||
if (configHandleMP) {
|
||||
|
@ -905,15 +907,15 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
|||
// Now search the current shader for a record with this name (
|
||||
// excluding texture file extension)
|
||||
if (!shaders.blocks.empty()) {
|
||||
|
||||
std::string::size_type s = convertedPath.find_last_of('.');
|
||||
if (s == std::string::npos)
|
||||
s = convertedPath.length();
|
||||
std::string::size_type sh = convertedPath.find_last_of('.');
|
||||
if (sh == std::string::npos) {
|
||||
sh = convertedPath.length();
|
||||
}
|
||||
|
||||
const std::string without_ext = convertedPath.substr(0,s);
|
||||
std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
|
||||
if (dit != shaders.blocks.end()) {
|
||||
// Hurra, wir haben einen. Tolle Sache.
|
||||
// We made it!
|
||||
shader = &*dit;
|
||||
ASSIMP_LOG_INFO("Found shader record for " +without_ext );
|
||||
} else {
|
||||
|
|
|
@ -228,36 +228,37 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
|
|||
|
||||
out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
|
||||
|
||||
aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
|
||||
aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr);
|
||||
aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
if (mesh->mVertices)
|
||||
if (mesh->mVertices) {
|
||||
vert = out->mVertices = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
if (mesh->mNormals)
|
||||
nor = out->mNormals = new aiVector3D[out->mNumVertices];
|
||||
if (mesh->mNormals) {
|
||||
nor = out->mNormals = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
if (mesh->mTangents)
|
||||
{
|
||||
if (mesh->mTangents) {
|
||||
tan = out->mTangents = new aiVector3D[out->mNumVertices];
|
||||
bit = out->mBitangents = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
||||
{
|
||||
if (mesh->mTextureCoords[i])
|
||||
uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
|
||||
else uv[i] = NULL;
|
||||
for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS;++j) {
|
||||
uv[j] = nullptr;
|
||||
if (mesh->mTextureCoords[j]) {
|
||||
uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
|
||||
out->mNumUVComponents[j] = mesh->mNumUVComponents[j];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
||||
{
|
||||
if (mesh->mColors[i])
|
||||
cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
|
||||
else cols[i] = NULL;
|
||||
for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS;++j) {
|
||||
cols[j] = nullptr;
|
||||
if (mesh->mColors[j]) {
|
||||
cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices];
|
||||
}
|
||||
}
|
||||
|
||||
typedef std::vector< aiVertexWeight > TempBoneInfo;
|
||||
|
@ -323,7 +324,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
|
|||
in.mIndices[q] = outIdx++;
|
||||
}
|
||||
|
||||
in.mIndices = NULL;
|
||||
in.mIndices = nullptr;
|
||||
++outFaces;
|
||||
}
|
||||
ai_assert(outFaces == out->mFaces + out->mNumFaces);
|
||||
|
|
|
@ -127,35 +127,35 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
|
|||
|
||||
// Determine which kinds of primitives the mesh consists of
|
||||
aiMesh* out = new aiMesh();
|
||||
switch (numIndices)
|
||||
{
|
||||
case 1:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 3:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
switch (numIndices) {
|
||||
case 1:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 3:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
};
|
||||
|
||||
out->mNumFaces = (unsigned int)positions.size() / numIndices;
|
||||
out->mFaces = new aiFace[out->mNumFaces];
|
||||
for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
|
||||
{
|
||||
for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i) {
|
||||
aiFace& f = out->mFaces[i];
|
||||
f.mNumIndices = numIndices;
|
||||
f.mIndices = new unsigned int[numIndices];
|
||||
for (unsigned int i = 0; i < numIndices;++i,++a)
|
||||
f.mIndices[i] = a;
|
||||
for (unsigned int j = 0; i < numIndices; ++i, ++a) {
|
||||
f.mIndices[j] = a;
|
||||
}
|
||||
}
|
||||
out->mNumVertices = (unsigned int)positions.size();
|
||||
out->mVertices = new aiVector3D[out->mNumVertices];
|
||||
::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -466,8 +466,8 @@ void StandardShapes::MakeCone(ai_real height,ai_real radius1,
|
|||
|
||||
// Need to flip face order?
|
||||
if ( SIZE_MAX != old ) {
|
||||
for (size_t s = old; s < positions.size();s += 3) {
|
||||
std::swap(positions[s],positions[s+1]);
|
||||
for (size_t p = old; p < positions.size();p += 3) {
|
||||
std::swap(positions[p],positions[p+1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -577,15 +577,16 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
|||
|
||||
int iNumIndices = 0;
|
||||
int iIndex = -1;
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
||||
{
|
||||
aiMaterialProperty* prop = pMaterial->mProperties[i];
|
||||
if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
|
||||
aiMaterialProperty* prop = pMaterial->mProperties[ i ];
|
||||
ai_assert(nullptr != prop);
|
||||
if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast<unsigned int>(type)) {
|
||||
iIndex = std::max(iIndex, (int) prop->mIndex);
|
||||
++iNumIndices;
|
||||
|
||||
if (aiPTI_String != prop->mType)
|
||||
ReportError("Material property %s is expected to be a string",prop->mKey.data);
|
||||
if (aiPTI_String != prop->mType) {
|
||||
ReportError("Material property %s is expected to be a string", prop->mKey.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (iIndex +1 != iNumIndices) {
|
||||
|
|
Loading…
Reference in New Issue