MSVC: Add noreturn attribute to aiAssert and ValidateDSProcess::ReportError. This reduces warnings in VS2010's static code analysis tool. Thanks to Chris Maiwald for the patch.

Correct include order in assimp_view.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@539 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2010-02-05 22:32:19 +00:00
parent ea3cdcd843
commit 1fd3cfd311
7 changed files with 39 additions and 38 deletions

View File

@@ -58,9 +58,10 @@ struct aiString;
namespace Assimp {
// ---------------------------------------------------------------------------
/** Validates the ASSIMP data structure
*/
// --------------------------------------------------------------------------------------
/** Validates the whole ASSIMP scene data structure for correctness.
* ImportErrorException is thrown of the scene is corrupt.*/
// --------------------------------------------------------------------------------------
class ASSIMP_API ValidateDSProcess : public BaseProcess
{
friend class Importer;
@@ -84,55 +85,49 @@ protected:
// -------------------------------------------------------------------
/** Report a validation error. This will throw an exception,
* control won't return.
* @param msg Format string for sprintf().
*/
void ReportError(const char* msg,...);
* @param msg Format string for sprintf().*/
AI_WONT_RETURN void ReportError(const char* msg,...);
// -------------------------------------------------------------------
/** Report a validation warning. This won't throw an exception,
* control will return to the callera.
* @param msg Format string for sprintf().
*/
* @param msg Format string for sprintf().*/
void ReportWarning(const char* msg,...);
// -------------------------------------------------------------------
/** Validates a mesh
* @param pMesh Input mesh
*/
* @param pMesh Input mesh*/
void Validate( const aiMesh* pMesh);
// -------------------------------------------------------------------
/** Validates a bone
* @param pMesh Input mesh
* @param pBone Input bone
*/
* @param pBone Input bone*/
void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
// -------------------------------------------------------------------
/** Validates an animation
* @param pAnimation Input animation
*/
* @param pAnimation Input animation*/
void Validate( const aiAnimation* pAnimation);
// -------------------------------------------------------------------
/** Validates a material
* @param pMaterial Input material
*/
* @param pMaterial Input material*/
void Validate( const aiMaterial* pMaterial);
// -------------------------------------------------------------------
/** Search the material data structure for invalid or corrupt
* texture keys.
* @param pMaterial Input material
* @param type Type of the texture
*/
* @param type Type of the texture*/
void SearchForInvalidTextures(const aiMaterial* pMaterial,
aiTextureType type);
// -------------------------------------------------------------------
/** Validates a texture
* @param pTexture Input texture
*/
* @param pTexture Input texture*/
void Validate( const aiTexture* pTexture);
// -------------------------------------------------------------------
@@ -143,28 +138,24 @@ protected:
// -------------------------------------------------------------------
/** Validates a camera
* @param pCamera Input camera
*/
* @param pCamera Input camera*/
void Validate( const aiCamera* pCamera);
// -------------------------------------------------------------------
/** Validates a bone animation channel
* @param pAnimation Animation channel.
* @param pBoneAnim Input bone animation
*/
* @param pBoneAnim Input bone animation */
void Validate( const aiAnimation* pAnimation,
const aiNodeAnim* pBoneAnim);
// -------------------------------------------------------------------
/** Validates a node and all of its subnodes
* @param Node Input node
*/
* @param Node Input node*/
void Validate( const aiNode* pNode);
// -------------------------------------------------------------------
/** Validates a string
* @param pString Input string
*/
* @param pString Input string*/
void Validate( const aiString* pString);
private: