- extract MaterialHelper and move all of its members to aiMaterial in /include.
- pull in IOhannes' patch to set the gcc default visibility for all symbols to NO and to mark ASSIMP_API with __attribute__ ((visibility("default"))). - drop unneeded ASSIMP_API from most internal classes in /code, we just need to keep some exports on Windows to keep AssimpView alive. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1066 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/2/head
parent
9f32504792
commit
9d85c8834d
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@ -100,6 +100,9 @@ IF ( NO_EXPORT )
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MESSAGE( STATUS "Build an import-only version of Assimp." )
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ENDIF( NO_EXPORT )
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## hide all not-exported symbols
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ADD_DEFINITIONS( -fvisibility=hidden )
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ADD_SUBDIRECTORY( code/ )
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SET ( BUILD_ASSIMP_TOOLS ON CACHE BOOL
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"If the supplementary tools for Assimp are built in addition to the library."
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@ -182,7 +182,7 @@ void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
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// ------------------------------------------------------------------------------------------------
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// Convert a 3DS texture to texture keys in an aiMaterial
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void CopyTexture(MaterialHelper& mat, D3DS::Texture& texture, aiTextureType type)
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void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
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{
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// Setup the texture name
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aiString tex;
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@ -214,7 +214,7 @@ void CopyTexture(MaterialHelper& mat, D3DS::Texture& texture, aiTextureType type
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// ------------------------------------------------------------------------------------------------
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// Convert a 3DS material to an aiMaterial
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void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
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MaterialHelper& mat)
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aiMaterial& mat)
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{
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// NOTE: Pass the background image to the viewer by bypassing the
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// material system. This is an evil hack, never do it again!
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@ -813,7 +813,7 @@ void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
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// ... and convert the 3DS materials to aiMaterial's
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for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
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{
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MaterialHelper* pcNew = new MaterialHelper();
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aiMaterial* pcNew = new aiMaterial();
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ConvertMaterial(mScene->mMaterials[i],*pcNew);
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pcOut->mMaterials[i] = pcNew;
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}
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@ -52,7 +52,7 @@ struct aiNode;
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#include "3DSHelper.h"
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namespace Assimp {
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class MaterialHelper;
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using namespace D3DS;
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@ -101,7 +101,7 @@ protected:
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/** Converts a temporary material to the outer representation
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*/
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void ConvertMaterial(D3DS::Material& p_cMat,
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MaterialHelper& p_pcOut);
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aiMaterial& p_pcOut);
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// -------------------------------------------------------------------
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/** Read a chunk
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@ -375,7 +375,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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// Convert a material from AC3DImporter::Material to aiMaterial
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void AC3DImporter::ConvertMaterial(const Object& object,
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const Material& matSrc,
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MaterialHelper& matDest)
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aiMaterial& matDest)
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{
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aiString s;
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@ -422,7 +422,7 @@ void AC3DImporter::ConvertMaterial(const Object& object,
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// Converts the loaded data to the internal verbose representation
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aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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std::vector<aiMesh*>& meshes,
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std::vector<MaterialHelper*>& outMaterials,
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std::vector<aiMaterial*>& outMaterials,
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const std::vector<Material>& materials,
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aiNode* parent)
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{
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@ -463,7 +463,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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// default material if all objects of the file contain points
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// and no faces.
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mesh->mMaterialIndex = 0;
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outMaterials.push_back(new MaterialHelper());
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outMaterials.push_back(new aiMaterial());
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ConvertMaterial(object, materials[0], *outMaterials.back());
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}
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else
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@ -548,7 +548,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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meshes.push_back(mesh);
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mesh->mMaterialIndex = (unsigned int)outMaterials.size();
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outMaterials.push_back(new MaterialHelper());
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outMaterials.push_back(new aiMaterial());
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ConvertMaterial(object, materials[mat], *outMaterials.back());
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// allocate storage for vertices and normals
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@ -811,7 +811,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
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std::vector<aiMesh*> meshes;
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meshes.reserve(mNumMeshes);
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std::vector<MaterialHelper*> omaterials;
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std::vector<aiMaterial*> omaterials;
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materials.reserve(mNumMeshes);
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// generate a dummy root if there are multiple objects on the top layer
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@ -222,7 +222,7 @@ private:
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* @param Scenegraph node for the object */
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aiNode* ConvertObjectSection(Object& object,
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std::vector<aiMesh*>& meshes,
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std::vector<MaterialHelper*>& outMaterials,
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std::vector<aiMaterial*>& outMaterials,
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const std::vector<Material>& materials,
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aiNode* parent = NULL);
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@ -233,7 +233,7 @@ private:
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* @param matDest Destination material to be filled */
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void ConvertMaterial(const Object& object,
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const Material& matSrc,
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MaterialHelper& matDest);
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aiMaterial& matDest);
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private:
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@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "ASELoader.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "SkeletonMeshBuilder.h"
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#include "TargetAnimation.h"
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@ -788,7 +787,7 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) {
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// ------------------------------------------------------------------------------------------------
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// Copy a texture from the ASE structs to the output material
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void CopyASETexture(MaterialHelper& mat, ASE::Texture& texture, aiTextureType type)
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void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
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{
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// Setup the texture name
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aiString tex;
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@ -810,7 +809,7 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
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// LARGE TODO: Much code her is copied from 3DS ... join them maybe?
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// Allocate the output material
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mat.pcInstance = new MaterialHelper();
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mat.pcInstance = new aiMaterial();
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// At first add the base ambient color of the
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// scene to the material
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@ -51,7 +51,7 @@ struct aiNode;
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#include "ASEParser.h"
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namespace Assimp {
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class MaterialHelper;
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// --------------------------------------------------------------------------------
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/** Importer class for the 3DS ASE ASCII format.
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@ -125,7 +125,7 @@ private:
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// -------------------------------------------------------------------
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/** Convert a material to a MaterialHelper object
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/** Convert a material to a aiMaterial object
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* \param mat Input material
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*/
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void ConvertMaterial(ASE::Material& mat);
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@ -76,8 +76,8 @@ struct Material : public D3DS::Material
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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//! MaterialHelper object
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MaterialHelper* pcInstance;
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//! aiMaterial object
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aiMaterial* pcInstance;
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//! Can we remove this material?
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bool bNeed;
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@ -141,7 +141,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Internal utility headers
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#include "BaseImporter.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "StreamReader.h"
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#include "qnan.h"
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@ -254,7 +254,7 @@ void B3DImporter::ReadBRUS(){
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/*int blend=**/ReadInt();
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int fx=ReadInt();
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MaterialHelper *mat=new MaterialHelper;
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aiMaterial *mat=new aiMaterial;
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_materials.push_back( mat );
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// Name
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@ -641,7 +641,7 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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//material
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if( !_materials.size() ){
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_materials.push_back( new MaterialHelper );
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_materials.push_back( new aiMaterial );
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}
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scene->mNumMaterials=_materials.size();
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scene->mMaterials=to_array( _materials );
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@ -106,7 +106,7 @@ private:
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* imports the given file. ReadFile is not overridable, it just calls
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* InternReadFile() and catches any ImportErrorException that might occur.
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*/
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class ASSIMP_API BaseImporter
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class BaseImporter
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{
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friend class Importer;
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@ -60,7 +60,7 @@ class Importer;
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* to provide additional information to other steps. This is primarily
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* intended for cross-step optimizations.
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*/
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class ASSIMP_API SharedPostProcessInfo
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class SharedPostProcessInfo
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{
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public:
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* should be executed. If the function returns true, the class' Execute()
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* function is called subsequently.
