fix more warnings.
parent
4a3ecbea14
commit
c2bfbdacf4
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@ -342,6 +342,20 @@ struct Texture {
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mTextureBlend = get_qnan();
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}
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Texture(Texture &&other) AI_NO_EXCEPT :
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mTextureBlend(std::move(other.mTextureBlend)),
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mMapName(std::move(mMapName)),
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mOffsetU(std::move(mOffsetU)),
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mOffsetV(std::move(mOffsetV)),
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mScaleU(std::move(mScaleU)),
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mScaleV(std::move(mScaleV)),
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mRotation(std::move(mRotation)),
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mMapMode(std::move(mMapMode)),
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bPrivate(std::move(bPrivate)),
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iUVSrc(std::move(iUVSrc)) {
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}
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//! Specifies the blend factor for the texture
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ai_real mTextureBlend;
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@ -371,7 +371,7 @@ protected:
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void* value = node->mMetaData->mValues[i].mData;
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Write<aiString>(&chunk, key);
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Write<uint16_t>(&chunk, type);
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Write<uint16_t>(&chunk, (uint16_t) type);
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switch (type) {
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case AI_BOOL:
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@ -553,13 +553,14 @@ protected:
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const aiFace& f = mesh->mFaces[i];
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static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
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Write<uint16_t>(&chunk,f.mNumIndices);
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Write<uint32_t>(&chunk,f.mNumIndices);
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for (unsigned int a = 0; a < f.mNumIndices;++a) {
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if (mesh->mNumVertices < (1u<<16)) {
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Write<uint16_t>(&chunk,f.mIndices[a]);
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}
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else Write<unsigned int>(&chunk,f.mIndices[a]);
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Write<uint32_t>(&chunk,f.mIndices[a]);
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} else {
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Write<unsigned int>(&chunk, f.mIndices[a]);
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}
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}
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}
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}
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@ -155,36 +155,37 @@ AI_WONT_RETURN void B3DImporter::Fail( string str ){
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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if( _pos<_buf.size() ) {
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return _buf[_pos++];
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}
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if (_pos > _buf.size()) {
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Fail("EOF");
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}
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Fail( "EOF" );
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return 0;
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return _buf[_pos++];
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadInt(){
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if( _pos+4<=_buf.size() ){
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int n;
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memcpy(&n, &_buf[_pos], 4);
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_pos+=4;
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return n;
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if (_pos + 4 > _buf.size()) {
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Fail("EOF");
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}
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Fail( "EOF" );
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return 0;
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int n;
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memcpy(&n, &_buf[_pos], 4);
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_pos+=4;
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return n;
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}
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// ------------------------------------------------------------------------------------------------
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float B3DImporter::ReadFloat(){
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if( _pos+4<=_buf.size() ){
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float n;
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memcpy(&n, &_buf[_pos], 4);
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_pos+=4;
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return n;
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}
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Fail( "EOF" );
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return 0.0f;
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float B3DImporter::ReadFloat() {
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if (_pos + 4 > _buf.size()) {
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Fail("EOF");
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}
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float n;
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memcpy(&n, &_buf[_pos], 4);
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_pos+=4;
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return n;
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}
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// ------------------------------------------------------------------------------------------------
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@ -214,6 +215,9 @@ aiQuaternion B3DImporter::ReadQuat(){
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadString(){
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if (_pos > _buf.size()) {
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Fail("EOF");
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}
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string str;
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while( _pos<_buf.size() ){
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char c=(char)ReadByte();
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@ -222,7 +226,6 @@ string B3DImporter::ReadString(){
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}
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str+=c;
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}
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Fail( "EOF" );
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return string();
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}
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@ -247,7 +250,7 @@ void B3DImporter::ExitChunk(){
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}
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// ------------------------------------------------------------------------------------------------
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unsigned B3DImporter::ChunkSize(){
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size_t B3DImporter::ChunkSize(){
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return _stack.back()-_pos;
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}
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// ------------------------------------------------------------------------------------------------
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@ -355,8 +358,8 @@ void B3DImporter::ReadVRTS(){
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Fail( "Bad texcoord data" );
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}
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int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
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int n_verts=ChunkSize()/sz;
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int sz = 12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
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size_t n_verts = ChunkSize()/sz;
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int v0=static_cast<int>(_vertices.size());
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_vertices.resize( v0+n_verts );
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@ -377,14 +380,14 @@ void B3DImporter::ReadVRTS(){
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ReadQuat(); //skip v 4bytes...
