fix invaid macro usage.
parent
68288782e4
commit
a5e14db19b
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@ -373,7 +373,7 @@ void DXFImporter::ExpandBlockReferences(DXF::Block& bl,const DXF::BlockMap& bloc
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// first check if the referenced blocks exists ...
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// first check if the referenced blocks exists ...
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const DXF::BlockMap::const_iterator it = blocks_by_name.find(insert.name);
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const DXF::BlockMap::const_iterator it = blocks_by_name.find(insert.name);
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if (it == blocks_by_name.end()) {
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if (it == blocks_by_name.end()) {
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ASSIMP_LOG_ERROR("DXF: Failed to resolve block reference: ", insert.name,"; skipping" );
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ASSIMP_LOG_ERROR_F("DXF: Failed to resolve block reference: ", insert.name,"; skipping" );
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continue;
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continue;
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}
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}
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@ -406,7 +406,6 @@ void DXFImporter::ExpandBlockReferences(DXF::Block& bl,const DXF::BlockMap& bloc
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
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void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
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{
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{
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@ -433,7 +432,6 @@ void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
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pScene->mMaterials[0] = pcMat;
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pScene->mMaterials[0] = pcMat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/)
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void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/)
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{
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{
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@ -444,9 +442,7 @@ void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/)
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if (1 == pScene->mNumMeshes) {
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if (1 == pScene->mNumMeshes) {
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pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
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pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mRootNode->mMeshes[0] = 0;
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}
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} else {
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else
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{
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pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
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pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
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for (unsigned int m = 0; m < pScene->mRootNode->mNumChildren;++m) {
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for (unsigned int m = 0; m < pScene->mRootNode->mNumChildren;++m) {
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aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
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aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
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