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*/
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class ASSIMP_API BaseProcess
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class ASSIMP_API_WINONLY BaseProcess
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{
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friend class Importer;
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@ -398,7 +398,7 @@ void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileD
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderImporter::ResolveImage(MaterialHelper* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
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void BlenderImporter::ResolveImage(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
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{
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(void)mat; (void)tex; (void)conv_data;
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aiString name;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderImporter::AddSentinelTexture(MaterialHelper* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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{
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(void)mat; (void)tex; (void)conv_data;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderImporter::ResolveTexture(MaterialHelper* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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{
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const Tex* rtex = tex->tex.get();
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if(!rtex || !rtex->type) {
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conv_data.next_texture[i] = 0 ;
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}
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MaterialHelper* mout = new MaterialHelper();
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aiMaterial* mout = new aiMaterial();
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conv_data.materials->push_back(mout);
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// set material name
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@ -203,7 +203,7 @@ private:
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// --------------------
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void ResolveTexture(
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MaterialHelper* out,
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aiMaterial* out,
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const Blender::Material* mat,
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const Blender::MTex* tex,
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Blender::ConversionData& conv_data
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// --------------------
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void ResolveImage(
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MaterialHelper* out,
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aiMaterial* out,
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const Blender::Material* mat,
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const Blender::MTex* tex,
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const Blender::Image* img,
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);
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void AddSentinelTexture(
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MaterialHelper* out,
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aiMaterial* out,
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const Blender::Material* mat,
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const Blender::MTex* tex,
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Blender::ConversionData& conv_data
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@ -207,7 +207,7 @@ void COBImporter::InternReadFile( const std::string& pFile,
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertTexture(boost::shared_ptr< Texture > tex, MaterialHelper* out, aiTextureType type)
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void ConvertTexture(boost::shared_ptr< Texture > tex, aiMaterial* out, aiTextureType type)
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{
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const aiString path( tex->path );
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out->AddProperty(&path,AI_MATKEY_TEXTURE(type,0));
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@ -286,7 +286,7 @@ aiNode* COBImporter::BuildNodes(const Node& root,const Scene& scin,aiScene* fill
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defmat.reset(min=new Material());
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}
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MaterialHelper* mat = new MaterialHelper();
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aiMaterial* mat = new aiMaterial();
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fill->mMaterials[fill->mNumMaterials++] = mat;
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const aiString s(format("#mat_")<<fill->mNumMeshes<<"_"<<min->matnum);
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@ -57,7 +57,7 @@ namespace Assimp
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* because the joining of vertices also considers tangents and bitangents for
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* uniqueness.
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*/
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class ASSIMP_API CalcTangentsProcess : public BaseProcess
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class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess
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{
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public:
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@ -55,7 +55,7 @@ namespace Assimp
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/// Helper class to export a given scene to a Collada file. Just for my personal
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/// comfort when implementing it.
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class ASSIMP_API ColladaExporter
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class ColladaExporter
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{
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public:
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/// Constructor for a specific scene to export
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@ -1117,7 +1117,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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// ------------------------------------------------------------------------------------------------
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// Add a texture to a material structure
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void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
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void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
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const Collada::Effect& effect,
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const Collada::Sampler& sampler,
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aiTextureType type, unsigned int idx)
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@ -1185,7 +1185,7 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
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for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
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end = newMats.end(); it != end; ++it)
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{
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MaterialHelper& mat = (MaterialHelper&)*it->second;
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aiMaterial& mat = (aiMaterial&)*it->second;
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Collada::Effect& effect = *it->first;
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// resolve shading mode
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const Collada::Effect& effect = effIt->second;
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// create material
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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aiMaterial* mat = new aiMaterial;
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aiString name( matIt->first);
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mat->AddProperty(&name,AI_MATKEY_NAME);
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@ -1300,7 +1300,7 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* /*pSc
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#if 0
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if( newMats.size() == 0)
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{
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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aiMaterial* mat = new aiMaterial;
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aiString name( AI_DEFAULT_MATERIAL_NAME );
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mat->AddProperty( &name, AI_MATKEY_NAME);
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@ -163,7 +163,7 @@ protected:
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const Collada::SemanticMappingTable& table);
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/** Add a texture and all of its sampling properties to a material*/
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void AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
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void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
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const Collada::Effect& effect,
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const Collada::Sampler& sampler,
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aiTextureType type, unsigned int idx = 0);
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@ -495,7 +495,7 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
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// Update the material property list
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mapping = aiTextureMapping_UV;
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((MaterialHelper*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
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((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
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}
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}
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}
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|
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@ -54,7 +54,7 @@ namespace Assimp
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/** ComputeUVMappingProcess - converts special mappings, such as spherical,
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* cylindrical or boxed to proper UV coordinates for rendering.
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*/
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class ASSIMP_API ComputeUVMappingProcess : public BaseProcess
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class ComputeUVMappingProcess : public BaseProcess
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{
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public:
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ComputeUVMappingProcess();
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@ -166,7 +166,7 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
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// Converts a single material to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
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{
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MaterialHelper* mat = (MaterialHelper*)_mat;
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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|
@ -241,7 +241,7 @@ void FlipUVsProcess::Execute( aiScene* pScene)
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// Converts a single material
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void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
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{
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MaterialHelper* mat = (MaterialHelper*)_mat;
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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@ -67,7 +67,7 @@ namespace Assimp {
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*
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* @note RH-LH and LH-RH is the same, so this class can be used for both
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*/
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class ASSIMP_API MakeLeftHandedProcess : public BaseProcess
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class MakeLeftHandedProcess : public BaseProcess
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{
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|
@ -115,7 +115,7 @@ protected:
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the face order of the imported data
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*/
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class ASSIMP_API FlipWindingOrderProcess : public BaseProcess
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class FlipWindingOrderProcess : public BaseProcess
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{
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friend class Importer;
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|
@ -139,7 +139,7 @@ protected:
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the UV coordinate system of the import data
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||||
*/
|
||||
class ASSIMP_API FlipUVsProcess : public BaseProcess
|
||||
class FlipUVsProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
|
|
|
@ -387,7 +387,7 @@ void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
|
|||
// the default vertex color is GREY, so we are
|
||||
// already at Assimp's usual default color.
|
||||
// generate a default material
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
aiString s;
|
||||
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
||||
|
|
|
@ -64,7 +64,7 @@ namespace Assimp
|
|||
* the bone are split from the mesh. The split off (new) mesh is boneless. At any
|
||||
* point in time, bones without affect upon a given mesh are to be removed.
|
||||
*/
|
||||
class ASSIMP_API DeboneProcess : public BaseProcess
|
||||
class DeboneProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -49,7 +49,7 @@ namespace Assimp {
|
|||
|
||||
// ------------------------------------------------------------------------------------
|
||||
/** @brief Internal default implementation of the #ProgressHandler interface. */
|
||||
class ASSIMP_API DefaultProgressHandler
|
||||
class DefaultProgressHandler
|
||||
: public ProgressHandler {
|
||||
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@ using std::runtime_error;
|
|||
/** FOR IMPORTER PLUGINS ONLY: Simple exception class to be thrown if an
|
||||
* unrecoverable error occurs while importing. Loading APIs return
|
||||
* NULL instead of a valid aiScene then. */
|
||||
class ASSIMP_API DeadlyImportError
|
||||
class DeadlyImportError
|
||||
: public runtime_error
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace Assimp {
|
|||
// ---------------------------------------------------------------------------
|
||||
/** FindDegeneratesProcess: Searches a mesh for degenerated triangles.
|
||||
*/
|
||||
class ASSIMP_API FindDegeneratesProcess : public BaseProcess
|
||||
class FindDegeneratesProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -105,7 +105,7 @@ inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
|
|||
// ---------------------------------------------------------------------------
|
||||
/** @brief A post-processing steps to search for instanced meshes
|
||||
*/
|
||||
class ASSIMP_API FindInstancesProcess : public BaseProcess
|
||||
class FindInstancesProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ namespace Assimp {
|
|||
*
|
||||
* Originally this was a workaround for some models written by Blender
|
||||
* which have zero normal vectors. */
|
||||
class ASSIMP_API FindInvalidDataProcess
|
||||
class FindInvalidDataProcess
|
||||
: public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace Assimp
|
|||
* vectors of an object are facing inwards. In this case they will be
|
||||
* flipped.
|
||||
*/
|
||||
class ASSIMP_API FixInfacingNormalsProcess : public BaseProcess
|
||||
class FixInfacingNormalsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -51,7 +51,7 @@ namespace Assimp
|
|||
// ---------------------------------------------------------------------------
|
||||
/** The GenFaceNormalsProcess computes face normals for all faces of all meshes
|
||||
*/
|
||||
class ASSIMP_API GenFaceNormalsProcess : public BaseProcess
|
||||
class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace Assimp {
|
|||
// ---------------------------------------------------------------------------
|
||||
/** The GenFaceNormalsProcess computes vertex normals for all vertizes
|
||||
*/
|
||||
class ASSIMP_API GenVertexNormalsProcess : public BaseProcess
|
||||
class ASSIMP_API_WINONLY GenVertexNormalsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
|
||||
|
||||
// internal headers
|
||||
#include "MaterialSystem.h"
|
||||
#include "HMPLoader.h"
|
||||
#include "MD2FileData.h"
|
||||
|
||||
|
@ -339,7 +338,7 @@ void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
|||
{
|
||||
// generate a default material
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
aiColor3D clr;
|
||||
|
@ -447,7 +446,7 @@ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szC
|
|||
uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
|
||||
// allocate an output material
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
|
||||
// read the skin, this works exactly as for MDL7
|
||||
ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
|
|
|
@ -67,7 +67,7 @@ int ConvertShadingMode(const std::string& name)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void FillMaterial(MaterialHelper* mat,const IFC::IfcSurfaceStyle* surf,ConversionData& conv)
|
||||
void FillMaterial(aiMaterial* mat,const IFC::IfcSurfaceStyle* surf,ConversionData& conv)
|
||||
{
|
||||
aiString name;
|
||||
name.Set((surf->Name? surf->Name.Get() : "IfcSurfaceStyle_Unnamed"));
|
||||
|
@ -136,7 +136,7 @@ unsigned int ProcessMaterials(const IFC::IfcRepresentationItem& item, Conversion
|
|||
{
|
||||
if (conv.materials.empty()) {
|
||||
aiString name;
|
||||
std::auto_ptr<MaterialHelper> mat(new MaterialHelper());
|
||||
std::auto_ptr<aiMaterial> mat(new aiMaterial());
|
||||
|
||||
name.Set("<IFCDefault>");
|
||||
mat->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
@ -159,7 +159,7 @@ unsigned int ProcessMaterials(const IFC::IfcRepresentationItem& item, Conversion
|
|||
IFCImporter::LogWarn("ignoring surface side marker on IFC::IfcSurfaceStyle: " + side);
|
||||
}
|
||||
|
||||
std::auto_ptr<MaterialHelper> mat(new MaterialHelper());
|
||||
std::auto_ptr<aiMaterial> mat(new aiMaterial());
|
||||
|
||||
FillMaterial(mat.get(),surf,conv);
|
||||
|
||||
|
|
|
@ -170,7 +170,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
|
|||
{
|
||||
// Update the material of the skybox - replace the name and disable shading for skyboxes.
|
||||
for (unsigned int i = 0; i < 6;++i) {
|
||||
MaterialHelper* out = ( MaterialHelper* ) (*(materials.end()-(6-i)));
|
||||
aiMaterial* out = ( aiMaterial* ) (*(materials.end()-(6-i)));
|
||||
|
||||
aiString s;
|
||||
s.length = ::sprintf( s.data, "SkyboxSide_%i",i );
|
||||
|
@ -246,7 +246,7 @@ void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
|
|||
if (UINT_MAX == defMatIdx)
|
||||
{
|
||||
defMatIdx = (unsigned int)materials.size();
|
||||
MaterialHelper* mat = new MaterialHelper();
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
|
||||
aiString s;
|
||||
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
|
@ -564,7 +564,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// This function is maybe more generic than we'd need it here
|
||||
void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
|
||||
void SetupMapping (aiMaterial* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
|
||||
{
|
||||
// Check whether there are texture properties defined - setup
|
||||
// the desired texture mapping mode for all of them and ignore
|
||||
|
@ -687,7 +687,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// often the case so we can simply extract it to a shared oacity
|
||||
// value.
|
||||
std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
|
||||
MaterialHelper* mat = (MaterialHelper*)src.first;
|
||||
aiMaterial* mat = (aiMaterial*)src.first;
|
||||
|
||||
if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
|
||||
{
|
||||
|
@ -757,7 +757,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
|
||||
// Now adjust this output material - if there is a first texture
|
||||
// set, setup spherical UV mapping around the Y axis.
|
||||
SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_SPHERE);
|
||||
SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_SPHERE);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -775,7 +775,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
|
||||
// Now adjust this output material - if there is a first texture
|
||||
// set, setup cubic UV mapping
|
||||
SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_BOX );
|
||||
SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX );
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -199,7 +199,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
// map (normal_..., parallax_...)
|
||||
// *********************************************************
|
||||
int idx = 1;
|
||||
MaterialHelper* mat = ( MaterialHelper* ) curMat;
|
||||
aiMaterial* mat = ( aiMaterial* ) curMat;
|
||||
|
||||
if (curMatFlags & AI_IRRMESH_MAT_lightmap){
|
||||
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_LIGHTMAP(0));
|
||||
|
@ -440,7 +440,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
|
||||
// Take the opacity value of the current material
|
||||
// from the common vertex color alpha
|
||||
MaterialHelper* mat = (MaterialHelper*)curMat;
|
||||
aiMaterial* mat = (aiMaterial*)curMat;
|
||||
mat->AddProperty(&curColors[0].a,1,AI_MATKEY_OPACITY);
|
||||
}
|
||||
}}
|
||||
|
|
|
@ -204,7 +204,7 @@ int ConvertMappingMode(const std::string& mode)
|
|||
// Parse a material from the XML file
|
||||
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
|
||||
{
|
||||
MaterialHelper* mat = new MaterialHelper();
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
aiColor4D clr;
|
||||
aiString s;
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ namespace Assimp {
|
|||
* std::vector and std::map in the public headers. Furthermore we are dropping
|
||||
* any STL interface problems caused by mismatching STL settings. All
|
||||
* size calculation are now done by us, not the app heap. */
|
||||
class ASSIMP_API ImporterPimpl
|
||||
class ImporterPimpl
|
||||
{
|
||||
public:
|
||||
|
||||
|
@ -120,7 +120,7 @@ struct BatchData;
|
|||
* could, this has not yet been implemented at the moment).
|
||||
*
|
||||
* @note The class may not be used by more than one thread*/
|
||||
class ASSIMP_API BatchLoader
|
||||
class BatchLoader
|
||||
{
|
||||
// friend of Importer
|
||||
|
||||
|
|
|
@ -58,7 +58,7 @@ namespace Assimp
|
|||
*
|
||||
* @note This step expects triagulated input data.
|
||||
*/
|
||||
class ASSIMP_API ImproveCacheLocalityProcess : public BaseProcess
|
||||
class ImproveCacheLocalityProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -46,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "BaseProcess.h"
|
||||
#include "../include/aiTypes.h"
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
|
@ -61,7 +59,7 @@ class JoinVerticesTest;
|
|||
* erases all but one of the copies. This usually reduces the number of vertices
|
||||
* in a mesh by a serious amount and is the standard form to render a mesh.
|
||||
*/
|
||||
class ASSIMP_API JoinVerticesProcess : public BaseProcess
|
||||
class ASSIMP_API_WINONLY JoinVerticesProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
// internal headers
|
||||
#include "LWOLoader.h"
|
||||
#include "MaterialSystem.h"
|
||||
#include "StringComparison.h"
|
||||
#include "SGSpatialSort.h"
|
||||
#include "ByteSwap.h"
|
||||
|
@ -404,7 +403,7 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
// The RemoveRedundantMaterials step will clean this up later
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = (unsigned int)mSurfaces->size()];
|
||||
for (unsigned int mat = 0; mat < pScene->mNumMaterials;++mat) {
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
pScene->mMaterials[mat] = pcMat;
|
||||
ConvertMaterial((*mSurfaces)[mat],pcMat);
|
||||
}
|
||||
|
|
|
@ -47,7 +47,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "LWOFileData.h"
|
||||
#include "BaseImporter.h"
|
||||
#include "MaterialSystem.h"
|
||||
|
||||
struct aiTexture;
|
||||
struct aiNode;
|
||||
|
@ -262,7 +261,7 @@ private:
|
|||
* @param in Input texture list
|
||||
* @param type Type identifier of the texture list
|
||||
*/
|
||||
bool HandleTextures(MaterialHelper* pcMat, const TextureList& in,
|
||||
bool HandleTextures(aiMaterial* pcMat, const TextureList& in,
|
||||
aiTextureType type);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -273,7 +272,7 @@ private:
|
|||
// -------------------------------------------------------------------
|
||||
/** Convert a LWO surface description to an ASSIMP material
|
||||
*/
|
||||
void ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat);
|
||||
void ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
|
|
@ -47,7 +47,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
// internal headers
|
||||
#include "LWOLoader.h"
|
||||
#include "MaterialSystem.h"
|
||||
#include "ByteSwap.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
@ -82,7 +81,7 @@ inline aiTextureMapMode GetMapMode(LWO::Texture::Wrap in)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
bool LWOImporter::HandleTextures(MaterialHelper* pcMat, const TextureList& in, aiTextureType type)
|
||||
bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTextureType type)
|
||||
{
|
||||
ai_assert(NULL != pcMat);
|
||||
|
||||
|
@ -265,7 +264,7 @@ bool LWOImporter::HandleTextures(MaterialHelper* pcMat, const TextureList& in, a
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat)
|
||||
void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
|
||||
{
|
||||
// copy the name of the surface
|
||||
aiString st;
|
||||
|
|
|
@ -69,7 +69,7 @@ namespace Assimp
|
|||
* The other weights on this bone are then renormalized to assure the sum weight
|
||||
* to be 1.
