diff --git a/code/SkeletonMeshBuilder.cpp b/code/SkeletonMeshBuilder.cpp index d929ac361..c01b575da 100644 --- a/code/SkeletonMeshBuilder.cpp +++ b/code/SkeletonMeshBuilder.cpp @@ -85,7 +85,7 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bK void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) { // add a joint entry for the node. - const unsigned int vertexStartIndex = mVertices.size(); + const unsigned int vertexStartIndex = static_cast(mVertices.size()); // now build the geometry. if( pNode->mNumChildren > 0 && !mKnobsOnly) @@ -108,7 +108,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) aiVector3D front = (up ^ orth).Normalize(); aiVector3D side = (front ^ up).Normalize(); - unsigned int localVertexStart = mVertices.size(); + unsigned int localVertexStart = static_cast(mVertices.size()); mVertices.push_back( -front * distanceToChild * (ai_real)0.1); mVertices.push_back( childpos); mVertices.push_back( -side * distanceToChild * (ai_real)0.1); @@ -170,7 +170,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23)); } - unsigned int numVertices = mVertices.size() - vertexStartIndex; + unsigned int numVertices = static_cast(mVertices.size() - vertexStartIndex); if( numVertices > 0) { // create a bone affecting all the newly created vertices @@ -208,14 +208,14 @@ aiMesh* SkeletonMeshBuilder::CreateMesh() aiMesh* mesh = new aiMesh(); // add points - mesh->mNumVertices = mVertices.size(); + mesh->mNumVertices = static_cast(mVertices.size()); mesh->mVertices = new aiVector3D[mesh->mNumVertices]; std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices); mesh->mNormals = new aiVector3D[mesh->mNumVertices]; // add faces - mesh->mNumFaces = mFaces.size(); + mesh->mNumFaces = static_cast(mFaces.size()); mesh->mFaces = new aiFace[mesh->mNumFaces]; for( unsigned int a = 0; a < mesh->mNumFaces; a++) { @@ -240,7 +240,7 @@ aiMesh* SkeletonMeshBuilder::CreateMesh() } // add the bones - mesh->mNumBones = mBones.size(); + mesh->mNumBones = static_cast(mBones.size()); mesh->mBones = new aiBone*[mesh->mNumBones]; std::copy( mBones.begin(), mBones.end(), mesh->mBones);