diff options
Diffstat (limited to 'code')
-rw-r--r-- | code/AssetLib/C4D/C4DImporter.cpp | 18 | ||||
-rw-r--r-- | code/AssetLib/C4D/C4DImporter.h | 2 | ||||
-rw-r--r-- | code/AssetLib/HMP/HMPFileData.h | 2 | ||||
-rw-r--r-- | code/AssetLib/MD2/MD2FileData.h | 2 | ||||
-rw-r--r-- | code/AssetLib/MD3/MD3FileData.h | 2 | ||||
-rw-r--r-- | code/AssetLib/MDC/MDCFileData.h | 2 | ||||
-rw-r--r-- | code/AssetLib/MDL/MDLFileData.h | 2 |
7 files changed, 14 insertions, 16 deletions
diff --git a/code/AssetLib/C4D/C4DImporter.cpp b/code/AssetLib/C4D/C4DImporter.cpp index c11ec0280..daef6ebe4 100644 --- a/code/AssetLib/C4D/C4DImporter.cpp +++ b/code/AssetLib/C4D/C4DImporter.cpp @@ -46,10 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // no #ifdefing here, Cinema4D support is carried out in a branch of assimp // where it is turned on in the CMake settings. -#ifndef _MSC_VER -# error C4D support is currently MSVC only -#endif - #include "C4DImporter.h" #include <memory> #include <assimp/IOSystem.hpp> @@ -111,7 +107,7 @@ C4DImporter::C4DImporter() = default; C4DImporter::~C4DImporter() = default; // ------------------------------------------------------------------------------------------------ -bool C4DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const { +bool C4DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const { const std::string& extension = GetExtension(pFile); if (extension == "c4d") { return true; @@ -305,7 +301,7 @@ void C4DImporter::RecurseHierarchy(BaseObject* object, aiNode* parent) { // based on Cineware sample code while (object) { - const LONG type = object->GetType(); + const Int32 type = object->GetType(); const Matrix& ml = object->GetMl(); aiNode* const nd = new aiNode(); @@ -368,8 +364,8 @@ aiMesh* C4DImporter::ReadMesh(BaseObject* object) { PolygonObject* const polyObject = dynamic_cast<PolygonObject*>(object); ai_assert(polyObject != nullptr); - const LONG pointCount = polyObject->GetPointCount(); - const LONG polyCount = polyObject->GetPolygonCount(); + const Int32 pointCount = polyObject->GetPointCount(); + const Int32 polyCount = polyObject->GetPolygonCount(); if(!polyObject || !pointCount) { LogWarn("ignoring mesh with zero vertices or faces"); return nullptr; @@ -391,7 +387,7 @@ aiMesh* C4DImporter::ReadMesh(BaseObject* object) { unsigned int vcount = 0; // first count vertices - for (LONG i = 0; i < polyCount; i++) + for (Int32 i = 0; i < polyCount; i++) { vcount += 3; @@ -434,7 +430,7 @@ aiMesh* C4DImporter::ReadMesh(BaseObject* object) { } // copy vertices and extra channels over and populate faces - for (LONG i = 0; i < polyCount; ++i, ++face) { + for (Int32 i = 0; i < polyCount; ++i, ++face) { ai_assert(polys[i].a < pointCount && polys[i].a >= 0); const Vector& pointA = points[polys[i].a]; verts->x = pointA.x; @@ -511,7 +507,7 @@ aiMesh* C4DImporter::ReadMesh(BaseObject* object) { if (tangents_src) { for(unsigned int k = 0; k < face->mNumIndices; ++k) { - LONG l; + Int32 l; switch(k) { case 0: l = polys[i].a; diff --git a/code/AssetLib/C4D/C4DImporter.h b/code/AssetLib/C4D/C4DImporter.h index c44cf5e37..effd2af09 100644 --- a/code/AssetLib/C4D/C4DImporter.h +++ b/code/AssetLib/C4D/C4DImporter.h @@ -78,6 +78,8 @@ namespace Assimp { // ------------------------------------------------------------------------------------------- class C4DImporter : public BaseImporter, public LogFunctions<C4DImporter> { public: + C4DImporter(); + ~C4DImporter() override; bool CanRead( const std::string& pFile, IOSystem*, bool checkSig) const override; protected: diff --git a/code/AssetLib/HMP/HMPFileData.h b/code/AssetLib/HMP/HMPFileData.h index 4fc54e2c8..5f6ca4f55 100644 --- a/code/AssetLib/HMP/HMPFileData.h +++ b/code/AssetLib/HMP/HMPFileData.h @@ -49,7 +49,7 @@ namespace HMP { #include <assimp/Compiler/pushpack1.h> #include <stdint.h> -// to make it easier for us, we test the magic word against both "endianesses" +// to make it easier for us, we test the magic word against both "endiannesses" #define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4") #define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH") diff --git a/code/AssetLib/MD2/MD2FileData.h b/code/AssetLib/MD2/MD2FileData.h index 6c1f7069b..0dba71e56 100644 --- a/code/AssetLib/MD2/MD2FileData.h +++ b/code/AssetLib/MD2/MD2FileData.h @@ -55,7 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. namespace Assimp { namespace MD2 { -// to make it easier for us, we test the magic word against both "endianesses" +// to make it easier for us, we test the magic word against both "endiannesses" #define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2") #define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI") diff --git a/code/AssetLib/MD3/MD3FileData.h b/code/AssetLib/MD3/MD3FileData.h index 4251243b3..86d2647b6 100644 --- a/code/AssetLib/MD3/MD3FileData.h +++ b/code/AssetLib/MD3/MD3FileData.h @@ -62,7 +62,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. namespace Assimp { namespace MD3 { -// to make it easier for us, we test the magic word against both "endianesses" +// to make it easier for us, we test the magic word against both "endiannesses" #define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3") #define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI") diff --git a/code/AssetLib/MDC/MDCFileData.h b/code/AssetLib/MDC/MDCFileData.h index 5d7084b5d..4c5b4127c 100644 --- a/code/AssetLib/MDC/MDCFileData.h +++ b/code/AssetLib/MDC/MDCFileData.h @@ -61,7 +61,7 @@ http://themdcfile.planetwolfenstein.gamespy.com/MDC_File_Format.pdf namespace Assimp { namespace MDC { -// to make it easier for us, we test the magic word against both "endianesses" +// to make it easier for us, we test the magic word against both "endiannesses" #define AI_MDC_MAGIC_NUMBER_BE AI_MAKE_MAGIC("CPDI") #define AI_MDC_MAGIC_NUMBER_LE AI_MAKE_MAGIC("IDPC") diff --git a/code/AssetLib/MDL/MDLFileData.h b/code/AssetLib/MDL/MDLFileData.h index 62117e788..2aff59856 100644 --- a/code/AssetLib/MDL/MDLFileData.h +++ b/code/AssetLib/MDL/MDLFileData.h @@ -67,7 +67,7 @@ namespace Assimp { namespace MDL { // ------------------------------------------------------------------------------------- -// to make it easier for us, we test the magic word against both "endianesses" +// to make it easier for us, we test the magic word against both "endiannesses" // magic bytes used in Quake 1 MDL meshes #define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO") |