commit
e899067f44
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@ -708,7 +708,7 @@ void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
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unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
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int res = uncompress( uncompressedData, &uncompressedSize, compressedData, len );
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int res = uncompress( uncompressedData, &uncompressedSize, compressedData, (uLong) len );
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if(res != Z_OK)
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{
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delete [] uncompressedData;
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@ -964,7 +964,7 @@ namespace Assimp {
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{
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if (indices[i] < 0) epcount++;
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}
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unsigned int pcount = indices.size();
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unsigned int pcount = static_cast<unsigned int>( indices.size() );
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unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
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aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
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@ -178,30 +178,30 @@ void FindInstancesProcess::Execute( aiScene* pScene)
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// use a constant epsilon for colors and UV coordinates
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static const float uvEpsilon = 10e-4f;
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{
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unsigned int i, end = orig->GetNumUVChannels();
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for(i = 0; i < end; ++i) {
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if (!orig->mTextureCoords[i]) {
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unsigned int j, end = orig->GetNumUVChannels();
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for(j = 0; j < end; ++j) {
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if (!orig->mTextureCoords[j]) {
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continue;
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}
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if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
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if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
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break;
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}
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}
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if (i != end) {
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if (j != end) {
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continue;
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}
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}
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{
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unsigned int i, end = orig->GetNumColorChannels();
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for(i = 0; i < end; ++i) {
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if (!orig->mColors[i]) {
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unsigned int j, end = orig->GetNumColorChannels();
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for(j = 0; j < end; ++j) {
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if (!orig->mColors[j]) {
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continue;
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}
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if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
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if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
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break;
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}
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}
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if (i != end) {
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if (j != end) {
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continue;
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}
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}
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@ -112,7 +112,9 @@ void ImproveCacheLocalityProcess::Execute( aiScene* pScene)
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}
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}
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if (!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf," faces). Average output ACMR is ", out / numf );
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if (numf > 0) {
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ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf);
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}
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ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. ");
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}
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}
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@ -303,12 +303,12 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
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b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
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b &= 0xff;
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((unsigned char*)&p_iOut)[0] = b; // longitude
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((unsigned char*)&p_iOut)[1] = a; // latitude
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((unsigned char*)&p_iOut)[0] = (unsigned char) b; // longitude
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((unsigned char*)&p_iOut)[1] = (unsigned char) a; // latitude
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}
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}
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}
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}
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} // Namespace MD3
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} // Namespace Assimp
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#endif // !! AI_MD3FILEHELPER_H_INC
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@ -258,10 +258,10 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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continue;
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fill.textures.push_back(SkinData::TextureEntry());
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SkinData::TextureEntry& s = fill.textures.back();
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SkinData::TextureEntry &entry = fill.textures.back();
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s.first = ss;
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s.second = GetNextToken(buff);
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entry.first = ss;
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entry.second = GetNextToken(buff);
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}
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return true;
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}
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@ -718,9 +718,7 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name,
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD3Importer::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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mFile = pFile;
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mScene = pScene;
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mIOHandler = pIOHandler;
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@ -730,11 +728,13 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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std::string::size_type s = mFile.find_last_of("/\\");
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if (s == std::string::npos) {
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s = 0;
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} else {
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++s;
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}
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filename = mFile.substr(s), path = mFile.substr(0, s);
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for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
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*it = static_cast<char>( tolower(*it) );
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}
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else ++s;
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filename = mFile.substr(s), path = mFile.substr(0,s);
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for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
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*it = tolower( *it);
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// Load multi-part model file, if necessary
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if (configHandleMP) {
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@ -905,15 +905,15 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// Now search the current shader for a record with this name (
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// excluding texture file extension)
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if (!shaders.blocks.empty()) {
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std::string::size_type sh = convertedPath.find_last_of('.');
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if (sh == std::string::npos) {
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sh = convertedPath.length();
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}
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std::string::size_type s = convertedPath.find_last_of('.');
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if (s == std::string::npos)
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s = convertedPath.length();
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const std::string without_ext = convertedPath.substr(0,s);
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const std::string without_ext = convertedPath.substr(0,sh);
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std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
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if (dit != shaders.blocks.end()) {
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// Hurra, wir haben einen. Tolle Sache.
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// We made it!
