next warnings.

pull/3012/head
Kim Kulling 2020-02-18 14:41:19 +01:00
parent 22118dff1d
commit 6e13381bdb
12 changed files with 1110 additions and 1282 deletions

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@ -45,14 +45,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_3DSFILEHELPER_H_INC #ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC #define AI_3DSFILEHELPER_H_INC
#include <assimp/SpatialSort.h>
#include <assimp/SmoothingGroups.h> #include <assimp/SmoothingGroups.h>
#include <assimp/SpatialSort.h>
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
#include <assimp/qnan.h> #include <assimp/anim.h>
#include <assimp/material.h>
#include <assimp/camera.h> #include <assimp/camera.h>
#include <assimp/light.h> #include <assimp/light.h>
#include <assimp/anim.h> #include <assimp/material.h>
#include <assimp/qnan.h>
#include <stdio.h> //sprintf #include <stdio.h> //sprintf
namespace Assimp { namespace Assimp {
@ -81,11 +81,9 @@ public:
uint32_t Size; uint32_t Size;
} PACK_STRUCT; } PACK_STRUCT;
//! Used for shading field in material3ds structure //! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK //! From AutoDesk 3ds SDK
typedef enum typedef enum {
{
// translated to gouraud shading with wireframe active // translated to gouraud shading with wireframe active
Wire = 0x0, Wire = 0x0,
@ -109,17 +107,15 @@ public:
} shadetype3ds; } shadetype3ds;
// Flags for animated keys // Flags for animated keys
enum enum {
{
KEY_USE_TENS = 0x1, KEY_USE_TENS = 0x1,
KEY_USE_CONT = 0x2, KEY_USE_CONT = 0x2,
KEY_USE_BIAS = 0x4, KEY_USE_BIAS = 0x4,
KEY_USE_EASE_TO = 0x8, KEY_USE_EASE_TO = 0x8,
KEY_USE_EASE_FROM = 0x10 KEY_USE_EASE_FROM = 0x10
} ; };
enum enum {
{
// ******************************************************************** // ********************************************************************
// Basic chunks which can be found everywhere in the file // Basic chunks which can be found everywhere in the file
@ -209,7 +205,7 @@ public:
// Specifies the shininess of the material // Specifies the shininess of the material
// followed by percentage chunk // followed by percentage chunk
CHUNK_MAT_SHININESS = 0xA040, CHUNK_MAT_SHININESS = 0xA040,
CHUNK_MAT_SHININESS_PERCENT = 0xA041 , CHUNK_MAT_SHININESS_PERCENT = 0xA041,
// Specifies the shading mode to be used // Specifies the shading mode to be used
// followed by a short // followed by a short
@ -322,28 +318,30 @@ public:
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */ /** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup struct Face : public FaceWithSmoothingGroup {
{
}; };
#pragma warning(disable : 4315 )
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure representing a texture */ /** Helper structure representing a texture */
struct Texture { struct Texture {
//! Default constructor //! Default constructor
Texture() AI_NO_EXCEPT Texture() AI_NO_EXCEPT
: mOffsetU (0.0) : mTextureBlend(0.0f),
, mOffsetV (0.0) mMapName(),
, mScaleU (1.0) mOffsetU(0.0),
, mScaleV (1.0) mOffsetV(0.0),
, mRotation (0.0) mScaleU(1.0),
, mMapMode (aiTextureMapMode_Wrap) mScaleV(1.0),
, bPrivate() mRotation(0.0),
, iUVSrc (0) { mMapMode(aiTextureMapMode_Wrap),
bPrivate(),
iUVSrc(0) {
mTextureBlend = get_qnan(); mTextureBlend = get_qnan();
} }
Texture(Texture &&other) AI_NO_EXCEPT : Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(std::move(other.mTextureBlend)),
mTextureBlend(std::move(other.mTextureBlend)),
mMapName(std::move(mMapName)), mMapName(std::move(mMapName)),
mOffsetU(std::move(mOffsetU)), mOffsetU(std::move(mOffsetU)),
mOffsetV(std::move(mOffsetV)), mOffsetV(std::move(mOffsetV)),
@ -353,7 +351,26 @@ struct Texture {
mMapMode(std::move(mMapMode)), mMapMode(std::move(mMapMode)),
bPrivate(std::move(bPrivate)), bPrivate(std::move(bPrivate)),
iUVSrc(std::move(iUVSrc)) { iUVSrc(std::move(iUVSrc)) {
// empty
}
Texture &operator=(Texture &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
mTextureBlend = std::move(other.mTextureBlend);
mMapName = std::move(other.mMapName);
mOffsetU = std::move(other.mOffsetU);
mOffsetV = std::move(other.mOffsetV);
mScaleU = std::move(other.mScaleU);
mScaleV = std::move(other.mScaleV);
mRotation = std::move(other.mRotation);
mMapMode = std::move(other.mMapMode);
bPrivate = std::move(other.bPrivate);