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}
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for( int i=0;i<_tcsets;++i ){
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for( int j=0;j<_tcsets;++j ){
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float t[4]={0,0,0,0};
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for( int j=0;j<_tcsize;++j ){
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t[j]=ReadFloat();
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for( int k=0;k<_tcsize;++k ){
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t[k]=ReadFloat();
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}
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t[1]=1-t[1];
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if( !i ) {
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v.texcoords=aiVector3D( t[0],t[1],t[2] );
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t[1] = 1 - t[1];
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if( !j ) {
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v.texcoords = aiVector3D( t[0],t[1],t[2] );
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}
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}
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}
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@ -408,7 +411,7 @@ void B3DImporter::ReadTRIS(int v0) {
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mesh->mNumFaces = 0;
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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int n_tris = ChunkSize() / 12;
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size_t n_tris = ChunkSize() / 12;
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aiFace *face = mesh->mFaces = new aiFace[n_tris];
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for (int i = 0; i < n_tris; ++i) {
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@ -463,7 +466,7 @@ void B3DImporter::ReadBONE(int id) {
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Vertex &v = _vertices[vertex];
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for (int i = 0; i < 4; ++i) {
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if (!v.weights[i]) {
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v.bones[i] = id;
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v.bones[i] = static_cast<unsigned char>(id);
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v.weights[i] = weight;
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break;
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}
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@ -547,24 +550,24 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
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vector<aiNode*> children;
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="MESH" ){
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const string chunk = ReadChunk();
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if (chunk == "MESH") {
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unsigned int n= static_cast<unsigned int>(_meshes.size());
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ReadMESH();
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for( unsigned int i=n;i<static_cast<unsigned int>(_meshes.size());++i ){
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meshes.push_back( i );
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}
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}else if( t=="BONE" ){
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} else if (chunk == "BONE") {
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ReadBONE( nodeid );
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}else if( t=="ANIM" ){
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} else if (chunk == "ANIM") {
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ReadANIM();
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}else if( t=="KEYS" ){
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} else if (chunk == "KEYS") {
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if( !nodeAnim ){
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nodeAnim.reset(new aiNodeAnim);
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nodeAnim->mNodeName=node->mName;
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}
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ReadKEYS( nodeAnim.get() );
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}else if( t=="NODE" ){
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} else if (chunk == "NODE") {
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aiNode *child=ReadNODE( node );
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children.push_back( child );
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}
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@ -613,12 +616,12 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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}
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="TEXS" ){
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const string chunk = ReadChunk();
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if (chunk == "TEXS") {
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ReadTEXS();
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}else if( t=="BRUS" ){
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} else if (chunk == "BRUS") {
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ReadBRUS();
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}else if( t=="NODE" ){
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} else if (chunk == "NODE") {
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ReadNODE( 0 );
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}
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ExitChunk();
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@ -656,48 +659,51 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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vector< vector<aiVertexWeight> > vweights( _nodes.size() );
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for( int i=0;i<n_verts;i+=3 ){
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for( int j=0;j<3;++j ){
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Vertex &v=_vertices[face->mIndices[j]];
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for (int vertIdx = 0; vertIdx < n_verts; vertIdx += 3) {
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for (int faceIndex = 0; faceIndex < 3; ++faceIndex) {
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Vertex &v = _vertices[face->mIndices[faceIndex]];
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*mv++=v.vertex;
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if( mn ) *mn++=v.normal;
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if( mc ) *mc++=v.texcoords;
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face->mIndices[j]=i+j;
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face->mIndices[faceIndex] = vertIdx + faceIndex;
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for( int k=0;k<4;++k ){
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if( !v.weights[k] ) break;
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if( !v.weights[k] )
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break;
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int bone=v.bones[k];
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float weight=v.weights[k];
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int bone = v.bones[k];
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float weight = v.weights[k];
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vweights[bone].push_back( aiVertexWeight(i+j,weight) );
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vweights[bone].push_back(aiVertexWeight(vertIdx + faceIndex, weight));
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}
