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Fix compiler warnings: var declarations hides other var.

kkulling 6 năm trước cách đây
mục cha
commit
650fadebe9

+ 10 - 10
code/FindInstancesProcess.cpp

@@ -178,30 +178,30 @@ void FindInstancesProcess::Execute( aiScene* pScene)
                     // use a constant epsilon for colors and UV coordinates
                     static const float uvEpsilon = 10e-4f;
                     {
-                        unsigned int i, end = orig->GetNumUVChannels();
-                        for(i = 0; i < end; ++i) {
-                            if (!orig->mTextureCoords[i]) {
+                        unsigned int j, end = orig->GetNumUVChannels();
+                        for(j = 0; j < end; ++j) {
+                            if (!orig->mTextureCoords[j]) {
                                 continue;
                             }
-                            if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
+                            if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
                                 break;
                             }
                         }
-                        if (i != end) {
+                        if (j != end) {
                             continue;
                         }
                     }
                     {
-                        unsigned int i, end = orig->GetNumColorChannels();
-                        for(i = 0; i < end; ++i) {
-                            if (!orig->mColors[i]) {
+                        unsigned int j, end = orig->GetNumColorChannels();
+                        for(j = 0; j < end; ++j) {
+                            if (!orig->mColors[j]) {
                                 continue;
                             }
-                            if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
+                            if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
                                 break;
                             }
                         }
-                        if (i != end) {
+                        if (j != end) {
                             continue;
                         }
                     }

+ 5 - 5
code/MD3FileData.h

@@ -59,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #include <assimp/Compiler/pushpack1.h>
 
-namespace Assimp    {
+namespace Assimp {
 namespace MD3   {
 
 // to make it easier for us, we test the magic word against both "endianesses"
@@ -303,12 +303,12 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
         b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
         b &= 0xff;
 
-        ((unsigned char*)&p_iOut)[0] = b;   // longitude
-        ((unsigned char*)&p_iOut)[1] = a;   // latitude
+        ((unsigned char*)&p_iOut)[0] = (unsigned char) b;   // longitude
+        ((unsigned char*)&p_iOut)[1] = (unsigned char) a;   // latitude
     }
 }
 
-}
-}
+} // Namespace MD3
+} // Namespace Assimp
 
 #endif // !! AI_MD3FILEHELPER_H_INC

+ 14 - 12
code/MD3Loader.cpp

@@ -258,10 +258,10 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
             continue;
 
         fill.textures.push_back(SkinData::TextureEntry());
-        SkinData::TextureEntry& s = fill.textures.back();
+        SkinData::TextureEntry &entry = fill.textures.back();
 
-        s.first  = ss;
-        s.second = GetNextToken(buff);
+        entry.first  = ss;
+        entry.second = GetNextToken(buff);
     }
     return true;
 }
@@ -730,11 +730,13 @@ void MD3Importer::InternReadFile( const std::string& pFile,
     std::string::size_type s = mFile.find_last_of("/\\");
     if (s == std::string::npos) {
         s = 0;
+    } else {
+        ++s;
+    }
+    filename = mFile.substr(s), path = mFile.substr(0, s);
+    for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
+        *it = static_cast<char>( tolower(*it) );
     }
-    else ++s;
-    filename = mFile.substr(s), path = mFile.substr(0,s);
-    for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
-        *it = tolower( *it);
 
     // Load multi-part model file, if necessary
     if (configHandleMP) {
@@ -905,15 +907,15 @@ void MD3Importer::InternReadFile( const std::string& pFile,
         // Now search the current shader for a record with this name (
         // excluding texture file extension)
         if (!shaders.blocks.empty()) {
-
-            std::string::size_type s = convertedPath.find_last_of('.');
-            if (s == std::string::npos)
-                s = convertedPath.length();
+            std::string::size_type sh = convertedPath.find_last_of('.');
+            if (sh == std::string::npos) {
+                sh = convertedPath.length();
+            }
 
             const std::string without_ext = convertedPath.substr(0,s);
             std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
             if (dit != shaders.blocks.end()) {
-                // Hurra, wir haben einen. Tolle Sache.
+                // We made it!
                 shader = &*dit;
                 ASSIMP_LOG_INFO("Found shader record for " +without_ext );
             } else {

+ 19 - 18
code/SortByPTypeProcess.cpp

@@ -228,36 +228,37 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
 
             out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
 
-            aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
+            aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr);
             aiVector3D *uv   [AI_MAX_NUMBER_OF_TEXTURECOORDS];
             aiColor4D  *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
 
