MSVC workarounds
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@@ -134,7 +134,7 @@ void addProp(m3dm_t *m, uint8_t type, uint32_t value) {
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// ------------------------------------------------------------------------------------------------
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// add a material to the output
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M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
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unsigned int mi = -1U;
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unsigned int mi = M3D_NOTDEFINED;
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aiColor4D c;
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aiString name;
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ai_real f;
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@@ -150,7 +150,7 @@ M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
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break;
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}
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// if not found, add the material to the output
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if (mi == -1U) {
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if (mi == M3D_NOTDEFINED) {
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unsigned int k;
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mi = m3d->nummaterial++;
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m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t));
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@@ -219,13 +219,13 @@ M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
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name.data[j] = 0;
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// do we have this texture saved already?
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fn = _m3d_safestr((char *)&name.data, 0);
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for (j = 0, i = -1U; j < m3d->numtexture; j++)
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for (j = 0, i = M3D_NOTDEFINED; j < m3d->numtexture; j++)
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if (!strcmp(fn, m3d->texture[j].name)) {
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i = j;
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free(fn);
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break;
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}
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if (i == -1U) {
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if (i == M3D_NOTDEFINED) {
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i = m3d->numtexture++;
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m3d->texture = (m3dtx_t *)M3D_REALLOC(
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m3d->texture,
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@@ -335,7 +335,7 @@ void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4
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for (unsigned int i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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unsigned int mi = (M3D_INDEX)-1U;
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unsigned int mi = M3D_NOTDEFINED;
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if (mScene->mMaterials) {
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// get the material for this mesh
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mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]);
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@@ -358,7 +358,7 @@ void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4
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/* set all index to -1 by default */
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m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
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m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
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m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
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m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = M3D_UNDEF;
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m3d->face[n].materialid = mi;
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for (unsigned int k = 0; k < face->mNumIndices; k++) {
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// get the vertex's index
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@@ -374,7 +374,7 @@ void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4
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vertex.z = v.z;
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vertex.w = 1.0;
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vertex.color = 0;
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vertex.skinid = -1U;
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vertex.skinid = M3D_UNDEF;
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// add color if defined
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if (mesh->HasVertexColors(0))
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vertex.color = mkColor(&mesh->mColors[0][l]);
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