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}
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++face;
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}
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vector<aiBone*> bones;
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for(size_t i=0;i<vweights.size();++i ){
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vector<aiVertexWeight> &weights=vweights[i];
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if( !weights.size() ) continue;
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for (size_t weightIndx = 0; weightIndx < vweights.size(); ++weightIndx) {
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vector<aiVertexWeight> &weights = vweights[weightIndx];
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if (!weights.size()) {
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continue;
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}
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aiBone *bone=new aiBone;
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aiBone *bone = new aiBone;
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bones.push_back( bone );
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aiNode *bnode=_nodes[i];
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aiNode *bnode = _nodes[weightIndx];
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bone->mName=bnode->mName;
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bone->mNumWeights= static_cast<unsigned int>(weights.size());
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bone->mWeights=to_array( weights );
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bone->mName = bnode->mName;
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bone->mNumWeights = static_cast<unsigned int>(weights.size());
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bone->mWeights = to_array( weights );
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aiMatrix4x4 mat=bnode->mTransformation;
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aiMatrix4x4 mat = bnode->mTransformation;
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while( bnode->mParent ){
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bnode=bnode->mParent;
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mat=bnode->mTransformation * mat;
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}
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bone->mOffsetMatrix=mat.Inverse();
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bone->mOffsetMatrix = mat.Inverse();
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}
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mesh->mNumBones= static_cast<unsigned int>(bones.size());
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mesh->mBones=to_array( bones );
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@ -82,7 +82,7 @@ private:
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std::string ReadString();
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std::string ReadChunk();
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void ExitChunk();
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unsigned ChunkSize();
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size_t ChunkSize();
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template<class T>
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T *to_array( const std::vector<T> &v );
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@ -112,10 +112,10 @@ private:
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void ReadBB3D( aiScene *scene );
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unsigned _pos;
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size_t _pos;
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// unsigned _size;
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std::vector<unsigned char> _buf;
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std::vector<unsigned> _stack;
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std::vector<size_t> _stack;
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std::vector<std::string> _textures;
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std::vector<std::unique_ptr<aiMaterial> > _materials;
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@ -146,7 +146,7 @@ aiScene* BaseImporter::ReadFile(Importer* pImp, const std::string& pFile, IOSyst
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}
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// ------------------------------------------------------------------------------------------------
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void BaseImporter::SetupProperties(const Importer* pImp)
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void BaseImporter::SetupProperties(const Importer* )
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{
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// the default implementation does nothing
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}
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@ -53,6 +53,8 @@ using namespace Assimp;
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# define CHAR_BIT 8
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#endif
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#pragma warning(disable : 4127)
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// ------------------------------------------------------------------------------------------------
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// Constructs a spatially sorted representation from the given position array.
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SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
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@ -332,8 +332,7 @@ unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
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aiMaterialProperty* prop = pMat->mProperties[i];
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if ( prop /* just a sanity check ... */
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&& 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
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&& prop->mSemantic == type) {
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&& 0 == strcmp(prop->mKey.data, _AI_MATKEY_TEXTURE_BASE) && static_cast < aiTextureType>(prop->mSemantic) == type) {
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max = std::max(max,prop->mIndex+1);
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}
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@ -62,7 +62,7 @@ bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_PopulateArmatureData) != 0;
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}
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void ArmaturePopulate::SetupProperties(const Importer *pImp) {
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void ArmaturePopulate::SetupProperties(const Importer *) {
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// do nothing
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}
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@ -162,7 +162,7 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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// A bone stack allows us to have multiple armatures, with the same bone names
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// A bone stack allows us also to retrieve bones true transform even with
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// duplicate names :)
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void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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void ArmaturePopulate::BuildBoneStack(aiNode *,
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const aiNode *root_node,
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const aiScene *scene,