|
||||
*/
|
||||
class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess
|
||||
class LimitBoneWeightsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -44,7 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
/** @file Implementation of the MD2 importer class */
|
||||
#include "MD2Loader.h"
|
||||
#include "MaterialSystem.h"
|
||||
#include "ByteSwap.h"
|
||||
#include "MD2NormalTable.h" // shouldn't be included by other units
|
||||
|
||||
|
@ -221,7 +220,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
|
|||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
pScene->mMaterials = new aiMaterial*[1];
|
||||
pScene->mMaterials[0] = new MaterialHelper();
|
||||
pScene->mMaterials[0] = new aiMaterial();
|
||||
pScene->mNumMeshes = 1;
|
||||
pScene->mMeshes = new aiMesh*[1];
|
||||
|
||||
|
@ -278,7 +277,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
|
|||
// Not sure whether there are MD2 files without texture coordinates
|
||||
// NOTE: texture coordinates can be there without a texture,
|
||||
// but a texture can't be there without a valid UV channel
|
||||
MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
|
||||
aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
|
|
|
@ -51,7 +51,7 @@ struct aiNode;
|
|||
#include "MD2FileData.h"
|
||||
|
||||
namespace Assimp {
|
||||
class MaterialHelper;
|
||||
|
||||
|
||||
using namespace MD2;
|
||||
|
||||
|
|
|
@ -250,7 +250,7 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Convert Q3Shader to material
|
||||
void Q3Shader::ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBlock& shader)
|
||||
void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader)
|
||||
{
|
||||
ai_assert(NULL != out);
|
||||
|
||||
|
@ -877,7 +877,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
|||
else DefaultLogger::get()->warn("Unable to find shader record for " +without_ext );
|
||||
}
|
||||
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
|
|
@ -51,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "MD3FileData.h"
|
||||
namespace Assimp {
|
||||
class MaterialHelper;
|
||||
|
||||
|
||||
using namespace MD3;
|
||||
namespace Q3Shader {
|
||||
|
@ -191,7 +191,7 @@ bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
|
|||
* @param[out] out Material structure to be filled.
|
||||
* @param[in] shader Input shader
|
||||
*/
|
||||
void ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBlock& shader);
|
||||
void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Load a skin file
|
||||
|
|
|
@ -47,7 +47,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
|
||||
|
||||
// internal headers
|
||||
#include "MaterialSystem.h"
|
||||
#include "RemoveComments.h"
|
||||
#include "MD5Loader.h"
|
||||
#include "StringComparison.h"
|
||||
|
@ -507,7 +506,7 @@ void MD5Importer::LoadMD5MeshFile ()
|
|||
}
|
||||
|
||||
// generate a material for the mesh
|
||||
MaterialHelper* mat = new MaterialHelper();
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
pScene->mMaterials[n] = mat;
|
||||
|
||||
// insert the typical doom3 textures:
|
||||
|
|
|
@ -439,7 +439,7 @@ void MDCImporter::InternReadFile(
|
|||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
{
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
pScene->mMaterials[i] = pcMat;
|
||||
|
||||
const std::string& name = aszShaders[i];
|
||||
|
|
|
@ -763,7 +763,7 @@ struct IntMaterial_MDL7
|
|||
}
|
||||
|
||||
//! Material instance
|
||||
MaterialHelper* pcMat;
|
||||
aiMaterial* pcMat;
|
||||
|
||||
//! Old material indices
|
||||
unsigned int iOldMatIndices[2];
|
||||
|
@ -909,7 +909,7 @@ struct IntSharedData_MDL7
|
|||
std::vector<bool> abNeedMaterials;
|
||||
|
||||
//! List of all materials
|
||||
std::vector<MaterialHelper*> pcMats;
|
||||
std::vector<aiMaterial*> pcMats;
|
||||
|
||||
//! List of all bones
|
||||
IntBone_MDL7** apcOutBones;
|
||||
|
|
|
@ -494,12 +494,12 @@ void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
|
|||
|
||||
// allocate ONE material
|
||||
pScene->mMaterials = new aiMaterial*[1];
|
||||
pScene->mMaterials[0] = new MaterialHelper();
|
||||
pScene->mMaterials[0] = new aiMaterial();
|
||||
pScene->mNumMaterials = 1;
|
||||
|
||||
// setup the material's properties
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
MaterialHelper* const pcHelper = (MaterialHelper*)pScene->mMaterials[0];
|
||||
aiMaterial* const pcHelper = (aiMaterial*)pScene->mMaterials[0];
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
aiColor4D clr;
|
||||
|
@ -1268,7 +1268,7 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
|
|||
if (!bFound) {
|
||||
// build a new material ...
|
||||
MDL::IntMaterial_MDL7 sHelper;
|
||||
sHelper.pcMat = new MaterialHelper();
|
||||
sHelper.pcMat = new aiMaterial();
|
||||
sHelper.iOldMatIndices[0] = iMatIndex;
|
||||
sHelper.iOldMatIndices[1] = iMatIndex2;
|
||||
JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
|
||||
|
@ -1394,8 +1394,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
|
|||
// if we have absolutely no skin loaded we need to generate a default material
|
||||
if (sharedData.pcMats.empty()) {
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
sharedData.pcMats.push_back(new MaterialHelper());
|
||||
MaterialHelper* pcHelper = (MaterialHelper*)sharedData.pcMats[0];
|
||||
sharedData.pcMats.push_back(new aiMaterial());
|
||||
aiMaterial* pcHelper = (aiMaterial*)sharedData.pcMats[0];
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
aiColor3D clr;
|
||||
|
@ -1781,7 +1781,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
|
|||
const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
||||
const unsigned int iNumOutBones = pcHeader->bones_num;
|
||||
|
||||
for (std::vector<MaterialHelper*>::size_type i = 0; i < shared.pcMats.size();++i) {
|
||||
for (std::vector<aiMaterial*>::size_type i = 0; i < shared.pcMats.size();++i) {
|
||||
if (!splitGroupData.aiSplit[i]->empty()) {
|
||||
|
||||
// allocate the output mesh
|
||||
|
@ -1895,15 +1895,15 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Join to materials
|
||||
void MDLImporter::JoinSkins_3DGS_MDL7(
|
||||
MaterialHelper* pcMat1,
|
||||
MaterialHelper* pcMat2,
|
||||
MaterialHelper* pcMatOut)
|
||||
aiMaterial* pcMat1,
|
||||
aiMaterial* pcMat2,
|
||||
aiMaterial* pcMatOut)
|
||||
{
|
||||
ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
|
||||
|
||||
// first create a full copy of the first skin property set
|
||||
// and assign it to the output material
|
||||
MaterialHelper::CopyPropertyList(pcMatOut,pcMat1);
|
||||
aiMaterial::CopyPropertyList(pcMatOut,pcMat1);
|
||||
|
||||
int iVal = 0;
|
||||
pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
|
||||
|
|
|
@ -53,7 +53,7 @@ struct aiNode;
|
|||
#include "HalfLifeFileData.h"
|
||||
|
||||
namespace Assimp {
|
||||
class MaterialHelper;
|
||||
|
||||
|
||||
using namespace MDL;
|
||||
|
||||
|
@ -253,7 +253,7 @@ protected:
|
|||
void ParseSkinLump_3DGS_MDL7(
|
||||
const unsigned char* szCurrent,
|
||||
const unsigned char** szCurrentOut,
|
||||
std::vector<MaterialHelper*>& pcMats);
|
||||
std::vector<aiMaterial*>& pcMats);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Parse a skin lump in a MDL7/HMP7 file with all of its features
|
||||
|
@ -268,7 +268,7 @@ protected:
|
|||
void ParseSkinLump_3DGS_MDL7(
|
||||
const unsigned char* szCurrent,
|
||||
const unsigned char** szCurrentOut,
|
||||
MaterialHelper* pcMatOut,
|
||||
aiMaterial* pcMatOut,
|
||||
unsigned int iType,
|
||||
unsigned int iWidth,
|
||||
unsigned int iHeight);
|
||||
|
@ -309,9 +309,9 @@ protected:
|
|||
* \param pcMat2 Second input material
|
||||
* \param pcMatOut Output material instance to be filled. Must be empty
|
||||
*/
|
||||
void JoinSkins_3DGS_MDL7(MaterialHelper* pcMat1,
|
||||
MaterialHelper* pcMat2,
|
||||
MaterialHelper* pcMatOut);
|
||||
void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
|
||||
aiMaterial* pcMat2,
|
||||
