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Merge pull request #2371 from assimp/fix_vs107_warnings

Fix vs-2017 warnings
Kim Kulling 6 年之前
父節點
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e899067f44

+ 1 - 1
code/AssbinLoader.cpp

@@ -708,7 +708,7 @@ void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
 
         unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
 
-        int res = uncompress( uncompressedData, &uncompressedSize, compressedData, len );
+        int res = uncompress( uncompressedData, &uncompressedSize, compressedData, (uLong) len );
         if(res != Z_OK)
         {
             delete [] uncompressedData;

+ 1 - 1
code/FBXConverter.cpp

@@ -964,7 +964,7 @@ namespace Assimp {
             {
                 if (indices[i] < 0) epcount++;
             }
-            unsigned int pcount = indices.size();
+            unsigned int pcount = static_cast<unsigned int>( indices.size() );
             unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
 
             aiFace* fac = out_mesh->mFaces = new aiFace[scount]();

+ 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;
                         }
                     }

+ 3 - 1
code/ImproveCacheLocality.cpp

@@ -112,7 +112,9 @@ void ImproveCacheLocalityProcess::Execute( aiScene* pScene)
         }
     }
     if (!DefaultLogger::isNullLogger()) {
-        ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf," faces). Average output ACMR is ", out / numf );
+        if (numf > 0) {
+            ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf);
+        }
         ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. ");
     }
 }

+ 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

+ 27 - 25
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;
 }
@@ -718,9 +718,7 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name,
 
 // ------------------------------------------------------------------------------------------------
 // Imports the given file into the given scene structure.
-void MD3Importer::InternReadFile( const std::string& pFile,
-    aiScene* pScene, IOSystem* pIOHandler)
-{
+void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
     mFile = pFile;
     mScene = pScene;
     mIOHandler = pIOHandler;
@@ -730,11 +728,13 @@ 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 +905,15 @@ 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 sh = convertedPath.find_last_of('.');
+            if (sh == std::string::npos) {
+                sh = convertedPath.length();
+            }
 
-            std::string::size_type s = convertedPath.find_last_of('.');
-            if (s == std::string::npos)
-                s = convertedPath.length();
-
-            const std::string without_ext = convertedPath.substr(0,s);
+            const std::string without_ext = convertedPath.substr(0,sh);
             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 {
@@ -945,8 +945,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
             aiString szString;
             if (convertedPath.length()) {
                 szString.Set(convertedPath);
-            }
-            else    {
+            } else    {
                 ASSIMP_LOG_WARN("Texture file name has zero length. Using default name");
                 szString.Set("dummy_texture.bmp");
             }
@@ -955,8 +954,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
             // prevent transparency by default
             int no_alpha = aiTextureFlags_IgnoreAlpha;
             pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
-        }
-        else {
+        } else {
             Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
         }
 
@@ -1026,7 +1024,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
             if (!shader || shader->cull == Q3Shader::CULL_CW) {
                 std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
             }
-            pcTriangles++;
+            ++pcTriangles;
         }
 
         // Go to the next surface
@@ -1042,8 +1040,9 @@ void MD3Importer::InternReadFile( const std::string& pFile,
         }
     }
 
-    if (!pScene->mNumMeshes)
+    if (!pScene->mNumMeshes) {
         throw DeadlyImportError( "MD3: File contains no valid mesh");
+    }
     pScene->mNumMaterials = iNumMaterials;
 
     // Now we need to generate an empty node graph
@@ -1057,7 +1056,6 @@ void MD3Importer::InternReadFile( const std::string& pFile,
         pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
 
         for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
-
             aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
             nd->mName.Set((const char*)pcTags->NAME);
             nd->mParent = pScene->mRootNode;
@@ -1085,8 +1083,12 @@ void MD3Importer::InternReadFile( const std::string& pFile,
         pScene->mRootNode->mMeshes[i] = i;
 
     // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
-    pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
-        0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+    pScene->mRootNode->mTransformation = aiMatrix4x4(
+        1.f,0.f,0.f,0.f,
+        0.f,0.f,1.f,0.f,
+        0.f,-1.f,0.f,0.f,
+        0.f,0.f,0.f,1.f
+    );
 }
 
 #endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER

+ 2 - 2
code/SMDLoader.cpp

@@ -486,7 +486,7 @@ void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIO
     if (bLoadAnimationList) {
         GetAnimationFileList(pFile, pIOHandler, animFileList);
     }
-    int animCount = animFileList.size() + 1;
+    int animCount = static_cast<int>( animFileList.size() + 1u );
     pScene->mNumAnimations = 1;
     pScene->mAnimations = new aiAnimation*[animCount];
     memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
@@ -510,7 +510,7 @@ void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
         anim->mName.Set(name.c_str());
     }
     anim->mDuration = dLengthOfAnim;
-    anim->mNumChannels = asBones.size();
+    anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
     anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
 
     aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];

+ 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

@@ -582,15 +582,16 @@ 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)   {

+ 2 - 2
test/unit/utSTLImportExport.cpp

@@ -152,10 +152,10 @@ TEST_F(utSTLImporterExporter, test_export_pointclouds) {
 
     auto pMesh = scene.mMeshes[0];
 
