[ 2666245 ] Remove unused vars
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@357 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
4bbc03332b
commit
84e2c82877
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@ -109,7 +109,7 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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bool out = false;
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std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
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unsigned int real = 0, realAnimations = 0;
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unsigned int real = 0;
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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@ -150,8 +150,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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// check whether we can reuse the SpatialSort of a previous step.
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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float posEpsilon;
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const float epsilon = 1e-5f;
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float posEpsilon = 1e-5f;
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if (shared) {
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std::vector<std::pair<SpatialSort,float> >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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@ -308,7 +308,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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ai_assert(NULL != root && NULL != real);
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if (root->animators.empty())return;
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const aiMatrix4x4& transform = real->mTransformation;
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// const aiMatrix4x4& transform = real->mTransformation;
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unsigned int total = 0;
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for (std::list<Animator>::iterator it = root->animators.begin();
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@ -409,10 +409,12 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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if (360 == lcm)
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break;
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#if 0
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// This can be a division through zero, but we don't care
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float f1 = (float)lcm / angles[0];
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float f2 = (float)lcm / angles[1];
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float f3 = (float)lcm / angles[2];
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#endif
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// find out how many time units we'll need for the finest
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// track (in seconds) - this defines the number of output
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@ -425,11 +427,9 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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if (angles[2])
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max = std::max(max, (float)lcm / angles[2]);
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anim->mNumRotationKeys = (unsigned int)(max*fps);
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anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
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// begin with a zero angle
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aiVector3D angle;
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for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
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@ -445,16 +445,12 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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}
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// This animation is repeated and repeated ...
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anim->mPostState = aiAnimBehaviour_REPEAT;
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anim->mPreState = aiAnimBehaviour_CONSTANT;
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anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
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}
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break;
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case Animator::FLY_CIRCLE:
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{
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anim->mPostState = aiAnimBehaviour_REPEAT;
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anim->mPreState = aiAnimBehaviour_CONSTANT;
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// -----------------------------------------------------
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// Find out how much time we'll need to perform a
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// full circle.
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@ -484,14 +480,15 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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const float t = (float) ( in.speed * key.mTime );
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key.mValue = in.circleCenter + in.circleRadius * ((vecU*::cos(t)) + (vecV*::sin(t)));
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}
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// This animation is repeated and repeated ...
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anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
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}
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break;
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case Animator::FLY_STRAIGHT:
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{
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anim->mPostState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
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anim->mPreState = aiAnimBehaviour_CONSTANT;
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anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
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const double seconds = in.timeForWay / 1000.;
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const double tdelta = 1000. / fps;
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@ -516,9 +513,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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case Animator::FOLLOW_SPLINE:
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{
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anim->mPostState = aiAnimBehaviour_REPEAT;
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anim->mPreState = aiAnimBehaviour_CONSTANT;
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// repeat outside the defined time range
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anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
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const int size = (int)in.splineKeys.size();
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if (!size)
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{
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@ -663,7 +659,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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unsigned int& defMatIdx)
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{
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unsigned int oldMeshSize = (unsigned int)meshes.size();
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unsigned int meshTrafoAssign = 0;
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//unsigned int meshTrafoAssign = 0;
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// Now determine the type of the node
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switch (root->type)
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@ -686,7 +682,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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}
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attach.push_back(AttachmentInfo(scene,rootOut));
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#if 0
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#if 0 /* currently unused */
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meshTrafoAssign = 1;
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// If the root node of the scene is animated - and *this* node
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@ -695,16 +691,12 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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for (unsigned int i = 0; i < scene->mNumAnimations;++i)
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{
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aiAnimation* anim = scene->mAnimations[i];
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for (unsigned int a = 0; a < anim->mNumChannels;++a)
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{
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if (scene->mRootNode->mName == anim->mChannels[a]->mNodeName)
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{
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if (root->animators.empty())
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{
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for (unsigned int a = 0; a < anim->mNumChannels;++a) {
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if (scene->mRootNode->mName == anim->mChannels[a]->mNodeName) {
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if (root->animators.empty()) {
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meshTrafoAssign = 2;
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}
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else
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{
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else {
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meshTrafoAssign = 3;
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aiNode* dummy = new aiNode();
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dummy->mName.Set("$CSpaceSeam$");
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@ -132,7 +132,6 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
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int textMeaning = 0;
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int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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bool needLightMap = false;
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// Parse the XML file
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while (reader->read())
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@ -769,7 +769,6 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// Read all surfaces from the file
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unsigned int iNum = pcHeader->NUM_SURFACES;
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unsigned int iNumMaterials = 0;
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unsigned int iDefaultMatIndex = 0xFFFFFFFF;
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while (iNum-- > 0) {
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// Ensure correct endianess
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@ -187,8 +187,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
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if (*_dest)(*_dest)->~aiScene();
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else *_dest = new aiScene();
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aiScene* dest = *_dest;
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// Create a dummy scene to serve as master for the others
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aiScene* master = new aiScene();
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master->mRootNode = new aiNode();
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@ -77,13 +77,12 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene)
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void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
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{
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// add a joint entry for the node.
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const unsigned int boneIndex = mBones.size();
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const unsigned int vertexStartIndex = mVertices.size();
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// now build the geometry.
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if( pNode->mNumChildren > 0)
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{
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// If the node has childs, we build little pointers to each of them
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// If the node has children, we build little pointers to each of them
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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{
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// find a suitable coordinate system
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@ -190,7 +190,6 @@ void SortByPTypeProcess::Execute( aiScene* pScene)
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continue;
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}
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bAnyChanges = true;
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const unsigned int first = (unsigned int)outMeshes.size();
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// reuse our current mesh arrays for the submesh
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// with the largest numer of primitives
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