#include "BlenderBMesh.h"
#include "BlenderTessellator.h"
+#include <stddef.h>
+
static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3;
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
// ------------------------------------------------------------------------------------------------
// Yes this is filthy... but we have no choice
-#define OffsetOf( Class, Member ) ( static_cast< unsigned int >( \
+/*#define OffsetOf( Class, Member ) ( static_cast< unsigned int >( \
reinterpret_cast<uint8_t*>(&( reinterpret_cast< Class* >( NULL )->*( &Class::Member ) )) - \
static_cast<uint8_t*>(NULL) ) )
-
+ */
inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
{
- unsigned int pointOffset = OffsetOf( PointP2T, point2D );
+ unsigned int pointOffset = offsetof( PointP2T, point2D );
PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) )
{
#include <assimp/scene.h>
#include <LimitBoneWeightsProcess.h>
-
using namespace std;
using namespace Assimp;
class LimitBoneWeightsTest : public ::testing::Test {
public:
-
virtual void SetUp();
virtual void TearDown();
protected:
-
LimitBoneWeightsProcess* piProcess;
aiMesh* pcMesh;
};
#include <assimp/scene.h>
#include <MaterialSystem.h>
-
-using namespace std;
-using namespace Assimp;
+using namespace ::std;
+using namespace ::Assimp;
class MaterialSystemTest : public ::testing::Test
{
public:
-
virtual void SetUp() { this->pcMat = new aiMaterial(); }
virtual void TearDown() { delete this->pcMat; }
protected:
-
aiMaterial* pcMat;
};