iUVSrc = std::move(other.iUVSrc);
return *this;
} }
//! Specifies the blend factor for the texture //! Specifies the blend factor for the texture
@ -381,55 +398,48 @@ struct Texture {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */ /** Helper structure representing a 3ds material */
struct Material struct Material {
{
//! Default constructor has been deleted //! Default constructor has been deleted
Material() = delete; Material() = delete;
//! Constructor with explicit name //! Constructor with explicit name
explicit Material(const std::string &name) explicit Material(const std::string &name) :
: mName(name) mName(name), mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)) // FIX ... we won't want object to be black
, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black ,
, mSpecularExponent ( ai_real( 0.0 ) ) mSpecularExponent(ai_real(0.0)),
, mShininessStrength ( ai_real( 1.0 ) ) mShininessStrength(ai_real(1.0)),
, mShading(Discreet3DS::Gouraud) mShading(Discreet3DS::Gouraud),
, mTransparency ( ai_real( 1.0 ) ) mTransparency(ai_real(1.0)),
, mBumpHeight ( ai_real( 1.0 ) ) mBumpHeight(ai_real(1.0)),
, mTwoSided (false) mTwoSided(false) {
{
} }
Material(const Material &other) = default; Material(const Material &other) = default;
Material &operator=(const Material &other) = default; Material &operator=(const Material &other) = default;
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT Material(Material &&other) AI_NO_EXCEPT
: mName(std::move(other.mName)) : mName(std::move(other.mName)),
, mDiffuse(std::move(other.mDiffuse)) mDiffuse(std::move(other.mDiffuse)),
, mSpecularExponent(std::move(other.mSpecularExponent)) mSpecularExponent(std::move(other.mSpecularExponent)),
, mShininessStrength(std::move(other.mShininessStrength)) mShininessStrength(std::move(other.mShininessStrength)),
, mSpecular(std::move(other.mSpecular)) mSpecular(std::move(other.mSpecular)),
, mAmbient(std::move(other.mAmbient)) mAmbient(std::move(other.mAmbient)),
, mShading(std::move(other.mShading)) mShading(std::move(other.mShading)),
, mTransparency(std::move(other.mTransparency)) mTransparency(std::move(other.mTransparency)),
, sTexDiffuse(std::move(other.sTexDiffuse)) sTexDiffuse(std::move(other.sTexDiffuse)),
, sTexOpacity(std::move(other.sTexOpacity)) sTexOpacity(std::move(other.sTexOpacity)),
, sTexSpecular(std::move(other.sTexSpecular)) sTexSpecular(std::move(other.sTexSpecular)),
, sTexReflective(std::move(other.sTexReflective)) sTexReflective(std::move(other.sTexReflective)),
, sTexBump(std::move(other.sTexBump)) sTexBump(std::move(other.sTexBump)),
, sTexEmissive(std::move(other.sTexEmissive)) sTexEmissive(std::move(other.sTexEmissive)),
, sTexShininess(std::move(other.sTexShininess)) sTexShininess(std::move(other.sTexShininess)),
, mBumpHeight(std::move(other.mBumpHeight)) mBumpHeight(std::move(other.mBumpHeight)),
, mEmissive(std::move(other.mEmissive)) mEmissive(std::move(other.mEmissive)),
, sTexAmbient(std::move(other.sTexAmbient)) sTexAmbient(std::move(other.sTexAmbient)),
, mTwoSided(std::move(other.mTwoSided)) mTwoSided(std::move(other.mTwoSided)) {
{
} }
Material &operator=(Material &&other) AI_NO_EXCEPT { Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) { if (this == &other) {
return *this; return *this;
@ -458,10 +468,8 @@ struct Material
return *this; return *this;
} }
virtual ~Material() {} virtual ~Material() {}
//! Name of the material //! Name of the material
std::string mName; std::string mName;
//! Diffuse color of the material //! Diffuse color of the material
@ -505,18 +513,15 @@ struct Material
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */ /** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> {
{
//! Default constructor has been deleted //! Default constructor has been deleted
Mesh() = delete; Mesh() = delete;
//! Constructor with explicit name //! Constructor with explicit name
explicit Mesh(const std::string &name) explicit Mesh(const std::string &name) :
: mName(name) mName(name) {
{
} }
//! Name of the mesh //! Name of the mesh
std::string mName; std::string mName;
@ -533,62 +538,48 @@ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the /** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