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shader = &*dit;
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ASSIMP_LOG_INFO("Found shader record for " +without_ext );
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} else {
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@ -945,8 +945,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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aiString szString;
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if (convertedPath.length()) {
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szString.Set(convertedPath);
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}
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else {
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} else {
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ASSIMP_LOG_WARN("Texture file name has zero length. Using default name");
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szString.Set("dummy_texture.bmp");
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}
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@ -955,8 +954,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// prevent transparency by default
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int no_alpha = aiTextureFlags_IgnoreAlpha;
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pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
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}
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else {
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} else {
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Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
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}
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@ -1026,7 +1024,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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if (!shader || shader->cull == Q3Shader::CULL_CW) {
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std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
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}
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pcTriangles++;
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++pcTriangles;
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}
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// Go to the next surface
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@ -1042,8 +1040,9 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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}
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}
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if (!pScene->mNumMeshes)
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if (!pScene->mNumMeshes) {
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throw DeadlyImportError( "MD3: File contains no valid mesh");
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}
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pScene->mNumMaterials = iNumMaterials;
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// Now we need to generate an empty node graph
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@ -1057,7 +1056,6 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
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for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
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aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
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nd->mName.Set((const char*)pcTags->NAME);
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nd->mParent = pScene->mRootNode;
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@ -1085,8 +1083,12 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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pScene->mRootNode->mMeshes[i] = i;
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// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
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pScene->mRootNode->mTransformation = aiMatrix4x4(
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1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,
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0.f,-1.f,0.f,0.f,
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0.f,0.f,0.f,1.f
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);
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}
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#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
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@ -486,7 +486,7 @@ void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIO
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if (bLoadAnimationList) {
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GetAnimationFileList(pFile, pIOHandler, animFileList);
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}
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int animCount = animFileList.size() + 1;
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int animCount = static_cast<int>( animFileList.size() + 1u );
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pScene->mNumAnimations = 1;
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pScene->mAnimations = new aiAnimation*[animCount];
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memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
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@ -510,7 +510,7 @@ void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
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anim->mName.Set(name.c_str());
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}
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anim->mDuration = dLengthOfAnim;
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anim->mNumChannels = asBones.size();
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anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
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anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
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aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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@ -228,36 +228,37 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
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out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
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aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
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aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr);
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aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
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aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
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if (mesh->mVertices)
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if (mesh->mVertices) {
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vert = out->mVertices = new aiVector3D[out->mNumVertices];
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}
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if (mesh->mNormals)
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if (mesh->mNormals) {
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nor = out->mNormals = new aiVector3D[out->mNumVertices];
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}
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if (mesh->mTangents)
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{
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if (mesh->mTangents) {
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tan = out->mTangents = new aiVector3D[out->mNumVertices];
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bit = out->mBitangents = new aiVector3D[out->mNumVertices];
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}
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (mesh->mTextureCoords[i])
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uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
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else uv[i] = NULL;
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out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
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for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS;++j) {
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uv[j] = nullptr;
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if (mesh->mTextureCoords[j]) {
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uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices];
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}
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
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{
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if (mesh->mColors[i])
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cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
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else cols[i] = NULL;
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out->mNumUVComponents[j] = mesh->mNumUVComponents[j];
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}
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for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS;++j) {
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cols[j] = nullptr;
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if (mesh->mColors[j]) {
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cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices];
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}
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}
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typedef std::vector< aiVertexWeight > TempBoneInfo;
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@ -323,7 +324,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
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in.mIndices[q] = outIdx++;
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}
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in.mIndices = NULL;
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in.mIndices = nullptr;
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++outFaces;
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}
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ai_assert(outFaces == out->mFaces + out->mNumFaces);
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@ -127,8 +127,7 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
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// Determine which kinds of primitives the mesh consists of
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aiMesh* out = new aiMesh();
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switch (numIndices)
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{
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switch (numIndices) {
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case 1:
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out->mPrimitiveTypes = aiPrimitiveType_POINT;
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break;
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@ -145,17 +144,18 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
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out->mNumFaces = (unsigned int)positions.size() / numIndices;
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out->mFaces = new aiFace[out->mNumFaces];
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for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
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{
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for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i) {
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aiFace& f = out->mFaces[i];
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f.mNumIndices = numIndices;
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f.mIndices = new unsigned int[numIndices];
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for (unsigned int i = 0; i < numIndices;++i,++a)
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f.mIndices[i] = a;
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for (unsigned int j = 0; i < numIndices; ++i, ++a) {
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f.mIndices[j] = a;
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}
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}
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out->mNumVertices = (unsigned int)positions.size();
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out->mVertices = new aiVector3D[out->mNumVertices];
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::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
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return out;
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}
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@ -466,8 +466,8 @@ void StandardShapes::MakeCone(ai_real height,ai_real radius1,
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// Need to flip face order?
