Fix misused log macros + compiler warnings.
parent
c299755721
commit
8626b185fb
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@ -472,7 +472,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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if( !srcMesh)
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{
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ASSIMP_LOG_WARN( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
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ASSIMP_LOG_WARN_F( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
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continue;
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}
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} else
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@ -875,7 +875,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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if( bnode)
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bone->mName.Set( FindNameForNode( bnode));
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else
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ASSIMP_LOG_WARN( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\"." );
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ASSIMP_LOG_WARN_F( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\"." );
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// and insert bone
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dstMesh->mBones[boneCount++] = bone;
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@ -1176,9 +1176,8 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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else if( subElement == "Z")
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entry.mSubElement = 2;
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else
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ASSIMP_LOG_WARN( "Unknown anim subelement <", subElement, ">. Ignoring" );
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} else
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{
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ASSIMP_LOG_WARN_F( "Unknown anim subelement <", subElement, ">. Ignoring" );
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} else {
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// no subelement following, transformId is remaining string
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entry.mTransformId = srcChannel.mTarget.substr( slashPos+1);
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}
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@ -1658,9 +1657,10 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
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}
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// add textures, if given
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if( !effect.mTexAmbient.mName.empty())
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/* It is merely a lightmap */
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if (!effect.mTexAmbient.mName.empty()) {
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// It is merely a light-map
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AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
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}
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if( !effect.mTexEmissive.mName.empty())
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AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
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@ -1688,8 +1688,8 @@ void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/)
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{
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newMats.reserve(pParser.mMaterialLibrary.size());
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for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
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{
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for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
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matIt != pParser.mMaterialLibrary.end(); ++matIt) {
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const Collada::Material& material = matIt->second;
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// a material is only a reference to an effect
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ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
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@ -1808,7 +1808,7 @@ void ColladaLoader::ConvertPath (aiString& ss)
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{
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// TODO: collada spec, p 22. Handle URI correctly.
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// For the moment we're just stripping the file:// away to make it work.
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// Windoes doesn't seem to be able to find stuff like
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// Windows doesn't seem to be able to find stuff like
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// 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
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if (0 == strncmp(ss.data,"file://",7))
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{
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@ -1822,7 +1822,7 @@ void ColladaLoader::ConvertPath (aiString& ss)
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if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
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{
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ss.length--;
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memmove( ss.data, ss.data+1, ss.length);
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::memmove( ss.data, ss.data+1, ss.length);
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ss.data[ss.length] = 0;
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}
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@ -1872,10 +1872,10 @@ const std::string& ColladaLoader::ReadString( const Collada::Accessor& pAccessor
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void ColladaLoader::CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const
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{
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poNodes.push_back( pNode);
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for( size_t a = 0; a < pNode->mNumChildren; ++a)
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for (size_t a = 0; a < pNode->mNumChildren; ++a) {
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CollectNodes(pNode->mChildren[a], poNodes);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Finds a node in the collada scene by the given name
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@ -179,7 +179,7 @@ inline static void MakeAbsolutePath (const char* in, char* _out)
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if (!ret) {
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// preserve the input path, maybe someone else is able to fix
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// the path before it is accessed (e.g. our file system filter)
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ASSIMP_LOG_WARN("Invalid path: ", std::string(in));
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ASSIMP_LOG_WARN_F("Invalid path: ", std::string(in));
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strcpy(_out, in);
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}
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}
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@ -71,7 +71,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
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// https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
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const double DEG = 57.29577951308232087679815481; // degrees per radian
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const ai_real DEG = ai_real( 57.29577951308232087679815481 ); // degrees per radian
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// some constants that we'll use for writing metadata
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namespace FBX {
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@ -980,9 +980,9 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
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int64_t to_ktime(double ticks, const aiAnimation* anim) {
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if (anim->mTicksPerSecond <= 0) {
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return ticks * FBX::SECOND;
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return static_cast<int64_t>(ticks) * FBX::SECOND;
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}
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return (ticks / anim->mTicksPerSecond) * FBX::SECOND;
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return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND;
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}
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void FBXExporter::WriteObjects ()
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@ -2440,7 +2440,7 @@ void FBXExporter::WriteAnimationCurve(
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// TODO: keyattr flags and data (STUB for now)
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n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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ai_assert(times.size() <= std::numeric_limits<int32_t>::max());
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ai_assert(static_cast<int32_t>(times.size()) <= std::numeric_limits<int32_t>::max());
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n.AddChild(
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"KeyAttrRefCount",
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std::vector<int32_t>{static_cast<int32_t>(times.size())}
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@ -1037,7 +1037,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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if (!DefaultLogger::isNullLogger()) {
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for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
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if (!(*it).resolved) {
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ASSIMP_LOG_ERROR("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second);
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ASSIMP_LOG_ERROR_F("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second);
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}
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}
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}
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@ -189,7 +189,7 @@ BEGIN
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LTEXT "Angle limit (in degrees):",IDC_STATIC,13,10,76,8
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LTEXT "The angle limit defines the maximum angle that may be between two adjacent face normals that they're smoothed together.",IDC_STATIC,13,31,253,19
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CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,113,278,1
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LTEXT "This setting is also used during import, but it can be overridden by single model importers to match the original look of a model as closely as possible. Examples include 3DS, ASE and LWO, all of them relying on smoothing groups and their own angle limits. ",IDC_STATIC,13,51,254,33
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LTEXT "Also used during import, but can be overridden by single model importers to match the original look of a model as close as possible. Examples includes 3DS, ASE and LWO, all of them relying on smoothing groups and their own angle limits. ",IDC_STATIC,13,51,254,33
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LTEXT "NOTE: New settings don't take effect immediately, use 'Smooth Normals' or 'Reload' to update the model.",IDC_STATIC,14,118,254,22
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CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,90,277,1
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END
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