Cleared majority of codepage warnings in Visual Studio 14.

pull/1130/head
Tan Li Boon 2017-01-09 00:41:10 +08:00
parent 575afd82f1
commit c3d40810b5
14 changed files with 19 additions and 19 deletions

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@ -353,7 +353,7 @@ static bool ParseHelper_Decode_Base64_IsBase64(const char pChar)
void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
{ {
// With help from // With help from
// RenИ Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html // René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
uint8_t tidx = 0; uint8_t tidx = 0;

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@ -1135,7 +1135,7 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
bool b = false; bool b = false;
// For the moment we're just reading the three floats - // For the moment we're just reading the three floats -
// we ignore the <EFBFBD>dditional information for bezier's and TCBs // we ignore the additional information for bezier's and TCBs
// simple scaling keyframe // simple scaling keyframe
if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20)) if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
@ -1181,7 +1181,7 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
bool b = false; bool b = false;
// For the moment we're just reading the three floats - // For the moment we're just reading the three floats -
// we ignore the <EFBFBD>dditional information for bezier's and TCBs // we ignore the additional information for bezier's and TCBs
// simple scaling keyframe // simple scaling keyframe
if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18)) if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
@ -1227,7 +1227,7 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
bool b = false; bool b = false;
// For the moment we're just reading the floats - // For the moment we're just reading the floats -
// we ignore the <EFBFBD>dditional information for bezier's and TCBs // we ignore the additional information for bezier's and TCBs
// simple scaling keyframe // simple scaling keyframe
if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18)) if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))

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@ -454,7 +454,7 @@ void LWOImporter::FindUVChannels(LWO::Surface& surf,
++extra; ++extra;
out[next++] = i; out[next++] = i;
} }
// B<EFBFBD>h ... seems not to be used at all. Push to end if enough space is available. // Bah ... seems not to be used at all. Push to end if enough space is available.
else { else {
out[extra++] = i; out[extra++] = i;
++num_extra; ++num_extra;

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@ -702,7 +702,7 @@ void SMDImporter::ParseFile()
{ {
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break; if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "version <n> \n", <n> should be 1 for hl and hl<EFBFBD> SMD files // "version <n> \n", <n> should be 1 for hl and hl2 SMD files
if (TokenMatch(szCurrent,"version",7)) if (TokenMatch(szCurrent,"version",7))
{ {
if(!SkipSpaces(szCurrent,&szCurrent)) break; if(!SkipSpaces(szCurrent,&szCurrent)) break;

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@ -245,7 +245,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
// The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
// tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of // tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
// logarithmic precision - around 1, they are 1<EFBFBD>(2^24) and around 10000, they are 0.00125. // logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125.
// For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
// incoming vertex positions might have already been transformed, probably using rather // incoming vertex positions might have already been transformed, probably using rather

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@ -566,7 +566,7 @@ private:
/// There shall be at least as many colours in the X3DColorNode node as there are faces. /// There shall be at least as many colours in the X3DColorNode node as there are faces.
/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows: /// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
/// If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex /// If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
/// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (1) /// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (-1)
/// in exactly the same places as the coordIndex field. /// in exactly the same places as the coordIndex field.
/// If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node. /// If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
/// \param [in] pMesh - mesh for adding data. /// \param [in] pMesh - mesh for adding data.

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@ -467,7 +467,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))// at first special cases if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))// at first special cases
{ {
if(pSpine_Closed) if(pSpine_Closed)
{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] spine[n 2]) to compute the Y-axis. {// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] - spine[n - 2]) to compute the Y-axis.
// As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0]) // As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0])
// in tail are removed. // in tail are removed.
// So, last point in pSpine is a spine[n - 2] // So, last point in pSpine is a spine[n - 2]
@ -478,13 +478,13 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
tvec = pSpine[1] - pSpine[0]; tvec = pSpine[1] - pSpine[0];
} }
else else
{// The Y-axis used for the last point it is the vector from spine[n2] to spine[n1]. In our case(see above about droping tail) spine[n - 1] is {// The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about droping tail) spine[n - 1] is
// the spine[0]. // the spine[0].
tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1]; tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
} }
}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) }// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))
else else
{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] spine[i1]). {// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] - spine[i-1]).
tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1]; tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1];
}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else }// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else
@ -549,7 +549,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx
} }
// After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis // After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis
// is flipped (multiplied by 1). // is flipped (multiplied by -1).
if((tvec * pVecZ_Prev) < 0) tvec = -tvec; if((tvec * pVecZ_Prev) < 0) tvec = -tvec;
return tvec.Normalize(); return tvec.Normalize();

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@ -780,7 +780,7 @@ struct CX3DImporter_NodeElement_Light : public CX3DImporter_NodeElement
float Intensity;///< Specifies the brightness of the direct emission from the light. float Intensity;///< Specifies the brightness of the direct emission from the light.
/// \var Attenuation /// \var Attenuation
/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor /// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
/// is: "1 / max(attenuation[0] + attenuation[1] × r + attenuation[2] × r2, 1)", where r is the distance from the light to the surface being illuminated. /// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
aiVector3D Attenuation; aiVector3D Attenuation;
aiVector3D Location;///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin. aiVector3D Location;///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
float Radius;///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source. float Radius;///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.

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@ -26,7 +26,7 @@
* Paper no. DETC2005-85513 pp. 565-575 * * Paper no. DETC2005-85513 pp. 565-575 *
* ASME 2005 International Design Engineering Technical Conferences * * ASME 2005 International Design Engineering Technical Conferences *
* and Computers and Information in Engineering Conference (IDETC/CIE2005) * * and Computers and Information in Engineering Conference (IDETC/CIE2005) *
* September 2428, 2005 , Long Beach, California, USA * * September 24-28, 2005 , Long Beach, California, USA *
* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf * * http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
* * * *
*******************************************************************************/ *******************************************************************************/

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@ -26,7 +26,7 @@
* Paper no. DETC2005-85513 pp. 565-575 * * Paper no. DETC2005-85513 pp. 565-575 *
* ASME 2005 International Design Engineering Technical Conferences * * ASME 2005 International Design Engineering Technical Conferences *
* and Computers and Information in Engineering Conference (IDETC/CIE2005) * * and Computers and Information in Engineering Conference (IDETC/CIE2005) *
* September 2428, 2005 , Long Beach, California, USA * * September 24-28, 2005 , Long Beach, California, USA *
* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf * * http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
* * * *
*******************************************************************************/ *******************************************************************************/

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@ -212,7 +212,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__)) #if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
#error Currently, Borland is unsupported. Feel free to port Assimp. #error Currently, Borland is unsupported. Feel free to port Assimp.
// "W8059 Packgr<EFBFBD><EFBFBD>e der Struktur ge<67>ndert" // "W8059 Packgröße der Struktur geändert"
#endif #endif

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@ -154,7 +154,7 @@ public:
* vector called "from" into another vector called "to". * vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors * Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas M<EFBFBD>ller, John Hughes * Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another" * "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999 * Journal of Graphics Tools, 4(4):1-4, 1999
*/ */

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@ -242,7 +242,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
* "from" into another vector called "to". * "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors * Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas M<EFBFBD>ller, John Hughes * Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another" * "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999 * Journal of Graphics Tools, 4(4):1-4, 1999
*/ */

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@ -592,7 +592,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
* "from" into another vector called "to". * "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors * Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas M<EFBFBD>ller, John Hughes * Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another" * "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999 * Journal of Graphics Tools, 4(4):1-4, 1999
*/ */