aiMaterial* pcMatOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Add a bone transformation key to an animation
|
||||
|
|
|
@ -475,7 +475,7 @@ void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
|
|||
void MDLImporter::ParseSkinLump_3DGS_MDL7(
|
||||
const unsigned char* szCurrent,
|
||||
const unsigned char** szCurrentOut,
|
||||
MaterialHelper* pcMatOut,
|
||||
aiMaterial* pcMatOut,
|
||||
unsigned int iType,
|
||||
unsigned int iWidth,
|
||||
unsigned int iHeight)
|
||||
|
@ -791,7 +791,7 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
|
|||
void MDLImporter::ParseSkinLump_3DGS_MDL7(
|
||||
const unsigned char* szCurrent,
|
||||
const unsigned char** szCurrentOut,
|
||||
std::vector<MaterialHelper*>& pcMats)
|
||||
std::vector<aiMaterial*>& pcMats)
|
||||
{
|
||||
ai_assert(NULL != szCurrent);
|
||||
ai_assert(NULL != szCurrentOut);
|
||||
|
@ -803,7 +803,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
|
|||
szCurrent += 12;
|
||||
|
||||
// allocate an output material
|
||||
MaterialHelper* pcMatOut = new MaterialHelper();
|
||||
aiMaterial* pcMatOut = new aiMaterial();
|
||||
pcMats.push_back(pcMatOut);
|
||||
|
||||
// skip length of file name
|
||||
|
|
|
@ -414,7 +414,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
|
|||
pScene->mMaterials = new aiMaterial*[materials.size()];
|
||||
for (size_t i = 0; i < materials.size(); ++i) {
|
||||
|
||||
MaterialHelper* mo = new MaterialHelper();
|
||||
aiMaterial* mo = new aiMaterial();
|
||||
pScene->mMaterials[pScene->mNumMaterials++] = mo;
|
||||
|
||||
const TempMaterial& mi = materials[i];
|
||||
|
|
|
@ -61,15 +61,12 @@ namespace Assimp {
|
|||
* The step has been added because it was required by the viewer, however
|
||||
* it has been moved to the main library since others might find it
|
||||
* useful, too. */
|
||||
class ASSIMP_API MakeVerboseFormatProcess : public BaseProcess
|
||||
class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
/** Constructor to be privately used by Importer, or by applications
|
||||
which know what they are doing if they modify the aiScene object */
|
||||
|
||||
MakeVerboseFormatProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~MakeVerboseFormatProcess();
|
||||
|
||||
public:
|
||||
|
|
|
@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "Hash.h"
|
||||
#include "fast_atof.h"
|
||||
#include "ParsingUtils.h"
|
||||
#include "MaterialSystem.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -353,7 +354,7 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construction. Actually the one and only way to get an aiMaterial instance
|
||||
MaterialHelper::MaterialHelper()
|
||||
aiMaterial::aiMaterial()
|
||||
{
|
||||
// Allocate 5 entries by default
|
||||
mNumProperties = 0;
|
||||
|
@ -361,39 +362,16 @@ MaterialHelper::MaterialHelper()
|
|||
mProperties = new aiMaterialProperty*[5];
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
MaterialHelper::~MaterialHelper()
|
||||
{
|
||||
_InternDestruct();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiMaterial::~aiMaterial()
|
||||
{
|
||||
// HACK (Aramis): This is safe: aiMaterial has a private constructor,
|
||||
// so instances must be created indirectly via MaterialHelper. We can't
|
||||
// use a virtual d'tor because we need to preserve binary compatibility
|
||||
// with good old C ...
|
||||
((MaterialHelper*)this)->_InternDestruct();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Manual destructor
|
||||
void MaterialHelper::_InternDestruct()
|
||||
{
|
||||
// First clean up all properties
|
||||
Clear();
|
||||
|
||||
// Then delete the array that stored them
|
||||
delete[] mProperties;
|
||||
AI_DEBUG_INVALIDATE_PTR(mProperties);
|
||||
|
||||
// Update members
|
||||
mNumAllocated = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void MaterialHelper::Clear()
|
||||
void aiMaterial::Clear()
|
||||
{
|
||||
for (unsigned int i = 0; i < mNumProperties;++i) {
|
||||
// delete this entry
|
||||
|
@ -406,29 +384,7 @@ void MaterialHelper::Clear()
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
uint32_t MaterialHelper::ComputeHash(bool includeMatName /*= false*/)
|
||||
{
|
||||
uint32_t hash = 1503; // magic start value, choosen to be my birthday :-)
|
||||
for (unsigned int i = 0; i < mNumProperties;++i) {
|
||||
aiMaterialProperty* prop;
|
||||
|
||||
// Exclude all properties whose first character is '?' from the hash
|
||||
// See doc for aiMaterialProperty.
|
||||
if ((prop = mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) {
|
||||
|
||||
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
|
||||
hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
|
||||
|
||||
// Combine the semantic and the index with the hash
|
||||
hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
|
||||
hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
|
||||
}
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
|
||||
aiReturn aiMaterial::RemoveProperty (const char* pKey,unsigned int type,
|
||||
unsigned int index
|
||||
)
|
||||
{
|
||||
|
@ -456,7 +412,7 @@ aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
|
||||
aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
|
||||
unsigned int pSizeInBytes,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
|
@ -526,7 +482,7 @@ aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiReturn MaterialHelper::AddProperty (const aiString* pInput,
|
||||
aiReturn aiMaterial::AddProperty (const aiString* pInput,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
|
@ -557,8 +513,30 @@ aiReturn MaterialHelper::AddProperty (const aiString* pInput,
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
|
||||
const MaterialHelper* pcSrc
|
||||
uint32_t Assimp :: ComputeMaterialHash(const aiMaterial* mat, bool includeMatName /*= false*/)
|
||||
{
|
||||
uint32_t hash = 1503; // magic start value, chosen to be my birthday :-)
|
||||
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
|
||||
aiMaterialProperty* prop;
|
||||
|
||||
// Exclude all properties whose first character is '?' from the hash
|
||||
// See doc for aiMaterialProperty.
|
||||
if ((prop = mat->mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) {
|
||||
|
||||
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
|
||||
hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
|
||||
|
||||
// Combine the semantic and the index with the hash
|
||||
hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
|
||||
hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
|
||||
}
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void aiMaterial::CopyPropertyList(aiMaterial* pcDest,
|
||||
const aiMaterial* pcSrc
|
||||
)
|
||||
{
|
||||
ai_assert(NULL != pcDest);
|
||||
|
|
|
@ -39,208 +39,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
*/
|
||||
|
||||
/** @file MaterialSystem.h
|
||||
* Definition of the #MaterialHelper utility class.
|
||||
* Now that #MaterialHelper is gone, this file only contains some
|
||||
* internal material utility functions.
|
||||
*/
|
||||
#ifndef AI_MATERIALSYSTEM_H_INC
|
||||
#define AI_MATERIALSYSTEM_H_INC
|
||||
|
||||
#include "../include/aiMaterial.h"
|
||||
namespace Assimp {
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
/** Internal material helper class deriving from aiMaterial.
|
||||
// ------------------------------------------------------------------------------
|
||||
/** Computes a hash (hopefully unique) from all material properties
|
||||
* The hash value reflects the current property state, so if you add any
|
||||
* property and call this method again, the resulting hash value will be
|
||||
* different. The hash is not persistent across different builds and platforms.
|
||||
*
|
||||
* Intended to be used to fill an aiMaterial structure more easily.
|
||||
* @param includeMatName Set to 'true' to take all properties with
|
||||
* '?' as initial character in their name into account.
|
||||
* Currently #AI_MATKEY_NAME is the only example.