-            if (mesh->mVertices)
+            if (mesh->mVertices) {
                 vert = out->mVertices = new aiVector3D[out->mNumVertices];
+            }
 
-            if (mesh->mNormals)
-                nor  = out->mNormals  = new aiVector3D[out->mNumVertices];
+            if (mesh->mNormals) {
+                nor = out->mNormals = new aiVector3D[out->mNumVertices];
+            }
 
-            if (mesh->mTangents)
-            {
+            if (mesh->mTangents) {
                 tan = out->mTangents   = new aiVector3D[out->mNumVertices];
                 bit = out->mBitangents = new aiVector3D[out->mNumVertices];
             }
 
-            for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
-            {
-                if (mesh->mTextureCoords[i])
-                    uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
-                else uv[i] = NULL;
+            for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS;++j) {
+                uv[j] = nullptr;
+                if (mesh->mTextureCoords[j]) {
+                    uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices];
+                }
 
-                out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
+                out->mNumUVComponents[j] = mesh->mNumUVComponents[j];
             }
 
-            for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
-            {
-                if (mesh->mColors[i])
-                    cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
-                else cols[i] = NULL;
+            for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS;++j) {
+                cols[j] = nullptr;
+                if (mesh->mColors[j]) {
+                    cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices];
+                }
             }
 
             typedef std::vector< aiVertexWeight > TempBoneInfo;
@@ -323,7 +324,7 @@ void SortByPTypeProcess::Execute( aiScene* pScene) {
                     in.mIndices[q] = outIdx++;
                 }
 
-                in.mIndices = NULL;
+                in.mIndices = nullptr;
                 ++outFaces;
             }
             ai_assert(outFaces == out->mFaces + out->mNumFaces);

+ 20 - 20
code/StandardShapes.cpp

@@ -127,35 +127,35 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
 
     // Determine which kinds of primitives the mesh consists of
     aiMesh* out = new aiMesh();
-    switch (numIndices)
-    {
-    case 1:
-        out->mPrimitiveTypes = aiPrimitiveType_POINT;
-        break;
-    case 2:
-        out->mPrimitiveTypes = aiPrimitiveType_LINE;
-        break;
-    case 3:
-        out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-        break;
-    default:
-        out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
-        break;
+    switch (numIndices) {
+        case 1:
+            out->mPrimitiveTypes = aiPrimitiveType_POINT;
+            break;
+        case 2:
+            out->mPrimitiveTypes = aiPrimitiveType_LINE;
+            break;
+        case 3:
+            out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+            break;
+        default:
+            out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
+            break;
     };
 
     out->mNumFaces = (unsigned int)positions.size() / numIndices;
     out->mFaces = new aiFace[out->mNumFaces];
-    for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
-    {
+    for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i) {
         aiFace& f = out->mFaces[i];
         f.mNumIndices = numIndices;
         f.mIndices = new unsigned int[numIndices];
-        for (unsigned int i = 0; i < numIndices;++i,++a)
-            f.mIndices[i] = a;
+        for (unsigned int j = 0; i < numIndices; ++i, ++a) {
+            f.mIndices[j] = a;
+        }
     }
     out->mNumVertices = (unsigned int)positions.size();
     out->mVertices = new aiVector3D[out->mNumVertices];
     ::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
+
     return out;
 }
 
@@ -466,8 +466,8 @@ void StandardShapes::MakeCone(ai_real height,ai_real radius1,
 
     // Need to flip face order?
     if ( SIZE_MAX != old )  {
-        for (size_t s = old; s < positions.size();s += 3) {
-            std::swap(positions[s],positions[s+1]);
+        for (size_t p = old; p < positions.size();p += 3) {
+            std::swap(positions[p],positions[p+1]);
         }
     }
 }

+ 7 - 6
code/ValidateDataStructure.cpp

@@ -577,15 +577,16 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
 
     int iNumIndices = 0;
     int iIndex = -1;
-    for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
-    {
-        aiMaterialProperty* prop = pMaterial->mProperties[i];
-        if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type)  {
+    for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
+        aiMaterialProperty* prop = pMaterial->mProperties[ i ];
+        ai_assert(nullptr != prop);
+        if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast<unsigned int>(type))  {
             iIndex = std::max(iIndex, (int) prop->mIndex);
             ++iNumIndices;
 
-            if (aiPTI_String != prop->mType)
-                ReportError("Material property %s is expected to be a string",prop->mKey.data);
+            if (aiPTI_String != prop->mType) {
+                ReportError("Material property %s is expected to be a string", prop->mKey.data);
+            }
         }
     }
     if (iIndex +1 != iNumIndices)   {