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-rw-r--r--src/3rdparty/assimp/code/3DSConverter.cpp32
1 files changed, 18 insertions, 14 deletions
diff --git a/src/3rdparty/assimp/code/3DSConverter.cpp b/src/3rdparty/assimp/code/3DSConverter.cpp
index cb6fd9077..820c28f90 100644
--- a/src/3rdparty/assimp/code/3DSConverter.cpp
+++ b/src/3rdparty/assimp/code/3DSConverter.cpp
@@ -3,7 +3,8 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2016, assimp team
+Copyright (c) 2006-2017, assimp team
+
All rights reserved.
@@ -55,18 +56,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const unsigned int NotSet = 0xcdcdcdcd;
+
// ------------------------------------------------------------------------------------------------
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial()
{
-
// Try to find an existing material that matches the
// typical default material setting:
// - no textures
// - diffuse color (in grey!)
// NOTE: This is here to workaround the fact that some
// exporters are writing a default material, too.
- unsigned int idx = 0xcdcdcdcd;
+ unsigned int idx( NotSet );
for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{
std::string s = mScene->mMaterials[i].mName;
@@ -92,7 +94,9 @@ void Discreet3DSImporter::ReplaceDefaultMaterial()
}
idx = i;
}
- if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
+ if ( NotSet == idx ) {
+ idx = ( unsigned int )mScene->mMaterials.size();
+ }
// now iterate through all meshes and through all faces and
// find all faces that are using the default material
@@ -197,7 +201,7 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
// Setup the texture blend factor
if (is_not_qnan(texture.mTextureBlend))
- mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+ mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
// Setup the texture mapping mode
mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
@@ -207,14 +211,14 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
// FIXME: this is not really correct ...
if (texture.mMapMode == aiTextureMapMode_Mirror)
{
- texture.mScaleU *= 2.f;
- texture.mScaleV *= 2.f;
- texture.mOffsetU /= 2.f;
- texture.mOffsetV /= 2.f;
+ texture.mScaleU *= 2.0;
+ texture.mScaleV *= 2.0;
+ texture.mOffsetU /= 2.0;
+ texture.mOffsetV /= 2.0;
}
// Setup texture UV transformations
- mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+ mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
@@ -265,10 +269,10 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
}
// Opacity
- mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
+ mat.AddProperty<ai_real>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
// Bump height scaling
- mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
+ mat.AddProperty<ai_real>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
// Two sided rendering?
if (oldMat.mTwoSided)
@@ -690,7 +694,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
// Recursively process all children
- const unsigned int size = pcIn->mChildren.size();
+ const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
for (unsigned int i = 0; i < size;++i)
{
pcOut->mChildren[i] = new aiNode();
@@ -742,7 +746,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
- mScene->mCameras.size() + mScene->mLights.size();
+ static_cast<unsigned int>(mScene->mCameras.size() + mScene->mLights.size());
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
pcOut->mRootNode->mName.Set("<3DSDummyRoot>");