clean all warnings for vs-2019

This commit is contained in:
Kim Kulling
2020-03-08 21:24:01 +01:00
parent 920535165d
commit e8d2b84017
55 changed files with 9135 additions and 9009 deletions

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@@ -48,40 +48,40 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
namespace Assimp {
namespace FBX
{
const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0',
'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0'
}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
const std::string SEPARATOR = {'\x00', '\x01'}; // for use inside strings
const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
const int64_t SECOND = 46186158000; // FBX's kTime unit
namespace FBX {
// rotation order. We'll probably use EulerXYZ for everything
enum RotOrder {
RotOrder_EulerXYZ = 0,
RotOrder_EulerXZY,
RotOrder_EulerYZX,
RotOrder_EulerYXZ,
RotOrder_EulerZXY,
RotOrder_EulerZYX,
const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0',
'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
const std::string SEPARATOR = { '\x00', '\x01' }; // for use inside strings
const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
const int64_t SECOND = 46186158000; // FBX's kTime unit
RotOrder_SphericXYZ,
// rotation order. We'll probably use EulerXYZ for everything
enum RotOrder {
RotOrder_EulerXYZ = 0,
RotOrder_EulerXZY,
RotOrder_EulerYZX,
RotOrder_EulerYXZ,
RotOrder_EulerZXY,
RotOrder_EulerZYX,
RotOrder_MAX // end-of-enum sentinel
};
RotOrder_SphericXYZ,
// transformation inheritance method. Most of the time RSrs
enum TransformInheritance {
TransformInheritance_RrSs = 0,
TransformInheritance_RSrs,
TransformInheritance_Rrs,
RotOrder_MAX // end-of-enum sentinel
};
TransformInheritance_MAX // end-of-enum sentinel
};
}
}
// transformation inheritance method. Most of the time RSrs
enum TransformInheritance {
TransformInheritance_RrSs = 0,
TransformInheritance_RSrs,
TransformInheritance_Rrs,
TransformInheritance_MAX // end-of-enum sentinel
};
} // namespace FBX
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXCOMMON_H_INC

File diff suppressed because it is too large Load Diff

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@@ -189,8 +189,7 @@ private:
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
aiNode *parent, aiNode *root_node);
std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
@@ -220,17 +219,15 @@ private:
* - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to.
*/
void ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent = NULL, aiNode *root_node = NULL,
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent = NULL, unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int> *outputVertStartIndices = NULL);
// lookup
static const aiNode* GetNodeByName( const aiString& name, aiNode *current_node );
// ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node);
aiNode *parent );
// ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@@ -437,7 +434,7 @@ private:
// 0: not assigned yet, others: index is value - 1
unsigned int defaultMaterialIndex;
std::vector<aiMesh*> meshes;
std::vector<aiMesh*> mMeshes;
std::vector<aiMaterial*> materials;
std::vector<aiAnimation*> animations;
std::vector<aiLight*> lights;
@@ -467,9 +464,9 @@ private:
double anim_fps;
aiScene* const out;
aiScene* const mSceneOut;
const FBX::Document& doc;
bool mRemoveEmptyBones;
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
std::vector<aiBone*>& bones);

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@@ -62,90 +62,81 @@ namespace Assimp {
// so they are specified with an 'A' suffix.
void FBX::Node::AddP70int(
const std::string& name, int32_t value
const std::string& cur_name, int32_t value
) {
FBX::Node n("P");
n.AddProperties(name, "int", "Integer", "", value);
n.AddProperties(cur_name, "int", "Integer", "", value);
AddChild(n);
}
void FBX::Node::AddP70bool(
const std::string& name, bool value
const std::string& cur_name, bool value
) {
FBX::Node n("P");
n.AddProperties(name, "bool", "", "", int32_t(value));
n.AddProperties(cur_name, "bool", "", "", int32_t(value));
AddChild(n);
}
void FBX::Node::AddP70double(
const std::string& name, double value
) {
const std::string &cur_name, double value) {
FBX::Node n("P");
n.AddProperties(name, "double", "Number", "", value);
n.AddProperties(cur_name, "double", "Number", "", value);
AddChild(n);
}
void FBX::Node::AddP70numberA(
const std::string& name, double value
) {
const std::string &cur_name, double value) {
FBX::Node n("P");
n.AddProperties(name, "Number", "", "A", value);
n.AddProperties(cur_name, "Number", "", "A", value);
AddChild(n);
}
void FBX::Node::AddP70color(
const std::string& name, double r, double g, double b
) {
const std::string &cur_name, double r, double g, double b) {
FBX::Node n("P");
n.AddProperties(name, "ColorRGB", "Color", "", r, g, b);
n.AddProperties(cur_name, "ColorRGB", "Color", "", r, g, b);
AddChild(n);
}
void FBX::Node::AddP70colorA(
const std::string& name, double r, double g, double b
) {
const std::string &cur_name, double r, double g, double b) {
FBX::Node n("P");
n.AddProperties(name, "Color", "", "A", r, g, b);
n.AddProperties(cur_name, "Color", "", "A", r, g, b);
AddChild(n);
}
void FBX::Node::AddP70vector(
const std::string& name, double x, double y, double z
) {
const std::string &cur_name, double x, double y, double z) {
FBX::Node n("P");
n.AddProperties(name, "Vector3D", "Vector", "", x, y, z);
n.AddProperties(cur_name, "Vector3D", "Vector", "", x, y, z);
AddChild(n);
}
void FBX::Node::AddP70vectorA(
const std::string& name, double x, double y, double z
) {
const std::string &cur_name, double x, double y, double z) {
FBX::Node n("P");
n.AddProperties(name, "Vector", "", "A", x, y, z);
n.AddProperties(cur_name, "Vector", "", "A", x, y, z);
AddChild(n);
}
void FBX::Node::AddP70string(
const std::string& name, const std::string& value
) {
const std::string &cur_name, const std::string &value) {
FBX::Node n("P");
n.AddProperties(name, "KString", "", "", value);
n.AddProperties(cur_name, "KString", "", "", value);
AddChild(n);
}
void FBX::Node::AddP70enum(
const std::string& name, int32_t value
) {
const std::string &cur_name, int32_t value) {
FBX::Node n("P");
n.AddProperties(name, "enum", "", "", value);
n.AddProperties(cur_name, "enum", "", "", value);
AddChild(n);
}
void FBX::Node::AddP70time(
const std::string& name, int64_t value
) {
const std::string &cur_name, int64_t value) {
FBX::Node n("P");
n.AddProperties(name, "KTime", "Time", "", value);
n.AddProperties(cur_name, "KTime", "Time", "", value);
AddChild(n);
}

