Second pass to fix compilation warnings

This commit is contained in:
Antoine Pilote
2024-08-15 12:52:24 -04:00
parent daa640cc7c
commit d942afd16f
4 changed files with 13 additions and 11 deletions

View File

@@ -95,8 +95,8 @@ namespace Nuake
aiAnimation* aiAnim = scene->mAnimations[i];
const std::string animationName = aiAnim->mName.data;
const float animationDuration = aiAnim->mDuration;
const float animationTicksPerSecond = aiAnim->mTicksPerSecond;
const float animationDuration = static_cast<float>(aiAnim->mDuration);
const float animationTicksPerSecond = static_cast<float>(aiAnim->mTicksPerSecond);
auto animation = CreateRef<SkeletalAnimation>(animationName, animationDuration, animationTicksPerSecond);
// Here we iterate over every channel(each channel represents a bone) and fill the SkeletalAnimation
@@ -114,7 +114,7 @@ namespace Nuake
for (uint32_t p = 0; p < animChannel->mNumPositionKeys; p++)
{
aiVectorKey positionKey = animChannel->mPositionKeys[p];
const float keyTime = positionKey.mTime;
const float keyTime = static_cast<float>(positionKey.mTime);
const aiVector3D assimpKeyValue = positionKey.mValue;
const Vector3 keyValue = Vector3(assimpKeyValue.x, assimpKeyValue.y, assimpKeyValue.z);
@@ -125,7 +125,7 @@ namespace Nuake
for (uint32_t r = 0; r < animChannel->mNumRotationKeys; r++)
{
aiQuatKey rotationKey = animChannel->mRotationKeys[r];
const float keyTime = rotationKey.mTime;
const float keyTime = static_cast<float>(rotationKey.mTime);
const aiQuaterniont assimpKeyValue = rotationKey.mValue;
const Quat keyValue = Quat(assimpKeyValue.w, assimpKeyValue.x, assimpKeyValue.y, assimpKeyValue.z);
@@ -136,7 +136,7 @@ namespace Nuake
for (uint32_t s = 0; s < animChannel->mNumScalingKeys; s++)
{
aiVectorKey scaleKey = animChannel->mScalingKeys[s];
const float keyTime = scaleKey.mTime;
const float keyTime = static_cast<float>(scaleKey.mTime);
const aiVector3D assimpKeyValue = scaleKey.mValue;
const Vector3 keyValue = Vector3(assimpKeyValue.x, assimpKeyValue.y, assimpKeyValue.z);
@@ -528,12 +528,12 @@ namespace Nuake
if (aitexture->mHeight == 0)
{
// We are using a compression like jpeg, where width is the size of the buffer in bytes.
nuakeTexture = CreateRef<Texture>((unsigned char*)aitexture->pcData, aitexture->mWidth);
nuakeTexture = CreateRef<Texture>((unsigned char*)aitexture->pcData, static_cast<int>(aitexture->mWidth));
}
else
{
Vector2 textureSize = Vector2(aitexture->mWidth, aitexture->mHeight);
nuakeTexture = CreateRef<Texture>((unsigned char*)aitexture->pcData, textureSize.x);
nuakeTexture = CreateRef<Texture>((unsigned char*)aitexture->pcData, static_cast<int>(textureSize.x));
}
return nuakeTexture;