Merge branch 'master' into fixply

pull/5608/head
michaelsctts 2024-06-13 23:04:02 -04:00 committed by GitHub
commit 94168a98c2
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13 changed files with 104 additions and 116 deletions

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@ -761,8 +761,8 @@ IF ( ASSIMP_INSTALL )
ENDIF()
CONFIGURE_FILE(
${CMAKE_CURRENT_LIST_DIR}/revision.h.in
${CMAKE_CURRENT_BINARY_DIR}/revision.h
${CMAKE_CURRENT_LIST_DIR}/include/assimp/revision.h.in
${CMAKE_CURRENT_BINARY_DIR}/include/assimp/revision.h
)
CONFIGURE_FILE(

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@ -343,7 +343,7 @@ void ObjFileMtlImporter::createMaterial() {
}
}
name = trim_whitespaces(name);
name = ai_trim(name);
std::map<std::string, ObjFile::Material *>::iterator it = m_pModel->mMaterialMap.find(name);
if (m_pModel->mMaterialMap.end() == it) {

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@ -577,7 +577,7 @@ void ObjFileParser::getMaterialDesc() {
// Get name
std::string strName(pStart, &(*m_DataIt));
strName = trim_whitespaces(strName);
strName = ai_trim(strName);
if (strName.empty()) {
skip = true;
}

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@ -247,22 +247,6 @@ inline char_t getFloat(char_t it, char_t end, ai_real &value) {
return it;
}
/**
* @brief Will remove white-spaces for a string.
* @param[in] str The string to clean
* @return The trimmed string.
*/
template <class string_type>
inline string_type trim_whitespaces(string_type str) {
while (!str.empty() && IsSpace(str[0])) {
str.erase(0);
}
while (!str.empty() && IsSpace(str[str.length() - 1])) {
str.erase(str.length() - 1);
}
return str;
}
/**
* @brief Checks for a line-end.
* @param[in] it Current iterator in string.

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@ -44,8 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ScenePrivate.h"
#include <assimp/scene.h>
#include <assimp/version.h>
#include "revision.h"
#include <assimp/revision.h>
// --------------------------------------------------------------------------------
// Legal information string - don't remove this.
@ -118,83 +117,3 @@ ASSIMP_API const char *aiGetBranchName() {
return GitBranch;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API aiScene::aiScene() :
mFlags(0),
mRootNode(nullptr),
mNumMeshes(0),
mMeshes(nullptr),
mNumMaterials(0),
mMaterials(nullptr),
mNumAnimations(0),
mAnimations(nullptr),
mNumTextures(0),
mTextures(nullptr),
mNumLights(0),
mLights(nullptr),
mNumCameras(0),
mCameras(nullptr),
mMetaData(nullptr),
mName(),
mNumSkeletons(0),
mSkeletons(nullptr),
mPrivate(new Assimp::ScenePrivateData()) {
// empty
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API aiScene::~aiScene() {
// delete all sub-objects recursively
delete mRootNode;
// To make sure we won't crash if the data is invalid it's
// much better to check whether both mNumXXX and mXXX are
// valid instead of relying on just one of them.
if (mNumMeshes && mMeshes) {
for (unsigned int a = 0; a < mNumMeshes; ++a) {
delete mMeshes[a];
}
}
delete[] mMeshes;
if (mNumMaterials && mMaterials) {
for (unsigned int a = 0; a < mNumMaterials; ++a) {
delete mMaterials[a];
}
}
delete[] mMaterials;
if (mNumAnimations && mAnimations) {
for (unsigned int a = 0; a < mNumAnimations; ++a) {
delete mAnimations[a];
}
}
delete[] mAnimations;
if (mNumTextures && mTextures) {
for (unsigned int a = 0; a < mNumTextures; ++a) {
delete mTextures[a];
}
}
delete[] mTextures;
if (mNumLights && mLights) {
for (unsigned int a = 0; a < mNumLights; ++a) {
delete mLights[a];
}
}
delete[] mLights;
if (mNumCameras && mCameras) {
for (unsigned int a = 0; a < mNumCameras; ++a) {
delete mCameras[a];
}
}
delete[] mCameras;
aiMetadata::Dealloc(mMetaData);
delete[] mSkeletons;
delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
}

