fix more warnings.
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@@ -62,7 +62,7 @@ bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_PopulateArmatureData) != 0;
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}
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void ArmaturePopulate::SetupProperties(const Importer *pImp) {
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void ArmaturePopulate::SetupProperties(const Importer *) {
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// do nothing
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}
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@@ -162,7 +162,7 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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// A bone stack allows us to have multiple armatures, with the same bone names
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// A bone stack allows us also to retrieve bones true transform even with
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// duplicate names :)
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void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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void ArmaturePopulate::BuildBoneStack(aiNode *,
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const aiNode *root_node,
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const aiScene *scene,
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const std::vector<aiBone *> &bones,
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@@ -238,7 +238,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// FIX: check whether we can reuse the SpatialSort of a previous step
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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float posEpsilon;
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float posEpsilon = 10e-6f;
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if (shared)
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{
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std::vector<std::pair<SpatialSort,float> >* avf;
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@@ -99,8 +99,8 @@ void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMap
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out)) {
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node->mNumMeshes = out;
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if ( 0 == out ) {
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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@@ -122,9 +122,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene) {
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a]))) {
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int result = ProcessMesh(pScene->mMeshes[a]);
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if (0 == result ) {
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out = true;
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if (2 == result) {
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@@ -141,8 +140,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene) {
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}
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// Process animations
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
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ProcessAnimation( pScene->mAnimations[a]);
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for (unsigned int animIdx = 0; animIdx < pScene->mNumAnimations; ++animIdx) {
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ProcessAnimation(pScene->mAnimations[animIdx]);
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}
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@@ -132,11 +132,9 @@ bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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// need to build a clean list of bones, too
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
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{
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const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
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if(pcFace->mIndices[q] == w.mVertexId)
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{
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for (unsigned int boneIdx = 0; boneIdx < pcMesh->mBones[i]->mNumWeights; ++boneIdx) {
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const aiVertexWeight &w = pcMesh->mBones[i]->mWeights[boneIdx];
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if(pcFace->mIndices[q] == w.mVertexId) {
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aiVertexWeight wNew;
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wNew.mVertexId = iIndex;
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wNew.mWeight = w.mWeight;
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@@ -157,17 +155,17 @@ bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
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}
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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unsigned int pp = 0;
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while (pcMesh->HasTextureCoords(pp))
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{
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apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
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++p;
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apvTextureCoords[pp][iIndex] = pcMesh->mTextureCoords[pp][pcFace->mIndices[q]];
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++pp;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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pp = 0;
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while (pcMesh->HasVertexColors(pp))
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{
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apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
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++p;
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apvColorSets[pp][iIndex] = pcMesh->mColors[pp][pcFace->mIndices[q]];
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++pp;
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}
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pcFace->mIndices[q] = iIndex;
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}
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@@ -179,7 +179,7 @@ void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &n
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// copy all mesh references in one array
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if (out_meshes) {
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unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
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unsigned int *meshIdxs = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshIdxs;
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for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
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*tmp++ = join_master->mMeshes[n];
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}
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@@ -217,7 +217,7 @@ void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &n
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delete join_node; // bye, node
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}
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delete[] join_master->mMeshes;
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join_master->mMeshes = meshes;
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join_master->mMeshes = meshIdxs;
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join_master->mNumMeshes += out_meshes;
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}
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}
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@@ -330,19 +330,23 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
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ai_assert(outFaces == out->mFaces + out->mNumFaces);
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// now generate output bones
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for (unsigned int q = 0; q < mesh->mNumBones;++q)
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if (!tempBones[q].empty())++out->mNumBones;
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for (unsigned int q = 0; q < mesh->mNumBones; ++q) {
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if (!tempBones[q].empty()) {
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++out->mNumBones;
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}
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}
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if (out->mNumBones)
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{
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if (out->mNumBones) {
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out->mBones = new aiBone*[out->mNumBones];
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for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q)
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for (unsigned int q = 0, boneIdx = 0; q < mesh->mNumBones;++q)
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{
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TempBoneInfo& in = tempBones[q];
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if (in.empty())continue;
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if (in.empty()) {
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continue;
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}
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aiBone* srcBone = mesh->mBones[q];
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aiBone* bone = out->mBones[real] = new aiBone();
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aiBone *bone = out->mBones[boneIdx] = new aiBone();
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bone->mName = srcBone->mName;
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bone->mOffsetMatrix = srcBone->mOffsetMatrix;
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@@ -352,7 +356,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
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::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight));
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++real;
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++boneIdx;
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}
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}
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}
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@@ -364,7 +368,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
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delete mesh;
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// avoid invalid pointer
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pScene->mMeshes[i] = NULL;
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pScene->mMeshes[i] = nullptr;
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}
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if (outMeshes.empty())
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@@ -419,7 +419,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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num = 0;
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break;
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curOut -= (max-num); /* undo all previous work */
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/*curOut -= (max-num); // undo all previous work
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for (tmp = 0; tmp < max-2; ++tmp) {
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aiFace& nface = *curOut++;
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@@ -433,7 +433,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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}
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num = 0;
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break;
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break;*/
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}
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aiFace& nface = *curOut++;
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@@ -612,7 +612,7 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
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bool bNoSpecified = true;
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
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aiMaterialProperty* prop = pMaterial->mProperties[i];
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if (prop->mSemantic != type) {
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if (static_cast<aiTextureType>(prop->mSemantic) != type) {
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continue;
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}
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