clean all warnings for vs-2019
This commit is contained in:
@@ -80,7 +80,7 @@ namespace {
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{
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chunk_start_pos = writer.GetCurrentPos();
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writer.PutU2(chunk_type);
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writer.PutU4(CHUNK_SIZE_NOT_SET);
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writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET);
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}
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~ChunkWriter() {
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@@ -193,21 +193,21 @@ Discreet3DSExporter:: Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, co
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CollectTrafos(scene->mRootNode, trafos);
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CollectMeshes(scene->mRootNode, meshes);
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN);
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ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_OBJMESH);
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WriteMaterials();
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WriteMeshes();
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MASTER_SCALE);
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ChunkWriter curChunk1(writer, Discreet3DS::CHUNK_MASTER_SCALE);
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writer.PutF4(1.0f);
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}
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}
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
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WriteHierarchy(*scene->mRootNode, -1, -1);
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}
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}
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@@ -223,9 +223,9 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling
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{
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// 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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// Assimp node names are unique and distinct from all mesh-node
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// names we generate; thus we can use them as-is
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@@ -237,7 +237,7 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling
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int16_t hierarchy_pos = static_cast<int16_t>(seq);
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if (sibling_level != -1) {
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hierarchy_pos = sibling_level;
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hierarchy_pos =(uint16_t) sibling_level;
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}
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// Write the hierarchy position
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@@ -262,7 +262,7 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling
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const unsigned int mesh_idx = node.mMeshes[i];
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const aiMesh& mesh = *scene->mMeshes[mesh_idx];
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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WriteString(GetMeshName(mesh, mesh_idx, node));
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@@ -279,7 +279,7 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling
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void Discreet3DSExporter::WriteMaterials()
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{
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for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
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ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
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const aiMaterial& mat = *scene->mMaterials[i];
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{
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@@ -290,22 +290,22 @@ void Discreet3DSExporter::WriteMaterials()
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aiColor3D color;
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if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
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WriteColor(color);
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}
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if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
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WriteColor(color);
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}
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if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
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WriteColor(color);
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}
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if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
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WriteColor(color);
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}
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@@ -389,14 +389,14 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type
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ChunkWriter chunk(writer, chunk_flags);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPFILE);
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WriteString(path);
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}
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WritePercentChunk(blend);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
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uint16_t val = 0; // WRAP
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if (map_mode[0] == aiTextureMapMode_Mirror) {
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val = 0x2;
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@@ -447,7 +447,7 @@ void Discreet3DSExporter::WriteMeshes()
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// Vertices in world space
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_VERTLIST);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_VERTLIST);
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const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
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writer.PutU2(count);
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@@ -461,7 +461,7 @@ void Discreet3DSExporter::WriteMeshes()
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// UV coordinates
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if (mesh.HasTextureCoords(0)) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPLIST);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPLIST);
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const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
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writer.PutU2(count);
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@@ -474,7 +474,7 @@ void Discreet3DSExporter::WriteMeshes()
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// Faces (indices)
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACELIST);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACELIST);
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ai_assert(mesh.mNumFaces <= 0xffff);
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@@ -513,7 +513,7 @@ void Discreet3DSExporter::WriteMeshes()
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// Transformation matrix by which the mesh vertices have been pre-transformed with.
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRMATRIX);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRMATRIX);
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for (unsigned int r = 0; r < 4; ++r) {
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for (unsigned int c = 0; c < 3; ++c) {
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writer.PutF4(trafo[r][c]);
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@@ -526,7 +526,7 @@ void Discreet3DSExporter::WriteMeshes()
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh& mesh)
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT);
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const std::string& name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
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WriteString(name);
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@@ -559,7 +559,7 @@ void Discreet3DSExporter::WriteString(const aiString& s) {
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteColor(const aiColor3D& color) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF);
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writer.PutF4(color.r);
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writer.PutF4(color.g);
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writer.PutF4(color.b);
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@@ -567,13 +567,13 @@ void Discreet3DSExporter::WriteColor(const aiColor3D& color) {
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WritePercentChunk(float f) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF);
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ChunkWriter curChunk(writer, Discreet3DS::CHUNK_PERCENTF);
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writer.PutF4(f);
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WritePercentChunk(double f) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTD);
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ChunkWriter ccurChunkhunk(writer, Discreet3DS::CHUNK_PERCENTD);
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writer.PutF8(f);
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}
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