Update glTF2Importer.cpp

- fix compiler error: invalid == operator
- Fix compiler warning: conversion from double to ai_real
pull/2866/head
Kim Kulling 2020-01-07 21:22:41 +01:00 committed by GitHub
parent f04573984a
commit 9b8f2970c8
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1 changed files with 3 additions and 3 deletions

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@ -179,8 +179,8 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
// coordinate of the actual meshes during import.
const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-transform.mRotation));
transform.mTranslation.x = (0.5 * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((0.5 * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
transform.mTranslation.x = (static_cast<ai_real>( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}
@ -641,7 +641,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ai_assert(CheckValidFacesIndices(faces, static_cast<unsigned>(nFaces), aim->mNumVertices));
}
if (nullptr != prim.material) {
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();
} else {
aim->mMaterialIndex = mScene->mNumMaterials - 1;