Blender: fix some minor findings.

pull/1005/head
Kim Kulling 2016-09-12 12:41:49 +02:00
parent c98915e382
commit 0c00edb40e
4 changed files with 12 additions and 21 deletions

View File

@ -404,7 +404,7 @@ void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileD
}
// acknowledge that the scene might come out incomplete
// by Assimps definition of `complete`: blender scenes
// by Assimp's definition of `complete`: blender scenes
// can consist of thousands of cameras or lights with
// not a single mesh between them.
if (!out->mNumMeshes) {
@ -790,7 +790,7 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
)
{
// TODO: Resolve various problems with BMesh triangluation before re-enabling.
// TODO: Resolve various problems with BMesh triangulation before re-enabling.
// See issues #400, #373, #318 #315 and #132.
#if defined(TODO_FIX_BMESH_CONVERSION)
BlenderBMeshConverter BMeshConverter( mesh );
@ -852,7 +852,7 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
//out->mNumVertices = 0
out->mFaces = new aiFace[it.second]();
// all submeshes created from this mesh are named equally. this allows
// all sub-meshes created from this mesh are named equally. this allows
// curious users to recover the original adjacency.
out->mName = aiString(mesh->id.name+2);
// skip over the name prefix 'ME'
@ -1304,5 +1304,4 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
return node.dismiss();
}
#endif
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

View File

@ -275,9 +275,6 @@ void BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data, co
orig_object.id.name,"`");
}
// ------------------------------------------------------------------------------------------------
bool BlenderModifier_Subdivision :: IsActive (const ModifierData& modin)
{
@ -323,4 +320,4 @@ void BlenderModifier_Subdivision :: DoIt(aiNode& out, ConversionData& conv_data
orig_object.id.name,"`");
}
#endif
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

View File

@ -806,4 +806,4 @@ void DNA::RegisterConverters() {
}
#endif
#endif ASSIMP_BUILD_NO_BLEND_IMPORTER

View File

@ -64,7 +64,7 @@ namespace Blender {
// * C++ style comments only
//
// * Structures may include the primitive types char, int, short,
// float, double. Signedness specifiers are not allowed on
// float, double. Signed specifiers are not allowed on
// integers. Enum types are allowed, but they must have been
// defined in this header.
//
@ -85,9 +85,9 @@ namespace Blender {
// provided they are neither pointers nor arrays.
//
// * One of WARN, FAIL can be appended to the declaration (
// prior to the semiolon to specifiy the error handling policy if
// prior to the semicolon to specify the error handling policy if
// this field is missing in the input DNA). If none of those
// is specified the default policy is to subtitute a default
// is specified the default policy is to substitute a default
// value for the field.
//
@ -102,16 +102,16 @@ struct Image;
#define AI_BLEND_MESH_MAX_VERTS 2000000000L
static const size_t MaxNameLen = 1024;
// -------------------------------------------------------------------------------
struct ID : ElemBase {
char name[1024] WARN;
char name[ MaxNameLen ] WARN;
short flag;
};
// -------------------------------------------------------------------------------
struct ListBase : ElemBase {
std::shared_ptr<ElemBase> first;
std::shared_ptr<ElemBase> last;
};
@ -126,7 +126,6 @@ struct PackedFile : ElemBase {
// -------------------------------------------------------------------------------
struct GroupObject : ElemBase {
std::shared_ptr<GroupObject> prev,next FAIL;
std::shared_ptr<Object> ob;
};
@ -142,7 +141,6 @@ struct Group : ElemBase {
// -------------------------------------------------------------------------------
struct World : ElemBase {
ID id FAIL;
};
// -------------------------------------------------------------------------------
@ -217,7 +215,6 @@ struct TFace : ElemBase {
// -------------------------------------------------------------------------------
struct MTFace : ElemBase {
float uv[4][2] FAIL;
char flag;
short mode;
@ -235,7 +232,6 @@ struct MDeformWeight : ElemBase {
// -------------------------------------------------------------------------------
struct MDeformVert : ElemBase {
vector<MDeformWeight> dw WARN;
int totweight;
};
@ -264,7 +260,6 @@ struct Material : ElemBase {
float darkness;
float refrac;
float amb;
float ang;
float spectra;