|
||||
* @return 32 Bit jash value for the material
|
||||
*/
|
||||
class ASSIMP_API MaterialHelper : public ::aiMaterial
|
||||
{
|
||||
public:
|
||||
|
||||
// Construction and destruction
|
||||
MaterialHelper();
|
||||
~MaterialHelper();
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** @brief Add a property with a given key and type info to the material
|
||||
* structure
|
||||
*
|
||||
* @param pInput Pointer to input data
|
||||
* @param pSizeInBytes Size of input data
|
||||
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
|
||||
* @param type Set by the AI_MATKEY_XXX macro
|
||||
* @param index Set by the AI_MATKEY_XXX macro
|
||||
* @param pType Type information hint
|
||||
*/
|
||||
aiReturn AddBinaryProperty (const void* pInput,
|
||||
unsigned int pSizeInBytes,
|
||||
const char* pKey,
|
||||
unsigned int type ,
|
||||
unsigned int index ,
|
||||
aiPropertyTypeInfo pType);
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** @brief Add a string property with a given key and type info to the
|
||||
* material structure
|
||||
*
|
||||
* @param pInput Input string
|
||||
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
|
||||
* @param type Set by the AI_MATKEY_XXX macro
|
||||
* @param index Set by the AI_MATKEY_XXX macro
|
||||
*/
|
||||
aiReturn AddProperty (const aiString* pInput,
|
||||
const char* pKey,
|
||||
unsigned int type = 0,
|
||||
unsigned int index = 0);
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** @brief Add a property with a given key to the material structure
|
||||
* @param pInput Pointer to the input data
|
||||
* @param pNumValues Number of values in the array
|
||||
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
|
||||
* @param type Set by the AI_MATKEY_XXX macro
|
||||
* @param index Set by the AI_MATKEY_XXX macro
|
||||
*/
|
||||
template<class TYPE>
|
||||
aiReturn AddProperty (const TYPE* pInput,
|
||||
unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type = 0,
|
||||
unsigned int index = 0);
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** @brief Remove a given key from the list.
|
||||
*
|
||||
* The function fails if the key isn't found
|
||||
* @param pKey Key to be deleted
|
||||
*/
|
||||
aiReturn RemoveProperty (const char* pKey,
|
||||
unsigned int type = 0,
|
||||
unsigned int index = 0);
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** @brief Removes all properties from the material.
|
||||
*
|
||||
* The data array remains allocated so adding new properties is quite fast.
|
||||
*/
|
||||
void Clear();
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** Computes a hash (hopefully unique) from all material properties
|
||||
* The hash value reflects the current property state, so if you add any
|
||||
* proprty and call this method again, the resulting hash value will be
|
||||
* different.
|
||||
*
|
||||
* @param includeMatName Set to 'true' to take all properties with
|
||||
* '?' as initial character in their name into account.
|
||||
* Currently #AI_MATKEY_NAME is the only example.
|
||||
* @return Unique hash
|
||||
*/
|
||||
uint32_t ComputeHash(bool includeMatName = false);
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
/** Copy the property list of a material
|
||||
* @param pcDest Destination material
|
||||
* @param pcSrc Source material
|
||||
*/
|
||||
static void CopyPropertyList(MaterialHelper* pcDest,
|
||||
const MaterialHelper* pcSrc);
|
||||
|
||||
public:
|
||||
// For internal use. That's why it's public.
|
||||
void _InternDestruct();
|
||||
};
|
||||
uint32_t ComputeMaterialHash(const aiMaterial* mat, bool includeMatName = false);
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<class TYPE>
|
||||
aiReturn MaterialHelper::AddProperty (const TYPE* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(TYPE),
|
||||
pKey,type,index,aiPTI_Buffer);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<float> (const float* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(float),
|
||||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<aiUVTransform> (const aiUVTransform* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(aiUVTransform),
|
||||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<aiColor4D> (const aiColor4D* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(aiColor4D),
|
||||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<aiColor3D> (const aiColor3D* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(aiColor3D),
|
||||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<aiVector3D> (const aiVector3D* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(aiVector3D),
|
||||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<int> (const int* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(int),
|
||||
pKey,type,index,aiPTI_Integer);
|
||||
}
|
||||
} // ! namespace Assimp
|
||||
|
||||
#endif //!! AI_MATERIALSYSTEM_H_INC
|
||||
|
|
|
@ -1195,7 +1195,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// generate a material for the mesh
|
||||
MaterialHelper* pcMat = (MaterialHelper*)(pScene->mMaterials[m] = new MaterialHelper());
|
||||
aiMaterial* pcMat = (aiMaterial*)(pScene->mMaterials[m] = new aiMaterial());
|
||||
|
||||
mesh->mMaterialIndex = m++;
|
||||
|
||||
|
|
|
@ -198,7 +198,7 @@ void OFFImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// generate a default material
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
|
||||
aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
|
||||
pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace Assimp
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
/** Helper class to export a given scene to an OBJ file. */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
class ASSIMP_API ObjExporter
|
||||
class ObjExporter
|
||||
{
|
||||
public:
|
||||
/// Constructor for a specific scene to export
|
||||
|
|
|
@ -415,7 +415,7 @@ void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pSc
|
|||
pScene->mMaterials = new aiMaterial*[ numMaterials ];
|
||||
for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
|
||||
{
|
||||
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
|
||||
// Store material name
|
||||
std::map<std::string, ObjFile::Material*>::const_iterator it;
|
||||
|
|
|
@ -71,7 +71,7 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|||
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
||||
(void)m_CurrentScene;
|
||||
|
||||
MaterialHelper *NewMaterial=new MaterialHelper();
|
||||
aiMaterial *NewMaterial=new aiMaterial();
|
||||
|
||||
aiString ts(MaterialName.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
|
||||
|
|
|
@ -61,7 +61,7 @@ namespace Assimp {
|
|||
* @see aiProcess_OptimizeGraph for a detailed description of the
|
||||
* algorithm being applied.
|
||||
*/
|
||||
class ASSIMP_API OptimizeGraphProcess : public BaseProcess
|
||||
class OptimizeGraphProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ namespace Assimp {
|
|||
*
|
||||
* @note Instanced meshes are currently not processed.
|
||||
*/
|
||||
class ASSIMP_API OptimizeMeshesProcess : public BaseProcess
|
||||
class OptimizeMeshesProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
// internal headers
|
||||
#include "PlyLoader.h"
|
||||
#include "MaterialSystem.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -188,7 +187,7 @@ void PLYImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// now load a list of all materials
|
||||
std::vector<MaterialHelper*> avMaterials;
|
||||
std::vector<aiMaterial*> avMaterials;
|
||||
LoadMaterial(&avMaterials);
|
||||
|
||||
// now load a list of all vertex color channels
|
||||
|
@ -241,7 +240,7 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
|
|||
const std::vector<aiVector3D>* avNormals,
|
||||
const std::vector<aiColor4D>* avColors,
|
||||
const std::vector<aiVector2D>* avTexCoords,
|
||||
const std::vector<MaterialHelper*>* avMaterials,
|
||||
const std::vector<aiMaterial*>* avMaterials,
|
||||
std::vector<aiMesh*>* avOut)
|
||||
{
|
||||
ai_assert(NULL != avFaces);
|
||||
|
@ -327,7 +326,7 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Generate a default material if none was specified and apply it to all vanilla faces
|
||||
void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
|
||||
std::vector<MaterialHelper*>* avMaterials)
|
||||
std::vector<aiMaterial*>* avMaterials)
|
||||
{
|
||||
bool bNeedDefaultMat = false;
|
||||
|
||||
|
@ -344,7 +343,7 @@ void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
|
|||
|
||||
if (bNeedDefaultMat) {
|
||||
// generate a default material
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
|
||||
// fill in a default material
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
|
@ -869,7 +868,7 @@ void PLYImporter::GetMaterialColor(const std::vector<PLY::PropertyInstance>& avL
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Extract a material from the PLY DOM
|
||||
void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
|
||||
void PLYImporter::LoadMaterial(std::vector<aiMaterial*>* pvOut)
|
||||
{
|
||||
ai_assert(NULL != pvOut);
|
||||
|
||||
|
@ -997,7 +996,7 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
|
|||
if (NULL != pcList) {
|
||||
for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
|
||||
aiColor4D clrOut;
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
|
||||
// build the diffuse material color
|
||||
GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
|
||||
|
|
|
@ -52,7 +52,7 @@ struct aiNode;
|
|||
#include "PlyParser.h"
|
||||
|
||||
namespace Assimp {
|
||||
class MaterialHelper;
|
||||
|
||||
|
||||
using namespace PLY;
|
||||
|
||||
|
@ -117,14 +117,14 @@ protected:
|
|||
// -------------------------------------------------------------------
|
||||
/** Extract a material list from the DOM
|
||||
*/
|
||||
void LoadMaterial(std::vector<MaterialHelper*>* pvOut);
|
||||
void LoadMaterial(std::vector<aiMaterial*>* pvOut);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validate material indices, replace default material identifiers
|
||||
*/
|
||||
void ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
|
||||
std::vector<MaterialHelper*>* avMaterials);
|
||||
std::vector<aiMaterial*>* avMaterials);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -135,7 +135,7 @@ protected:
|
|||
const std::vector<aiVector3D>* avNormals,
|
||||
const std::vector<aiColor4D>* avColors,
|
||||
const std::vector<aiVector2D>* avTexCoords,
|
||||
const std::vector<MaterialHelper*>* avMaterials,
|
||||
const std::vector<aiMaterial*>* avMaterials,
|
||||
std::vector<aiMesh*>* avOut);
|
||||
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ namespace Assimp {
|
|||
* and removes the whole graph. The output is a list of meshes, one for
|
||||
* each material.
