diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ASELoader.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ASELoader.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/src/3rdparty/assimp/code/ASELoader.cpp b/src/3rdparty/assimp/code/ASELoader.cpp index 39a33e9fd..65935f48f 100644 --- a/src/3rdparty/assimp/code/ASELoader.cpp +++ b/src/3rdparty/assimp/code/ASELoader.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. @@ -45,6 +46,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_ASE_IMPORTER +#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER + // internal headers #include "ASELoader.h" #include "StringComparison.h" @@ -54,6 +57,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <assimp/IOSystem.hpp> #include <assimp/DefaultLogger.hpp> #include <assimp/scene.h> +#include <assimp/importerdesc.h> #include <memory> @@ -819,10 +823,10 @@ void CopyASETexture(aiMaterial& mat, ASE::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 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)); } // ------------------------------------------------------------------------------------------------ @@ -865,7 +869,7 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat) } // opacity - mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY); + mat.pcInstance->AddProperty<ai_real>( &mat.mTransparency,1,AI_MATKEY_OPACITY); // Two sided rendering? if (mat.mTwoSided) @@ -1017,6 +1021,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMesh // convert bones, if existing if (!mesh.mBones.empty()) { + ai_assert(avOutputBones); // check whether there is a vertex weight for this vertex index if (iIndex2 < mesh.mBoneVertices.size()) { @@ -1318,4 +1323,6 @@ bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) { return false; } +#endif // ASSIMP_BUILD_NO_3DS_IMPORTER + #endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER |