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Merge 718b5b2 into 2f6aa24
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kimkulling committed Mar 16, 2019
2 parents 2f6aa24 + 718b5b2 commit 7a6d746
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Showing 14 changed files with 122 additions and 125 deletions.
2 changes: 1 addition & 1 deletion code/AssbinLoader.cpp
Expand Up @@ -708,7 +708,7 @@ void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene,

unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];

int res = uncompress( uncompressedData, &uncompressedSize, compressedData, len );
int res = uncompress( uncompressedData, &uncompressedSize, compressedData, (uLong) len );
if(res != Z_OK)
{
delete [] uncompressedData;
Expand Down
2 changes: 1 addition & 1 deletion code/FBXConverter.cpp
Expand Up @@ -964,7 +964,7 @@ namespace Assimp {
{
if (indices[i] < 0) epcount++;
}
unsigned int pcount = indices.size();
unsigned int pcount = static_cast<unsigned int>( indices.size() );
unsigned int scount = out_mesh->mNumFaces = pcount - epcount;

aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
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20 changes: 10 additions & 10 deletions code/FindInstancesProcess.cpp
Expand Up @@ -178,30 +178,30 @@ void FindInstancesProcess::Execute( aiScene* pScene)
// use a constant epsilon for colors and UV coordinates
static const float uvEpsilon = 10e-4f;
{
unsigned int i, end = orig->GetNumUVChannels();
for(i = 0; i < end; ++i) {
if (!orig->mTextureCoords[i]) {
unsigned int j, end = orig->GetNumUVChannels();
for(j = 0; j < end; ++j) {
if (!orig->mTextureCoords[j]) {
continue;
}
if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
break;
}
}
if (i != end) {
if (j != end) {
continue;
}
}
{
unsigned int i, end = orig->GetNumColorChannels();
for(i = 0; i < end; ++i) {
if (!orig->mColors[i]) {
unsigned int j, end = orig->GetNumColorChannels();
for(j = 0; j < end; ++j) {
if (!orig->mColors[j]) {
continue;
}
if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
break;
}
}
if (i != end) {
if (j != end) {
continue;
}
}
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4 changes: 3 additions & 1 deletion code/ImproveCacheLocality.cpp
Expand Up @@ -112,7 +112,9 @@ void ImproveCacheLocalityProcess::Execute( aiScene* pScene)
}
}
if (!DefaultLogger::isNullLogger()) {
ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf," faces). Average output ACMR is ", out / numf );
if (numf > 0) {
ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf);
}
ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. ");
}
}
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10 changes: 5 additions & 5 deletions code/MD3FileData.h
Expand Up @@ -59,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#include <assimp/Compiler/pushpack1.h>

namespace Assimp {
namespace Assimp {
namespace MD3 {

// to make it easier for us, we test the magic word against both "endianesses"
Expand Down Expand Up @@ -303,12 +303,12 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
b &= 0xff;

((unsigned char*)&p_iOut)[0] = b; // longitude
((unsigned char*)&p_iOut)[1] = a; // latitude
((unsigned char*)&p_iOut)[0] = (unsigned char) b; // longitude
((unsigned char*)&p_iOut)[1] = (unsigned char) a; // latitude
}
}

}
}
} // Namespace MD3
} // Namespace Assimp

#endif // !! AI_MD3FILEHELPER_H_INC
52 changes: 27 additions & 25 deletions code/MD3Loader.cpp
Expand Up @@ -258,10 +258,10 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
continue;

fill.textures.push_back(SkinData::TextureEntry());
SkinData::TextureEntry& s = fill.textures.back();
SkinData::TextureEntry &entry = fill.textures.back();

s.first = ss;
s.second = GetNextToken(buff);
entry.first = ss;
entry.second = GetNextToken(buff);
}
return true;
}
Expand Down Expand Up @@ -718,9 +718,7 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name,

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
mFile = pFile;
mScene = pScene;
mIOHandler = pIOHandler;
Expand All @@ -730,11 +728,13 @@ void MD3Importer::InternReadFile( const std::string& pFile,
std::string::size_type s = mFile.find_last_of("/\\");
if (s == std::string::npos) {
s = 0;
} else {
++s;
}
filename = mFile.substr(s), path = mFile.substr(0, s);
for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
*it = static_cast<char>( tolower(*it) );
}
else ++s;
filename = mFile.substr(s), path = mFile.substr(0,s);
for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
*it = tolower( *it);

// Load multi-part model file, if necessary
if (configHandleMP) {
Expand Down Expand Up @@ -905,15 +905,15 @@ void MD3Importer::InternReadFile( const std::string& pFile,
// Now search the current shader for a record with this name (
// excluding texture file extension)
if (!shaders.blocks.empty()) {
std::string::size_type sh = convertedPath.find_last_of('.');
if (sh == std::string::npos) {
sh = convertedPath.length();
}

std::string::size_type s = convertedPath.find_last_of('.');
if (s == std::string::npos)
s = convertedPath.length();

const std::string without_ext = convertedPath.substr(0,s);
const std::string without_ext = convertedPath.substr(0,sh);
std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
if (dit != shaders.blocks.end()) {
// Hurra, wir haben einen. Tolle Sache.
// We made it!
shader = &*dit;
ASSIMP_LOG_INFO("Found shader record for " +without_ext );
} else {
Expand Down Expand Up @@ -945,8 +945,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
aiString szString;
if (convertedPath.length()) {
szString.Set(convertedPath);
}
else {
} else {
ASSIMP_LOG_WARN("Texture file name has zero length. Using default name");
szString.Set("dummy_texture.bmp");
}
Expand All @@ -955,8 +954,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
// prevent transparency by default
int no_alpha = aiTextureFlags_IgnoreAlpha;
pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
}
else {
} else {
Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
}

Expand Down Expand Up @@ -1026,7 +1024,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
if (!shader || shader->cull == Q3Shader::CULL_CW) {
std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
}
pcTriangles++;
++pcTriangles;
}

// Go to the next surface
Expand All @@ -1042,8 +1040,9 @@ void MD3Importer::InternReadFile( const std::string& pFile,
}
}

if (!pScene->mNumMeshes)
if (!pScene->mNumMeshes) {
throw DeadlyImportError( "MD3: File contains no valid mesh");
}
pScene->mNumMaterials = iNumMaterials;

// Now we need to generate an empty node graph
Expand All @@ -1057,7 +1056,6 @@ void MD3Importer::InternReadFile( const std::string& pFile,
pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];

for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {

aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
nd->mName.Set((const char*)pcTags->NAME);
nd->mParent = pScene->mRootNode;
Expand Down Expand Up @@ -1085,8 +1083,12 @@ void MD3Importer::InternReadFile( const std::string& pFile,
pScene->mRootNode->mMeshes[i] = i;

// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
pScene->mRootNode->mTransformation = aiMatrix4x4(
1.f,0.f,0.f,0.f,
0.f,0.f,1.f,0.f,
0.f,-1.f,0.f,0.f,
0.f,0.f,0.f,1.f
);
}

#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
4 changes: 2 additions & 2 deletions code/SMDLoader.cpp
Expand Up @@ -486,7 +486,7 @@ void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIO
if (bLoadAnimationList) {
GetAnimationFileList(pFile, pIOHandler, animFileList);
}
int animCount = animFileList.size() + 1;
int animCount = static_cast<int>( animFileList.size() + 1u );
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[animCount];
memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
Expand All @@ -510,7 +510,7 @@ void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
anim->mName.Set(name.c_str());
}
anim->mDuration = dLengthOfAnim;
anim->mNumChannels = asBones.size();
anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
anim->mTicksPerSecond = 25.0; // FIXME: is this correct?

aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
Expand Down
37 changes: 19 additions & 18 deletions code/SortByPTypeProcess.cpp
Expand Up @@ -228,36 +228,37 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {

out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));

aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr);
aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];

if (mesh->mVertices)
if (mesh->mVertices) {
vert = out->mVertices = new aiVector3D[out->mNumVertices];
}

if (mesh->mNormals)
nor = out->mNormals = new aiVector3D[out->mNumVertices];
if (mesh->mNormals) {
nor = out->mNormals = new aiVector3D[out->mNumVertices];
}

if (mesh->mTangents)
{
if (mesh->mTangents) {
tan = out->mTangents = new aiVector3D[out->mNumVertices];
bit = out->mBitangents = new aiVector3D[out->mNumVertices];
}

for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
{
if (mesh->mTextureCoords[i])
uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
else uv[i] = NULL;
for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS;++j) {
uv[j] = nullptr;
if (mesh->mTextureCoords[j]) {
uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices];
}

out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
out->mNumUVComponents[j] = mesh->mNumUVComponents[j];
}

for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
{
if (mesh->mColors[i])
cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
else cols[i] = NULL;
for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS;++j) {
cols[j] = nullptr;
if (mesh->mColors[j]) {
cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices];
}
}

typedef std::vector< aiVertexWeight > TempBoneInfo;
Expand Down Expand Up @@ -323,7 +324,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
in.mIndices[q] = outIdx++;
}

in.mIndices = NULL;
in.mIndices = nullptr;
++outFaces;
}
ai_assert(outFaces == out->mFaces + out->mNumFaces);
Expand Down
40 changes: 20 additions & 20 deletions code/StandardShapes.cpp
Expand Up @@ -127,35 +127,35 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,

// Determine which kinds of primitives the mesh consists of
aiMesh* out = new aiMesh();
switch (numIndices)
{
case 1:
out->mPrimitiveTypes = aiPrimitiveType_POINT;
break;
case 2:
out->mPrimitiveTypes = aiPrimitiveType_LINE;
break;
case 3:
out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
break;
default:
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
break;
switch (numIndices) {
case 1:
out->mPrimitiveTypes = aiPrimitiveType_POINT;
break;
case 2:
out->mPrimitiveTypes = aiPrimitiveType_LINE;
break;
case 3:
out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
break;
default:
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
break;
};

out->mNumFaces = (unsigned int)positions.size() / numIndices;
out->mFaces = new aiFace[out->mNumFaces];
for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
{
for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i) {
aiFace& f = out->mFaces[i];
f.mNumIndices = numIndices;
f.mIndices = new unsigned int[numIndices];
for (unsigned int i = 0; i < numIndices;++i,++a)
f.mIndices[i] = a;
for (unsigned int j = 0; i < numIndices; ++i, ++a) {
f.mIndices[j] = a;
}
}
out->mNumVertices = (unsigned int)positions.size();
out->mVertices = new aiVector3D[out->mNumVertices];
::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));

return out;
}

Expand Down Expand Up @@ -466,8 +466,8 @@ void StandardShapes::MakeCone(ai_real height,ai_real radius1,

// Need to flip face order?
if ( SIZE_MAX != old ) {
for (size_t s = old; s < positions.size();s += 3) {
std::swap(positions[s],positions[s+1]);
for (size_t p = old; p < positions.size();p += 3) {
std::swap(positions[p],positions[p+1]);
}
}
}
Expand Down
13 changes: 7 additions & 6 deletions code/ValidateDataStructure.cpp
Expand Up @@ -582,15 +582,16 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,

int iNumIndices = 0;
int iIndex = -1;
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
{
aiMaterialProperty* prop = pMaterial->mProperties[i];
if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
aiMaterialProperty* prop = pMaterial->mProperties[ i ];
ai_assert(nullptr != prop);
if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast<unsigned int>(type)) {
iIndex = std::max(iIndex, (int) prop->mIndex);
++iNumIndices;

if (aiPTI_String != prop->mType)
ReportError("Material property %s is expected to be a string",prop->mKey.data);
if (aiPTI_String != prop->mType) {
ReportError("Material property %s is expected to be a string", prop->mKey.data);
}
}
}
if (iIndex +1 != iNumIndices) {
Expand Down

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