C-API, so it would be difficult to make them a template. */ C-API, so it would be difficult to make them a template. */
struct aiFloatKey struct aiFloatKey {
{
double mTime; ///< The time of this key double mTime; ///< The time of this key
ai_real mValue; ///< The value of this key ai_real mValue; ///< The value of this key
#ifdef __cplusplus #ifdef __cplusplus
// time is not compared // time is not compared
bool operator == (const aiFloatKey& o) const bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; }
{return o.mValue == this->mValue;}
bool operator != (const aiFloatKey& o) const bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; }
{return o.mValue != this->mValue;}
// Only time is compared. This operator is defined // Only time is compared. This operator is defined
// for use with std::sort // for use with std::sort
bool operator < (const aiFloatKey& o) const bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; }
{return mTime < o.mTime;}
bool operator > (const aiFloatKey& o) const bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; }
{return mTime > o.mTime;}
#endif #endif
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */ /** Helper structure to represent a 3ds file node */
struct Node struct Node {
{
Node() = delete; Node() = delete;
explicit Node(const std::string &name) explicit Node(const std::string &name) :
: mParent(NULL) mParent(NULL), mName(name), mInstanceNumber(0), mHierarchyPos(0), mHierarchyIndex(0), mInstanceCount(1) {
, mName(name) aRotationKeys.reserve(20);
, mInstanceNumber(0) aPositionKeys.reserve(20);
, mHierarchyPos (0) aScalingKeys.reserve(20);
, mHierarchyIndex (0)
, mInstanceCount (1)
{
aRotationKeys.reserve (20);
aPositionKeys.reserve (20);
aScalingKeys.reserve (20);
} }
~Node() {
~Node() for (unsigned int i = 0; i < mChildren.size(); ++i)
{
for (unsigned int i = 0; i < mChildren.size();++i)
delete mChildren[i]; delete mChildren[i];
} }
//! Pointer to the parent node //! Pointer to the parent node
Node* mParent; Node *mParent;
//! Holds all child nodes //! Holds all child nodes
std::vector<Node*> mChildren; std::vector<Node *> mChildren;
//! Name of the node //! Name of the node
std::string mName; std::string mName;
@ -614,13 +605,12 @@ struct Node
//! Scaling keys loaded from the file //! Scaling keys loaded from the file
std::vector<aiVectorKey> aScalingKeys; std::vector<aiVectorKey> aScalingKeys;
// For target lights (spot lights and directional lights): // For target lights (spot lights and directional lights):
// The position of the target // The position of the target
std::vector< aiVectorKey > aTargetPositionKeys; std::vector<aiVectorKey> aTargetPositionKeys;
// For cameras: the camera roll angle // For cameras: the camera roll angle
std::vector< aiFloatKey > aCameraRollKeys; std::vector<aiFloatKey> aCameraRollKeys;
//! Pivot position loaded from the file //! Pivot position loaded from the file
aiVector3D vPivot; aiVector3D vPivot;
@ -630,8 +620,7 @@ struct Node
//! Add a child node, setup the right parent node for it //! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted' //! \param pc Node to be 'adopted'
inline Node& push_back(Node* pc) inline Node &push_back(Node *pc) {
{
mChildren.push_back(pc); mChildren.push_back(pc);
pc->mParent = this; pc->mParent = this;
return *this; return *this;
@ -639,8 +628,7 @@ struct Node
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */ /** Helper structure analogue to aiScene */
struct Scene struct Scene {
{
//! List of all materials loaded //! List of all materials loaded
//! NOTE: 3ds references materials globally //! NOTE: 3ds references materials globally
std::vector<Material> mMaterials; std::vector<Material> mMaterials;
@ -649,17 +637,16 @@ struct Scene
std::vector<Mesh> mMeshes; std::vector<Mesh> mMeshes;
//! List of all cameras loaded //! List of all cameras loaded
std::vector<aiCamera*> mCameras; std::vector<aiCamera *> mCameras;
//! List of all lights loaded //! List of all lights loaded
std::vector<aiLight*> mLights; std::vector<aiLight *> mLights;
//! Pointer to the root node of the scene //! Pointer to the root node of the scene
// --- moved to main class // --- moved to main class
// Node* pcRootNode; // Node* pcRootNode;
}; };
} // end of namespace D3DS } // end of namespace D3DS
} // end of namespace Assimp } // end of namespace Assimp