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const std::vector<aiBone *> &bones,
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@ -238,7 +238,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// FIX: check whether we can reuse the SpatialSort of a previous step
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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float posEpsilon;
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float posEpsilon = 10e-6f;
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if (shared)
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{
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std::vector<std::pair<SpatialSort,float> >* avf;
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@ -99,8 +99,8 @@ void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMap
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out)) {
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node->mNumMeshes = out;
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if ( 0 == out ) {
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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@ -122,9 +122,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene) {
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a]))) {
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int result = ProcessMesh(pScene->mMeshes[a]);
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if (0 == result ) {
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out = true;
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if (2 == result) {
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@ -141,8 +140,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene) {
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}
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// Process animations
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
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ProcessAnimation( pScene->mAnimations[a]);
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for (unsigned int animIdx = 0; animIdx < pScene->mNumAnimations; ++animIdx) {
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ProcessAnimation(pScene->mAnimations[animIdx]);
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}
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@ -132,11 +132,9 @@ bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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// need to build a clean list of bones, too
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
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{
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const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
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if(pcFace->mIndices[q] == w.mVertexId)
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{
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for (unsigned int boneIdx = 0; boneIdx < pcMesh->mBones[i]->mNumWeights; ++boneIdx) {
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const aiVertexWeight &w = pcMesh->mBones[i]->mWeights[boneIdx];
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if(pcFace->mIndices[q] == w.mVertexId) {
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aiVertexWeight wNew;
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wNew.mVertexId = iIndex;
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wNew.mWeight = w.mWeight;
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@ -157,17 +155,17 @@ bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
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}
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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unsigned int pp = 0;
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while (pcMesh->HasTextureCoords(pp))
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{
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apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
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++p;
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apvTextureCoords[pp][iIndex] = pcMesh->mTextureCoords[pp][pcFace->mIndices[q]];
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++pp;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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pp = 0;
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while (pcMesh->HasVertexColors(pp))
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{
|
||||
apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
|
||||
++p;
|
||||
apvColorSets[pp][iIndex] = pcMesh->mColors[pp][pcFace->mIndices[q]];
|
||||
++pp;
|
||||
}
|
||||
pcFace->mIndices[q] = iIndex;
|
||||
}
|
||||
|
|
|
@ -179,7 +179,7 @@ void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &n
|
|||
|
||||
// copy all mesh references in one array
|
||||
if (out_meshes) {
|
||||
unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
|
||||
unsigned int *meshIdxs = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshIdxs;
|
||||
for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
|
||||
*tmp++ = join_master->mMeshes[n];
|
||||
}
|
||||
|
@ -217,7 +217,7 @@ void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &n
|
|||
delete join_node; // bye, node
|
||||
}
|
||||
delete[] join_master->mMeshes;
|
||||
join_master->mMeshes = meshes;
|
||||
join_master->mMeshes = meshIdxs;
|
||||
join_master->mNumMeshes += out_meshes;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -330,19 +330,23 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
|
|||
ai_assert(outFaces == out->mFaces + out->mNumFaces);
|
||||
|
||||
// now generate output bones
|
||||
for (unsigned int q = 0; q < mesh->mNumBones;++q)
|
||||
if (!tempBones[q].empty())++out->mNumBones;
|
||||
for (unsigned int q = 0; q < mesh->mNumBones; ++q) {
|
||||
if (!tempBones[q].empty()) {
|
||||
++out->mNumBones;
|
||||
}
|
||||
}
|
||||
|
||||
if (out->mNumBones)
|
||||
{
|
||||
if (out->mNumBones) {
|
||||
out->mBones = new aiBone*[out->mNumBones];
|
||||
for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q)
|
||||
for (unsigned int q = 0, boneIdx = 0; q < mesh->mNumBones;++q)
|
||||
{
|
||||
TempBoneInfo& in = tempBones[q];
|
||||
if (in.empty())continue;
|
||||
if (in.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
aiBone* srcBone = mesh->mBones[q];
|
||||
aiBone* bone = out->mBones[real] = new aiBone();
|
||||
aiBone *bone = out->mBones[boneIdx] = new aiBone();
|
||||
|
||||
bone->mName = srcBone->mName;
|
||||
bone->mOffsetMatrix = srcBone->mOffsetMatrix;
|
||||
|
@ -352,7 +356,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
|
|||
|
||||
::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight));
|
||||
|
||||
++real;
|
||||
++boneIdx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -364,7 +368,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
|
|||
delete mesh;
|
||||
|
||||
// avoid invalid pointer
|
||||
pScene->mMeshes[i] = NULL;
|
||||
pScene->mMeshes[i] = nullptr;
|
||||
}
|
||||
|
||||
if (outMeshes.empty())
|
||||
|
|
|
@ -419,7 +419,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
num = 0;
|
||||
break;
|
||||
|
||||
curOut -= (max-num); /* undo all previous work */
|
||||
/*curOut -= (max-num); // undo all previous work
|
||||
for (tmp = 0; tmp < max-2; ++tmp) {
|
||||
aiFace& nface = *curOut++;
|
||||
|
||||
|
@ -433,7 +433,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
|
||||
}
|
||||
num = 0;
|
||||
break;
|
||||
break;*/
|
||||
}
|
||||
|
||||
aiFace& nface = *curOut++;
|
||||
|
|
|
@ -612,7 +612,7 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
|||
bool bNoSpecified = true;
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
|
||||
aiMaterialProperty* prop = pMaterial->mProperties[i];
|
||||
if (prop->mSemantic != type) {
|
||||
if (static_cast<aiTextureType>(prop->mSemantic) != type) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue