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-rw-r--r--src/3rdparty/assimp/code/ASELoader.cpp15
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