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@ -158,13 +158,13 @@ void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
void Discreet3DSImporter::InternReadFile( const std::string& pFile, void Discreet3DSImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler) aiScene* pScene, IOSystem* pIOHandler)
{ {
StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); StreamReaderLE theStream(pIOHandler->Open(pFile,"rb"));
// We should have at least one chunk // We should have at least one chunk
if (stream.GetRemainingSize() < 16) { if (theStream.GetRemainingSize() < 16) {
throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile); throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
} }
this->stream = &stream; this->stream = &theStream;
// Allocate our temporary 3DS representation // Allocate our temporary 3DS representation
D3DS::Scene _scene; D3DS::Scene _scene;
@ -599,16 +599,19 @@ void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCur
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Find a node with a specific name in the import hierarchy // Find a node with a specific name in the import hierarchy
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) {
{ if (root->mName == name) {
if (root->mName == name)
return root; return root;
}
for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) { for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
D3DS::Node* nd; D3DS::Node *nd = FindNode(*it, name);
if (( nd = FindNode(*it,name))) if (nullptr != nd) {
return nd; return nd;
} }
return NULL; }
return nullptr;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------

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@ -268,7 +268,7 @@ private:
std::vector<aiLight*>* mLights; std::vector<aiLight*>* mLights;
// name counters // name counters
unsigned int lights, groups, polys, worlds; unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter;
}; };
} // end of namespace Assimp } // end of namespace Assimp

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@ -465,7 +465,7 @@ std::list<unsigned int> mesh_idx;
{ {
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
{ {
size_t rv; size_t rv=0;
if(pBiggerThan != nullptr) if(pBiggerThan != nullptr)
{ {

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@ -118,11 +118,11 @@ void HMPImporter::InternReadFile( const std::string& pFile,
aiScene* _pScene, IOSystem* _pIOHandler) aiScene* _pScene, IOSystem* _pIOHandler)
{ {
pScene = _pScene; pScene = _pScene;
pIOHandler = _pIOHandler; mIOHandler = _pIOHandler;
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile)); std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));
// Check whether we can read from the file // Check whether we can read from the file
if( file.get() == NULL) if( file.get() == nullptr)
throw DeadlyImportError( "Failed to open HMP file " + pFile + "."); throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
// Check whether the HMP file is large enough to contain // Check whether the HMP file is large enough to contain