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if ( SIZE_MAX != old ) {
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for (size_t s = old; s < positions.size();s += 3) {
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std::swap(positions[s],positions[s+1]);
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for (size_t p = old; p < positions.size();p += 3) {
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std::swap(positions[p],positions[p+1]);
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}
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}
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}
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@ -582,15 +582,16 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
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int iNumIndices = 0;
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int iIndex = -1;
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMaterial->mProperties[i];
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if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
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aiMaterialProperty* prop = pMaterial->mProperties[ i ];
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ai_assert(nullptr != prop);
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if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast<unsigned int>(type)) {
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iIndex = std::max(iIndex, (int) prop->mIndex);
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++iNumIndices;
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if (aiPTI_String != prop->mType)
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ReportError("Material property %s is expected to be a string",prop->mKey.data);
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if (aiPTI_String != prop->mType) {
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ReportError("Material property %s is expected to be a string", prop->mKey.data);
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}
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}
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}
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if (iIndex +1 != iNumIndices) {
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@ -152,10 +152,10 @@ TEST_F(utSTLImporterExporter, test_export_pointclouds) {
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auto pMesh = scene.mMeshes[0];
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long numValidPoints = points.size();
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size_t numValidPoints = points.size();
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pMesh->mVertices = new aiVector3D[numValidPoints];
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pMesh->mNumVertices = numValidPoints;
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pMesh->mNumVertices = static_cast<unsigned int>( numValidPoints );
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int i = 0;
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for (XYZ &p : points) {
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@ -51,27 +51,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <string>
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const char* AICMD_MSG_INFO_HELP_E =
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"assimp info <file> [-r] [-v]\n"
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"\tPrint basic structure of a 3D model\n"
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"\t-r,--raw: No postprocessing, do a raw import\n"
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"\t-v,--verbose: Print verbose info such as node transform data\n"
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"\t-s, --silent: Print only minimal info\n";
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"assimp info <file> [-r] [-v]\n"
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"\tPrint basic structure of a 3D model\n"
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"\t-r,--raw: No postprocessing, do a raw import\n"
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"\t-v,--verbose: Print verbose info such as node transform data\n"
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"\t-s, --silent: Print only minimal info\n";
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const std::string TREE_BRANCH_ASCII = "|-";
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const std::string TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
|
||||
const std::string TREE_STOP_ASCII = "'-";
|
||||
const std::string TREE_STOP_UTF8 = "\xe2\x94\x94\xe2\x95\xb4";
|
||||
const std::string TREE_CONTINUE_ASCII = "| ";
|
||||
const std::string TREE_CONTINUE_UTF8 = "\xe2\x94\x82 ";
|
||||
const char *TREE_BRANCH_ASCII = "|-";
|
||||
const char *TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
|
||||
const char *TREE_STOP_ASCII = "'-";
|
||||
const char *TREE_STOP_UTF8 = "\xe2\x94\x94\xe2\x95\xb4";
|
||||
const char *TREE_CONTINUE_ASCII = "| ";
|
||||
const char *TREE_CONTINUE_UTF8 = "\xe2\x94\x82 ";
|
||||
|
||||
// note: by default this is outputing utf-8 text.
|
||||
// note: by default this is using utf-8 text.
|
||||
// this is well supported on pretty much any linux terminal.
|
||||
// if this causes problems on some platform,
|
||||
// put an #ifdef to use the ascii version for that platform.
|
||||
const std::string TREE_BRANCH = TREE_BRANCH_UTF8;
|
||||
const std::string TREE_STOP = TREE_STOP_UTF8;
|
||||
const std::string TREE_CONTINUE = TREE_CONTINUE_UTF8;
|
||||
|
||||
const char *TREE_BRANCH = TREE_BRANCH_UTF8;
|
||||
const char *TREE_STOP = TREE_STOP_UTF8;
|
||||
const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int CountNodes(const aiNode* root)
|
||||
|
@ -280,14 +279,7 @@ void PrintHierarchy(
|
|||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Implementation of the assimp info utility to print basic file info
|
||||
int Assimp_Info (const char* const* params, unsigned int num)
|
||||
{
|
||||
if (num < 1) {
|
||||
printf("assimp info: Invalid number of arguments. "
|
||||
"See \'assimp info --help\'\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Assimp_Info (const char* const* params, unsigned int num) {
|
||||
// --help
|
||||
if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) {
|
||||
printf("%s",AICMD_MSG_INFO_HELP_E);
|
||||
|
|
|
@ -276,9 +276,12 @@ inline uint32_t WriteBounds(const T* in, unsigned int size)
|
|||
void ChangeInteger(uint32_t ofs,uint32_t n)
|
||||
{
|
||||
const uint32_t cur = ftell(out);
|
||||
fseek(out,ofs,SEEK_SET);
|
||||
fwrite(&n,4,1,out);
|
||||
fseek(out,cur,SEEK_SET);
|
||||
int retCode;
|
||||
retCode = fseek(out, ofs, SEEK_SET);
|
||||
ai_assert(0 == retCode);
|
||||
fwrite(&n, 4, 1, out);
|
||||
retCode = fseek(out, cur, SEEK_SET);
|
||||
ai_assert(0 == retCode);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
|
@ -1333,10 +1336,6 @@ int Assimp_Dump (const char* const* params, unsigned int num)
|
|||
{
|
||||
const char* fail = "assimp dump: Invalid number of arguments. "
|
||||
"See \'assimp dump --help\'\r\n";
|
||||
if (num < 1) {
|
||||
printf("%s", fail);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// --help
|
||||
if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
|
||||
|
|
|
@ -90,7 +90,7 @@ void SceneAnimator::SetAnimIndex( size_t pAnimIndex) {
|
|||
delete mAnimEvaluator; mAnimEvaluator = nullptr;
|
||||
mNodesByName.clear();
|
||||
|
||||
mCurrentAnimIndex = pAnimIndex;
|
||||
mCurrentAnimIndex = static_cast<int>( pAnimIndex );
|
||||
|
||||
// create the internal node tree. Do this even in case of invalid animation index
|
||||
// so that the transformation matrices are properly set up to mimic the current scene
|
||||
|
|
Loading…
Reference in New Issue