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-rw-r--r--code/AssetLib/C4D/C4DImporter.cpp18
-rw-r--r--code/AssetLib/C4D/C4DImporter.h2
-rw-r--r--code/AssetLib/HMP/HMPFileData.h2
-rw-r--r--code/AssetLib/MD2/MD2FileData.h2
-rw-r--r--code/AssetLib/MD3/MD3FileData.h2
-rw-r--r--code/AssetLib/MDC/MDCFileData.h2
-rw-r--r--code/AssetLib/MDL/MDLFileData.h2
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")