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@ -185,10 +185,12 @@ void AnimResolver::UpdateAnimRangeSetup()
for (unsigned int i = 0; i < num; ++i) { for (unsigned int i = 0; i < num; ++i) {
m = n+old_size*(i+1); m = n+old_size*(i+1);
std::copy(n,n+old_size,m); std::copy(n,n+old_size,m);
const bool res = ((*it).pre == LWO::PrePostBehaviour_Oscillate);
if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse)) reverse = !reverse;
if (res && reverse ) {
std::reverse(m,m+old_size-1); std::reverse(m,m+old_size-1);
} }
}
// update time values // update time values
n = (*it).keys.end() - (old_size+1); n = (*it).keys.end() - (old_size+1);
@ -533,7 +535,7 @@ void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Extract animation channel // Extract animation channel
void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0*/) void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int /*= 0*/)
{ {
*out = NULL; *out = NULL;

File diff suppressed because it is too large Load Diff

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -58,7 +57,6 @@ struct aiTexture;
namespace Assimp { namespace Assimp {
using namespace MDL; using namespace MDL;
// -------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------
@ -436,7 +434,7 @@ protected:
unsigned int iGSFileVersion; unsigned int iGSFileVersion;
/** Output I/O handler. used to load external lmp files */ /** Output I/O handler. used to load external lmp files */
IOSystem* pIOHandler; IOSystem* mIOHandler;
/** Output scene to be filled */ /** Output scene to be filled */
aiScene* pScene; aiScene* pScene;

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@ -561,7 +561,8 @@ uint32_t Assimp::ComputeMaterialHash(const aiMaterial* mat, bool includeMatName
// Exclude all properties whose first character is '?' from the hash // Exclude all properties whose first character is '?' from the hash
// See doc for aiMaterialProperty. // See doc for aiMaterialProperty.
if ((prop = mat->mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) { prop = mat->mProperties[ i ];
if ( nullptr != prop && (includeMatName || prop->mKey.data[0] != '?')) {
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash); hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
hash = SuperFastHash(prop->mData,prop->mDataLength,hash); hash = SuperFastHash(prop->mData,prop->mDataLength,hash);

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@ -575,8 +575,9 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
for (unsigned int k = 0; k < pMesh->mNumBones;++k) { for (unsigned int k = 0; k < pMesh->mNumBones;++k) {
// check whether the bone is existing // check whether the bone is existing
BoneWeightList* pcWeightList; BoneWeightList* pcWeightList;
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k])) { pcWeightList = (BoneWeightList *)pcMesh->mBones[k];
aiBone* pcOldBone = pMesh->mBones[k]; if (nullptr != pcWeightList) {
aiBone *pcOldBone = pMesh->mBones[k];
aiBone* pcOut( nullptr ); aiBone* pcOut( nullptr );
*ppCurrent++ = pcOut = new aiBone(); *ppCurrent++ = pcOut = new aiBone();
pcOut->mName = aiString(pcOldBone->mName); pcOut->mName = aiString(pcOldBone->mName);

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@ -125,7 +125,8 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
* type (e.g. if mirroring is active there IS a difference between * type (e.g. if mirroring is active there IS a difference between
* offset 2 and 3) * offset 2 and 3)
*/ */
if ((rounded = (int)info.mTranslation.x)) { rounded = (int)info.mTranslation.x;
if (rounded) {
float out = 0.0f; float out = 0.0f;
szTemp[0] = 0; szTemp[0] = 0;
if (aiTextureMapMode_Wrap == info.mapU) { if (aiTextureMapMode_Wrap == info.mapU) {
@ -158,7 +159,8 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
* type (e.g. if mirroring is active there IS a difference between * type (e.g. if mirroring is active there IS a difference between
* offset 2 and 3) * offset 2 and 3)
*/ */
if ((rounded = (int)info.mTranslation.y)) { rounded = (int)info.mTranslation.y;
if (rounded) {
float out = 0.0f; float out = 0.0f;
szTemp[0] = 0; szTemp[0] = 0;
if (aiTextureMapMode_Wrap == info.mapV) { if (aiTextureMapMode_Wrap == info.mapV) {