-    long numValidPoints = points.size();
+    size_t numValidPoints = points.size();
 
     pMesh->mVertices = new aiVector3D[numValidPoints];
-    pMesh->mNumVertices = numValidPoints;
+    pMesh->mNumVertices = static_cast<unsigned int>( numValidPoints );
 
     int i = 0;
     for (XYZ &p : points) {

+ 18 - 26
tools/assimp_cmd/Info.cpp

@@ -51,27 +51,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <string>
 
 const char* AICMD_MSG_INFO_HELP_E =
-"assimp info <file> [-r] [-v]\n"
-"\tPrint basic structure of a 3D model\n"
-"\t-r,--raw: No postprocessing, do a raw import\n"
-"\t-v,--verbose: Print verbose info such as node transform data\n"
-"\t-s, --silent: Print only minimal info\n";
-
-const std::string TREE_BRANCH_ASCII = "|-";
-const std::string TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
-const std::string TREE_STOP_ASCII = "'-";
-const std::string TREE_STOP_UTF8 = "\xe2\x94\x94\xe2\x95\xb4";
-const std::string TREE_CONTINUE_ASCII = "| ";
-const std::string TREE_CONTINUE_UTF8 = "\xe2\x94\x82 ";
-
-// note: by default this is outputing utf-8 text.
+    "assimp info <file> [-r] [-v]\n"
+    "\tPrint basic structure of a 3D model\n"
+    "\t-r,--raw: No postprocessing, do a raw import\n"
+    "\t-v,--verbose: Print verbose info such as node transform data\n"
+    "\t-s, --silent: Print only minimal info\n";
+
+const char *TREE_BRANCH_ASCII = "|-";
+const char *TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
+const char *TREE_STOP_ASCII = "'-";
+const char *TREE_STOP_UTF8 = "\xe2\x94\x94\xe2\x95\xb4";
+const char *TREE_CONTINUE_ASCII = "| ";
+const char *TREE_CONTINUE_UTF8 = "\xe2\x94\x82 ";
+
+// note: by default this is using utf-8 text.
 // this is well supported on pretty much any linux terminal.
 // if this causes problems on some platform,
 // put an #ifdef to use the ascii version for that platform.
-const std::string TREE_BRANCH = TREE_BRANCH_UTF8;
-const std::string TREE_STOP = TREE_STOP_UTF8;
-const std::string TREE_CONTINUE = TREE_CONTINUE_UTF8;
-
+const char *TREE_BRANCH = TREE_BRANCH_UTF8;
+const char *TREE_STOP = TREE_STOP_UTF8;
+const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
 
 // -----------------------------------------------------------------------------------
 unsigned int CountNodes(const aiNode* root)
@@ -280,14 +279,7 @@ void PrintHierarchy(
 
 // -----------------------------------------------------------------------------------
 // Implementation of the assimp info utility to print basic file info
-int Assimp_Info (const char* const* params, unsigned int num)
-{
-	if (num < 1) {
-		printf("assimp info: Invalid number of arguments. "
-			"See \'assimp info --help\'\n");
-		return 1;
-	}
-
+int Assimp_Info (const char* const* params, unsigned int num) {
 	// --help
 	if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) {
 		printf("%s",AICMD_MSG_INFO_HELP_E);

+ 6 - 7
tools/assimp_cmd/WriteDumb.cpp

@@ -276,9 +276,12 @@ inline uint32_t WriteBounds(const T* in, unsigned int size)
 void ChangeInteger(uint32_t ofs,uint32_t n)
 {
 	const uint32_t cur = ftell(out);
-	fseek(out,ofs,SEEK_SET);
-	fwrite(&n,4,1,out);
-	fseek(out,cur,SEEK_SET);
+    int retCode;
+    retCode = fseek(out, ofs, SEEK_SET);
+    ai_assert(0 == retCode);
+	fwrite(&n, 4, 1, out);
+    retCode = fseek(out, cur, SEEK_SET);
+    ai_assert(0 == retCode);
 }
 
 // -----------------------------------------------------------------------------------
@@ -1333,10 +1336,6 @@ int Assimp_Dump (const char* const* params, unsigned int num)
 {
 	const char* fail = "assimp dump: Invalid number of arguments. "
 			"See \'assimp dump --help\'\r\n";
-	if (num < 1) {
-		printf("%s", fail);
-		return 1;
-	}
 
 	// --help
 	if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {

+ 1 - 1
tools/assimp_view/SceneAnimator.cpp

@@ -90,7 +90,7 @@ void SceneAnimator::SetAnimIndex( size_t pAnimIndex) {
     delete mAnimEvaluator;  mAnimEvaluator = nullptr;
     mNodesByName.clear();
 
-    mCurrentAnimIndex = pAnimIndex;
+    mCurrentAnimIndex = static_cast<int>( pAnimIndex );
 
     // create the internal node tree. Do this even in case of invalid animation index
     // so that the transformation matrices are properly set up to mimic the current scene