// Add node name to hashing set if it is non-empty - empty nodes are allowed
// and they can't have any anims assigned so its absolutely safe to duplicate them.
if (node->mName.length) {
- hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
+ hashes.insert( SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length)) );
}
// Process all children recursively
// Search for matching names
bool SceneCombiner::FindNameMatch(const aiString& name, std::vector<SceneHelper>& input, unsigned int cur)
{
- const unsigned int hash = SuperFastHash(name.data, name.length);
+ const unsigned int hash = SuperFastHash(name.data, static_cast<uint32_t>(name.length));
// Check whether we find a positive match in one of the given sets
for (unsigned int i = 0; i < input.size(); ++i) {
std::vector<SceneHelper>& input, unsigned int cur)
{
ai_assert(NULL != prefix);
- const unsigned int hash = SuperFastHash(node->mName.data,node->mName.length);
+ const unsigned int hash = SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length));
// Check whether we find a positive match in one of the given sets
for (unsigned int i = 0; i < input.size(); ++i) {
for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
aiAnimation* anim = src[i]->mAnimations[a];
- src[i].hashes.insert(SuperFastHash(anim->mName.data,anim->mName.length));
+ src[i].hashes.insert(SuperFastHash(anim->mName.data,static_cast<uint32_t>(anim->mName.length)));
}
}
}
aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
? new aiAnimation*[dest->mNumAnimations] : NULL);
- for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
+ for ( int n = static_cast<int>(src.size()-1); n >= 0 ;--n ) /* !!! important !!! */
{
SceneHelper* cur = &src[n];
aiNode* node;