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@@ -944,7 +944,9 @@ void FBXExporter::WriteDefinitions ()
FBX::Node defs("Definitions");
defs.AddChild("Version", int32_t(100));
defs.AddChild("Count", int32_t(total_count));
for (auto &n : object_nodes) { defs.AddChild(n); }
for (auto &on : object_nodes) {
defs.AddChild(on);
}
defs.Dump(outfile, binary, 0);
}
@@ -1119,10 +1121,10 @@ void FBXExporter::WriteObjects ()
for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
const aiFace &f = m->mFaces[fi];
for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
const aiVector3D &n = m->mNormals[f.mIndices[pvi]];
normal_data.push_back(n.x);
normal_data.push_back(n.y);
normal_data.push_back(n.z);
const aiVector3D &curN = m->mNormals[f.mIndices[pvi]];
normal_data.push_back(curN.x);
normal_data.push_back(curN.y);
normal_data.push_back(curN.z);
}
}
FBX::Node::WritePropertyNode(
@@ -1226,14 +1228,14 @@ void FBXExporter::WriteObjects ()
for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
const aiFace &f = m->mFaces[fi];
for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
const aiVector3D &uv =
const aiVector3D &curUv =
m->mTextureCoords[uvi][f.mIndices[pvi]];
auto elem = index_by_uv.find(uv);
auto elem = index_by_uv.find(curUv);
if (elem == index_by_uv.end()) {
index_by_uv[uv] = index;
index_by_uv[curUv] = index;
uv_indices.push_back(index);
for (unsigned int x = 0; x < m->mNumUVComponents[uvi]; ++x) {
uv_data.push_back(uv[x]);
uv_data.push_back(curUv[x]);
}
++index;
} else {
@@ -2246,7 +2248,7 @@ const std::map<std::string,std::pair<std::string,char>> transform_types = {
// write a single model node to the stream
void FBXExporter::WriteModelNode(
StreamWriterLE& outstream,
bool binary,
bool,
const aiNode* node,
int64_t node_uid,
const std::string& type,
@@ -2299,16 +2301,13 @@ void FBXExporter::WriteModelNode(
err << item.first;
throw DeadlyExportError(err.str());
}
const std::string &name = elem->second.first;
const std::string &cur_name = elem->second.first;
const aiVector3D &v = item.second;
if (name.compare(0, 4, "Lcl ") == 0) {
if (cur_name.compare(0, 4, "Lcl ") == 0) {
// special handling for animatable properties
p.AddP70(
name, name, "", "A",
double(v.x), double(v.y), double(v.z)
);
p.AddP70( cur_name, cur_name, "", "A", double(v.x), double(v.y), double(v.z) );
} else {
p.AddP70vector(name, v.x, v.y, v.z);
p.AddP70vector(cur_name, v.x, v.y, v.z);
}
}
}

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@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -53,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
#include <assimp/ByteSwapper.h>
#include <assimp/ParsingUtils.h>
#include <algorithm> // std::transform
#include "FBXUtil.h"
@@ -86,7 +86,7 @@ Material::Material(uint64_t id, const Element& element, const Document& doc, con
std::string templateName;
// lower-case shading because Blender (for example) writes "Phong"
std::transform(shading.begin(), shading.end(), shading.begin(), ::tolower);
std::transform(shading.begin(), shading.end(), shading.begin(), Assimp::ToLower<char>);
if(shading == "phong") {
templateName = "Material.FbxSurfacePhong";
}

