Fixed PR Quality Review Issues
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0baec5f0bd
commit
a622e109a0
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@ -174,15 +174,14 @@ void M3DExporter::doExport (
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// recursive node walker
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void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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{
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unsigned int i, j, k, l, n, mi, idx;
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unsigned int i, j, k, l, n, idx;
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aiMatrix4x4 nm = m * pNode->mTransformation;
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m3dv_t vertex;
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m3dti_t ti;
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for(i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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mi = (M3D_INDEX)-1U;
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unsigned int mi = (M3D_INDEX)-1U;
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if(mScene->mMaterials) {
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// get the material for this mesh
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mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
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@ -263,7 +262,7 @@ uint32_t M3DExporter::mkColor(aiColor4D* c)
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// add a material to the output
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M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
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{
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unsigned int i, j, k, mi = -1U;
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unsigned int i, j, mi = -1U;
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aiColor4D c;
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aiString name;
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ai_real f;
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@ -290,7 +289,7 @@ M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
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m3d->material[mi].numprop = 0;
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m3d->material[mi].prop = NULL;
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// iterate through the material property table and see what we got
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for(k = 0;
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for(unsigned int k = 0;
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k < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]);
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k++) {
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if(m3d_propertytypes[k].format == m3dpf_map)
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@ -486,7 +486,7 @@ void M3DImporter::importBones(unsigned int parentid, aiNode *pParent)
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// bone, so we have to convert between the two conceptually different representation forms
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void M3DImporter::importAnimations()
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{
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unsigned int i, j, k, l, n, pos, ori;
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unsigned int i, j, k, l, pos, ori;
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double t;
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m3da_t *a;
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@ -511,6 +511,7 @@ void M3DImporter::importAnimations()
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pAnim->mNumChannels = m3d->numbone;
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pAnim->mChannels = new aiNodeAnim*[pAnim->mNumChannels];
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for(l = 0; l < m3d->numbone; l++) {
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unsigned int n;
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pAnim->mChannels[l] = new aiNodeAnim;
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pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name));
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// now n is the size of positions / orientations arrays
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@ -628,8 +629,7 @@ void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m)
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void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
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std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
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std::vector<unsigned int> *vertexids) {
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unsigned int i, j, k, s;
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aiNode *pNode;
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unsigned int i, j, k;
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ai_assert(pMesh != nullptr);
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ai_assert(faces != nullptr);
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@ -670,6 +670,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
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if(pMesh->mNumBones) {
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pMesh->mBones = new aiBone*[pMesh->mNumBones];
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for(i = 0; i < m3d->numbone; i++) {
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aiNode *pNode;
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pMesh->mBones[i] = new aiBone;
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pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
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pMesh->mBones[i]->mNumWeights = 0;
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@ -683,7 +684,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
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if(vertexids->size()) {
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// first count how many vertices we have per bone
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for(i = 0; i < vertexids->size(); i++) {
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s = m3d->vertex[vertexids->at(i)].skinid;
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if(s != -1U && s!= -2U) {
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for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
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@ -706,7 +707,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
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}
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// fill up with data
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for(i = 0; i < vertexids->size(); i++) {
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s = m3d->vertex[vertexids->at(i)].skinid;
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if(s != -1U && s!= -2U) {
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for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
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@ -1 +0,0 @@
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../../../m3d.h
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