|
||||
*/
|
||||
class ASSIMP_API PretransformVertices : public BaseProcess
|
||||
class PretransformVertices : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -481,7 +481,7 @@ void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScen
|
|||
}
|
||||
|
||||
aiMatName.Set( matName );
|
||||
Assimp::MaterialHelper *pMatHelper = new Assimp::MaterialHelper;
|
||||
aiMaterial *pMatHelper = new aiMaterial;
|
||||
pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
|
||||
|
||||
extractIds( matName, textureId, lightmapId );
|
||||
|
@ -623,7 +623,7 @@ aiFace *Q3BSPFileImporter::getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx )
|
|||
// Imports a texture file.
|
||||
bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel,
|
||||
Q3BSP::Q3BSPZipArchive *pArchive, aiScene* /*pScene*/,
|
||||
Assimp::MaterialHelper *pMatHelper, int textureId )
|
||||
aiMaterial *pMatHelper, int textureId )
|
||||
{
|
||||
std::vector<std::string> supportedExtensions;
|
||||
supportedExtensions.push_back( ".jpg" );
|
||||
|
@ -690,7 +690,7 @@ bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *pMode
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports a light map file.
|
||||
bool Q3BSPFileImporter::importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
|
||||
Assimp::MaterialHelper *pMatHelper, int lightmapId )
|
||||
aiMaterial *pMatHelper, int lightmapId )
|
||||
{
|
||||
if ( NULL == pModel || NULL == pScene || NULL == pMatHelper )
|
||||
{
|
||||
|
|
|
@ -95,8 +95,8 @@ private:
|
|||
void createMaterialMap( const Q3BSP::Q3BSPModel *pModel);
|
||||
aiFace *getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx );
|
||||
bool importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel, Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene,
|
||||
Assimp::MaterialHelper *pMatHelper, int textureId );
|
||||
bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Assimp::MaterialHelper *pMatHelper, int lightmapId );
|
||||
aiMaterial *pMatHelper, int textureId );
|
||||
bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiMaterial *pMatHelper, int lightmapId );
|
||||
bool importEntities( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene );
|
||||
bool expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename, const std::vector<std::string> &rExtList,
|
||||
std::string &rFile, std::string &rExt );
|
||||
|
|
|
@ -433,7 +433,7 @@ outer:
|
|||
|
||||
// Allocate a mesh and a material
|
||||
aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
|
||||
MaterialHelper* mat = new MaterialHelper();
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
pScene->mMaterials[real] = mat;
|
||||
|
||||
mesh->mMaterialIndex = real;
|
||||
|
|
|
@ -290,7 +290,7 @@ void RAWImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// generate a material for the mesh
|
||||
MaterialHelper* mat = new MaterialHelper();
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
|
||||
aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
|
||||
if ("%default%" == (*it2).name) // a gray default material
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace Assimp {
|
|||
* to those in C or C++ so this code has been moved to a separate
|
||||
* module.
|
||||
*/
|
||||
class ASSIMP_API CommentRemover
|
||||
class CommentRemover
|
||||
{
|
||||
// class cannot be instanced
|
||||
CommentRemover() {}
|
||||
|
|
|
@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "RemoveRedundantMaterials.h"
|
||||
#include "ParsingUtils.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include "MaterialSystem.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -114,7 +115,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|||
// Our brilliant 'salt': A single material property with ~ as first
|
||||
// character to mark it as internal and temporary.
|
||||
const int dummy = 1;
|
||||
((MaterialHelper*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
|
||||
((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
|
||||
|
||||
// Keep this material even if no mesh references it
|
||||
abReferenced[i] = true;
|
||||
|
@ -144,7 +145,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|||
continue;
|
||||
}
|
||||
|
||||
uint32_t me = aiHashes[i] = ((MaterialHelper*)pScene->mMaterials[i])->ComputeHash();
|
||||
uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
|
||||
for (unsigned int a = 0; a < i;++a)
|
||||
{
|
||||
if (abReferenced[a] && me == aiHashes[a]) {
|
||||
|
@ -175,7 +176,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|||
{
|
||||
aiString sz;
|
||||
sz.length = ::sprintf(sz.data,"JoinedMaterial_#%i",p);
|
||||
((MaterialHelper*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
|
||||
((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
|
||||
}
|
||||
else ppcMaterials[idx] = pScene->mMaterials[p];
|
||||
}
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace Assimp {
|
|||
/** RemoveRedundantMatsProcess: Postprocessing steo to remove redundant
|
||||
* materials from the imported scene.
|
||||
*/
|
||||
class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess
|
||||
class RemoveRedundantMatsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -167,7 +167,7 @@ void RemoveVCProcess::Execute( aiScene* pScene)
|
|||
delete pScene->mMaterials[i];
|
||||
|
||||
pScene->mNumMaterials = 1;
|
||||
MaterialHelper* helper = (MaterialHelper*) pScene->mMaterials[0];
|
||||
aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
|
||||
ai_assert(NULL != helper);
|
||||
helper->Clear();
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace Assimp {
|
|||
/** RemoveVCProcess: Class to exclude specific parts of the data structure
|
||||
* from further processing by removing them,
|
||||
*/
|
||||
class ASSIMP_API RemoveVCProcess : public BaseProcess
|
||||
class RemoveVCProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -625,7 +625,7 @@ void SMDImporter::CreateOutputMaterials()
|
|||
|
||||
for (unsigned int iMat = 0; iMat < pScene->mNumMaterials;++iMat)
|
||||
{
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
pScene->mMaterials[iMat] = pcMat;
|
||||
|
||||
aiString szName;
|
||||
|
@ -645,7 +645,7 @@ void SMDImporter::CreateOutputMaterials()
|
|||
{
|
||||
pScene->mNumMaterials = 1;
|
||||
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
pScene->mMaterials[0] = pcHelper;
|
||||
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
|
|
|
@ -60,7 +60,7 @@ struct aiNode;
|
|||
#include <vector>
|
||||
|
||||
namespace Assimp {
|
||||
class MaterialHelper;
|
||||
|
||||
|
||||
namespace SMD {
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace Assimp
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
/** Helper class to export a given scene to a STL file. */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
class ASSIMP_API STLExporter
|
||||
class STLExporter
|
||||
{
|
||||
public:
|
||||
/// Constructor for a specific scene to export
|
||||
|
|
|
@ -143,7 +143,7 @@ void STLImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// create a single default material - everything white, as we have vertex colors
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
aiString s;
|
||||
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
||||
|
|
|
@ -245,7 +245,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
|
||||
if (srcList.empty()) {
|
||||
if (*_dest) {
|
||||
(*_dest)->~aiScene();
|
||||
SceneCombiner::CopySceneFlat(_dest,master);
|
||||
}
|
||||
else *_dest = master;
|
||||
|
@ -253,6 +252,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
}
|
||||
if (*_dest) {
|
||||
(*_dest)->~aiScene();
|
||||
new (*_dest) aiScene();
|
||||
}
|
||||
else *_dest = new aiScene();
|
||||
|
||||
|
@ -910,7 +910,10 @@ inline void GetArrayCopy (Type*& dest, unsigned int num )
|
|||
void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src)
|
||||
{
|
||||
// reuse the old scene or allocate a new?