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@ -40,6 +40,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <assimp/scene.h>
#include "ScenePrivate.h"
aiScene::aiScene() :
mFlags(0),
mRootNode(nullptr),
mNumMeshes(0),
mMeshes(nullptr),
mNumMaterials(0),
mMaterials(nullptr),
mNumAnimations(0),
mAnimations(nullptr),
mNumTextures(0),
mTextures(nullptr),
mNumLights(0),
mLights(nullptr),
mNumCameras(0),
mCameras(nullptr),
mMetaData(nullptr),
mName(),
mNumSkeletons(0),
mSkeletons(nullptr),
mPrivate(new Assimp::ScenePrivateData()) {
// empty
}
aiScene::~aiScene() {
// delete all sub-objects recursively
delete mRootNode;
// To make sure we won't crash if the data is invalid it's
// much better to check whether both mNumXXX and mXXX are
// valid instead of relying on just one of them.
if (mNumMeshes && mMeshes) {
for (unsigned int a = 0; a < mNumMeshes; ++a) {
delete mMeshes[a];
}
}
delete[] mMeshes;
if (mNumMaterials && mMaterials) {
for (unsigned int a = 0; a < mNumMaterials; ++a) {
delete mMaterials[a];
}
}
delete[] mMaterials;
if (mNumAnimations && mAnimations) {
for (unsigned int a = 0; a < mNumAnimations; ++a) {
delete mAnimations[a];
}
}
delete[] mAnimations;
if (mNumTextures && mTextures) {
for (unsigned int a = 0; a < mNumTextures; ++a) {
delete mTextures[a];
}
}
delete[] mTextures;
if (mNumLights && mLights) {
for (unsigned int a = 0; a < mNumLights; ++a) {
delete mLights[a];
}
}
delete[] mLights;
if (mNumCameras && mCameras) {
for (unsigned int a = 0; a < mNumCameras; ++a) {
delete mCameras[a];
}
}
delete[] mCameras;
aiMetadata::Dealloc(mMetaData);
delete[] mSkeletons;
delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
}
aiNode::aiNode() :
mName(""),
mParent(nullptr),

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@ -1,4 +1,4 @@
#include "revision.h"
#include <assimp/revision.h>
#ifdef __GNUC__
#include "winresrc.h"
#else

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@ -1239,7 +1239,7 @@ int zip_entry_openbyindex(struct zip_t *zip, size_t index) {
if (!(pHeader = &MZ_ZIP_ARRAY_ELEMENT(
&pZip->m_pState->m_central_dir, mz_uint8,
MZ_ZIP_ARRAY_ELEMENT(&pZip->m_pState->m_central_dir_offsets,
mz_uint32, index)))) {
mz_uint32, (mz_uint)index)))) {
// cannot find header in central directory
return ZIP_ENOHDR;
}

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@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_IRRXML_WRAPPER
#include <assimp/ai_assert.h>
#include <assimp/StringUtils.h>
#include <assimp/DefaultLogger.hpp>
#include "BaseImporter.h"
@ -447,6 +448,7 @@ inline bool TXmlParser<TNodeType>::getValueAsString(XmlNode &node, std::string &
}
text = node.text().as_string();
text = ai_trim(text);
return true;
}

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@ -141,25 +141,28 @@ struct ASSIMP_API aiNode {
/** Destructor */
~aiNode();
/** Searches for a node with a specific name, beginning at this
/**
* @brief Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to search for
* @return nullptr or a valid Node if the search was successful.
*/
inline
const aiNode* FindNode(const aiString& name) const {
inline const aiNode* FindNode(const aiString& name) const {
return FindNode(name.data);
}
inline
aiNode* FindNode(const aiString& name) {
inline aiNode* FindNode(const aiString& name) {
return FindNode(name.data);
}
/**
* @brief Will search for a node described by its name.
* @param[in] name The name for the node to look for.
* @return Pointer showing to the node or nullptr if not found.
*/
const aiNode* FindNode(const char* name) const;
aiNode* FindNode(const char* name);
/**
@ -240,8 +243,7 @@ struct ASSIMP_API aiNode {
* delete a given scene on your own.
*/
// -------------------------------------------------------------------------------
struct aiScene
{
struct ASSIMP_API aiScene {
/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
* this value is 0, no flags are set. Most applications will
* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
@ -355,10 +357,10 @@ struct aiScene
#ifdef __cplusplus
//! Default constructor - set everything to 0/nullptr
ASSIMP_API aiScene();
aiScene();
//! Destructor
ASSIMP_API ~aiScene();
~aiScene();
//! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true.

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@ -1,4 +1,4 @@
#include "revision.h"
#include <assimp/revision.h>
#if defined(__GNUC__) && defined(_WIN32)
#include "winresrc.h"
#else

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@ -1,7 +1,7 @@
// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#include "revision.h"
#include <assimp/revision.h>
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////