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@@ -46,11 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXParser.h"
#include "FBXMeshGeometry.h"
#include "FBXDocument.h"
#include "FBXImporter.h"
#include "FBXDocumentUtil.h"
#include "FBXImporter.h"
#include "FBXMeshGeometry.h"
#include "FBXParser.h"
namespace Assimp {
namespace FBX {
@@ -58,87 +58,81 @@ namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Model::Model(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
, shading("Y")
{
const Scope& sc = GetRequiredScope(element);
const Element* const Shading = sc["Shading"];
const Element* const Culling = sc["Culling"];
Model::Model(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
Object(id, element, name), shading("Y") {
const Scope &sc = GetRequiredScope(element);
const Element *const Shading = sc["Shading"];
const Element *const Culling = sc["Culling"];
if(Shading) {
shading = GetRequiredToken(*Shading,0).StringContents();
if (Shading) {
shading = GetRequiredToken(*Shading, 0).StringContents();
}
if (Culling) {
culling = ParseTokenAsString(GetRequiredToken(*Culling,0));
culling = ParseTokenAsString(GetRequiredToken(*Culling, 0));
}
props = GetPropertyTable(doc,"Model.FbxNode",element,sc);
ResolveLinks(element,doc);
props = GetPropertyTable(doc, "Model.FbxNode", element, sc);
ResolveLinks(element, doc);
}
// ------------------------------------------------------------------------------------------------
Model::~Model()
{
Model::~Model() {
}
// ------------------------------------------------------------------------------------------------
void Model::ResolveLinks(const Element& element, const Document& doc)
{
const char* const arr[] = {"Geometry","Material","NodeAttribute"};
void Model::ResolveLinks(const Element&, const Document &doc) {
const char *const arr[] = { "Geometry", "Material", "NodeAttribute" };
// resolve material
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),arr, 3);
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), arr, 3);
materials.reserve(conns.size());
geometry.reserve(conns.size());
attributes.reserve(conns.size());
for(const Connection* con : conns) {
for (const Connection *con : conns) {
// material and geometry links should be Object-Object connections
if (con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for incoming Model link, ignoring",&element);
const Object *const ob = con->SourceObject();
if (!ob) {
DOMWarning("failed to read source object for incoming Model link, ignoring", &element);
continue;
}
const Material* const mat = dynamic_cast<const Material*>(ob);
if(mat) {
const Material *const mat = dynamic_cast<const Material *>(ob);
if (mat) {
materials.push_back(mat);
continue;
}
const Geometry* const geo = dynamic_cast<const Geometry*>(ob);
if(geo) {
const Geometry *const geo = dynamic_cast<const Geometry *>(ob);
if (geo) {
geometry.push_back(geo);
continue;
}
const NodeAttribute* const att = dynamic_cast<const NodeAttribute*>(ob);
if(att) {
const NodeAttribute *const att = dynamic_cast<const NodeAttribute *>(ob);
if (att) {
attributes.push_back(att);
continue;
}
DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring",&element);
DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring", &element);
continue;
}
}
// ------------------------------------------------------------------------------------------------
bool Model::IsNull() const
{
const std::vector<const NodeAttribute*>& attrs = GetAttributes();
for(const NodeAttribute* att : attrs) {
bool Model::IsNull() const {
const std::vector<const NodeAttribute *> &attrs = GetAttributes();
for (const NodeAttribute *att : attrs) {
const Null* null_tag = dynamic_cast<const Null*>(att);
if(null_tag) {
const Null *null_tag = dynamic_cast<const Null *>(att);
if (null_tag) {
return true;
}
}
@@ -146,8 +140,7 @@ bool Model::IsNull() const
return false;
}
} //!FBX
} //!Assimp
} // namespace FBX
} // namespace Assimp
#endif

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@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -49,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdint.h>
#include <map>
#include <memory>
#include <vector>
#include <assimp/LogAux.h>
#include <assimp/fast_atof.h>
@@ -126,7 +126,7 @@ public:
const Element* operator[] (const std::string& index) const {
ElementMap::const_iterator it = elements.find(index);
return it == elements.end() ? NULL : (*it).second;
return it == elements.end() ? nullptr : (*it).second;
}
const Element* FindElementCaseInsensitive(const std::string& elementName) const {

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@@ -209,21 +209,25 @@ DirectPropertyMap PropertyTable::GetUnparsedProperties() const
DirectPropertyMap result;
// Loop through all the lazy properties (which is all the properties)
for(const LazyPropertyMap::value_type& element : lazyProps) {
for(const LazyPropertyMap::value_type& currentElement : lazyProps) {
// Skip parsed properties
if (props.end() != props.find(element.first)) continue;
if (props.end() != props.find(currentElement.first)) {
continue;
}
// Read the element's value.
// Wrap the naked pointer (since the call site is required to acquire ownership)
// std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
std::shared_ptr<Property> prop = std::shared_ptr<Property>(ReadTypedProperty(*element.second));
std::shared_ptr<Property> prop = std::shared_ptr<Property>(ReadTypedProperty(*currentElement.second));
// Element could not be read. Skip it.
if (!prop) continue;
if (!prop) {
continue;
}
// Add to result
result[element.first] = prop;
result[currentElement.first] = prop;
}
return result;