|
||||
if (*_dest)(*_dest)->~aiScene();
|
||||
if (*_dest) {
|
||||
(*_dest)->~aiScene();
|
||||
new (*_dest) aiScene();
|
||||
}
|
||||
else *_dest = new aiScene();
|
||||
|
||||
::memcpy(*_dest,src,sizeof(aiScene));
|
||||
|
@ -1008,7 +1011,7 @@ void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src)
|
|||
{
|
||||
ai_assert(NULL != _dest && NULL != src);
|
||||
|
||||
MaterialHelper* dest = (MaterialHelper*) ( *_dest = new MaterialHelper() );
|
||||
aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
|
||||
dest->mNumAllocated = src->mNumAllocated;
|
||||
dest->mNumProperties = src->mNumProperties;
|
||||
dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
|
||||
|
|
|
@ -178,7 +178,7 @@ struct SceneHelper
|
|||
* The class is currently being used by various postprocessing steps
|
||||
* and loaders (ie. LWS).
|
||||
*/
|
||||
class ASSIMP_API SceneCombiner
|
||||
class SceneCombiner
|
||||
{
|
||||
// class cannot be instanced
|
||||
SceneCombiner() {}
|
||||
|
|
|
@ -64,7 +64,7 @@ void ScenePreprocessor::ProcessScene ()
|
|||
// Generate a default material if none was specified
|
||||
if (!scene->mNumMaterials && scene->mNumMeshes) {
|
||||
scene->mMaterials = new aiMaterial*[2];
|
||||
MaterialHelper* helper;
|
||||
aiMaterial* helper;
|
||||
|
||||
aiString name;
|
||||
|
||||
|
@ -76,7 +76,7 @@ void ScenePreprocessor::ProcessScene ()
|
|||
|
||||
if (mat0 == UINT_MAX) {
|
||||
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
|
||||
name.Set("$texture.png");
|
||||
helper->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
|
@ -91,7 +91,7 @@ void ScenePreprocessor::ProcessScene ()
|
|||
else {
|
||||
if (mat1 == UINT_MAX) {
|
||||
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
|
||||
aiColor3D clr(0.6f,0.6f,0.6f);
|
||||
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace Assimp {
|
|||
* importer, such as aiMesh::mPrimitiveTypes.
|
||||
*/
|
||||
// ----------------------------------------------------------------------------------
|
||||
class ASSIMP_API ScenePreprocessor
|
||||
class ScenePreprocessor
|
||||
{
|
||||
// Make ourselves a friend of the corresponding test unit.
|
||||
friend class ::ScenePreprocessorTest;
|
||||
|
|
|
@ -253,7 +253,7 @@ aiMesh* SkeletonMeshBuilder::CreateMesh()
|
|||
// Creates a dummy material and returns it.
|
||||
aiMaterial* SkeletonMeshBuilder::CreateMaterial()
|
||||
{
|
||||
Assimp::MaterialHelper* matHelper = new Assimp::MaterialHelper;
|
||||
aiMaterial* matHelper = new aiMaterial;
|
||||
|
||||
// Name
|
||||
aiString matName( std::string( "SkeletonMaterial"));
|
||||
|
|
|
@ -62,7 +62,7 @@ namespace Assimp {
|
|||
* the resembles the node hierarchy. This is useful for file formats
|
||||
* that don't carry any mesh data but only animation data.
|
||||
*/
|
||||
class ASSIMP_API SkeletonMeshBuilder
|
||||
class SkeletonMeshBuilder
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace Assimp {
|
|||
* A mesh with 5 lines, 3 points and 145 triangles would be split in 3
|
||||
* submeshes.
|
||||
*/
|
||||
class ASSIMP_API SortByPTypeProcess : public BaseProcess
|
||||
class SortByPTypeProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ namespace Assimp
|
|||
* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
|
||||
* so that it avoids common planes in usual data sets. */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
class ASSIMP_API SpatialSort
|
||||
class SpatialSort
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ namespace Assimp
|
|||
* Applied BEFORE the JoinVertices-Step occurs.
|
||||
* Returns NON-UNIQUE vertices, splits by bone count.
|
||||
*/
|
||||
class ASSIMP_API SplitByBoneCountProcess : public BaseProcess
|
||||
class SplitByBoneCountProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -81,7 +81,7 @@ class SplitLargeMeshesProcess_Vertex;
|
|||
* Applied BEFORE the JoinVertices-Step occurs.
|
||||
* Returns NON-UNIQUE vertices, splits by triangle number.
|
||||
*/
|
||||
class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
|
||||
class SplitLargeMeshesProcess_Triangle : public BaseProcess
|
||||
{
|
||||
friend class SplitLargeMeshesProcess_Vertex;
|
||||
|
||||
|
@ -149,7 +149,7 @@ public:
|
|||
* Applied AFTER the JoinVertices-Step occurs.
|
||||
* Returns UNIQUE vertices, splits by vertex number.
|
||||
*/
|
||||
class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
|
||||
class SplitLargeMeshesProcess_Vertex : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace Assimp {
|
|||
/** \brief Helper class to generate vertex buffers for standard geometric
|
||||
* shapes, such as cylinders, cones, boxes, spheres, elipsoids ... .
|
||||
*/
|
||||
class ASSIMP_API StandardShapes
|
||||
class StandardShapes
|
||||
{
|
||||
// class cannot be instanced
|
||||
StandardShapes() {}
|
||||
|
|
|
@ -47,7 +47,7 @@ namespace Assimp {
|
|||
/** Helper class to evaluate subdivision surfaces. Different algorithms
|
||||
* are provided for choice. */
|
||||
// ------------------------------------------------------------------------------
|
||||
class ASSIMP_API Subdivider
|
||||
class Subdivider
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace Assimp {
|
|||
* Missing tracks are interpolated. This is a helper class for
|
||||
* TargetAnimationHelper, but it can be freely used for other purposes.
|
||||
*/
|
||||
class ASSIMP_API KeyIterator
|
||||
class KeyIterator
|
||||
{
|
||||
public:
|
||||
|
||||
|
@ -126,7 +126,7 @@ private:
|
|||
* channel for the camera/spot light itself and a separate position
|
||||
* animation channels specifying the position of the camera/spot light
|
||||
* look-at target */
|
||||
class ASSIMP_API TargetAnimationHelper
|
||||
class TargetAnimationHelper
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -236,7 +236,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
|
|||
// Setup a shortcut structure to allow for a fast updating
|
||||
// of the UV index later
|
||||
TTUpdateInfo update;
|
||||
update.mat = (MaterialHelper*) mat;
|
||||
update.mat = (aiMaterial*) mat;
|
||||
update.semantic = prop->mSemantic;
|
||||
update.index = prop->mIndex;
|
||||
|
||||
|
|
|
@ -72,7 +72,7 @@ struct TTUpdateInfo
|
|||
unsigned int* directShortcut;
|
||||
|
||||
//! Material
|
||||
MaterialHelper *mat;
|
||||
aiMaterial *mat;
|
||||
|
||||
//! Texture type and index
|
||||
unsigned int semantic, index;
|
||||
|
@ -188,7 +188,7 @@ struct STransformVecInfo : public aiUVTransform
|
|||
/** Helper step to compute final UV coordinate sets if there are scalings
|
||||
* or rotations in the original data read from the file.
|
||||
*/
|
||||
class ASSIMP_API TextureTransformStep : public BaseProcess
|
||||
class TextureTransformStep : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -57,7 +57,7 @@ namespace Assimp
|
|||
* into triangles. You usually want this to happen because the graphics cards
|
||||
* need their data as triangles.
|
||||
*/
|
||||
class ASSIMP_API TriangulateProcess : public BaseProcess
|
||||
class TriangulateProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
|
@ -350,7 +350,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
nd->mMeshes[i] = i;
|
||||
|
||||
// create materials, too
|
||||
MaterialHelper* mat = new MaterialHelper();
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
pScene->mMaterials[i] = mat;
|
||||
|
||||
// all white by default - texture rulez
|
||||
|
|
|
@ -62,7 +62,7 @@ namespace Assimp {
|
|||
/** Validates the whole ASSIMP scene data structure for correctness.
|
||||
* ImportErrorException is thrown of the scene is corrupt.*/
|
||||
// --------------------------------------------------------------------------------------
|
||||
class ASSIMP_API ValidateDSProcess : public BaseProcess
|
||||
class ValidateDSProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue