diff --git a/code/FBXConverter.cpp b/code/FBXConverter.cpp index 701bd0562..45ef37ba0 100644 --- a/code/FBXConverter.cpp +++ b/code/FBXConverter.cpp @@ -73,7 +73,7 @@ using namespace Util; #define CONVERT_FBX_TIME(time) static_cast(time) / 46186158000L -Converter::Converter( aiScene* out, const Document& doc ) +FBXConverter::FBXConverter( aiScene* out, const Document& doc ) : defaultMaterialIndex() , out( out ) , doc( doc ) { @@ -114,7 +114,7 @@ Converter::Converter( aiScene* out, const Document& doc ) } -Converter::~Converter() { +FBXConverter::~FBXConverter() { std::for_each( meshes.begin(), meshes.end(), Util::delete_fun() ); std::for_each( materials.begin(), materials.end(), Util::delete_fun() ); std::for_each( animations.begin(), animations.end(), Util::delete_fun() ); @@ -123,7 +123,7 @@ Converter::~Converter() { std::for_each( textures.begin(), textures.end(), Util::delete_fun() ); } -void Converter::ConvertRootNode() { +void FBXConverter::ConvertRootNode() { out->mRootNode = new aiNode(); out->mRootNode->mName.Set( "RootNode" ); @@ -131,7 +131,7 @@ void Converter::ConvertRootNode() { ConvertNodes( 0L, *out->mRootNode ); } -void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) { +void FBXConverter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) { const std::vector& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" ); std::vector nodes; @@ -282,7 +282,7 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa } -void Converter::ConvertLights( const Model& model, const std::string &orig_name ) { +void FBXConverter::ConvertLights( const Model& model, const std::string &orig_name ) { const std::vector& node_attrs = model.GetAttributes(); for( const NodeAttribute* attr : node_attrs ) { const Light* const light = dynamic_cast( attr ); @@ -292,7 +292,7 @@ void Converter::ConvertLights( const Model& model, const std::string &orig_name } } -void Converter::ConvertCameras( const Model& model, const std::string &orig_name ) { +void FBXConverter::ConvertCameras( const Model& model, const std::string &orig_name ) { const std::vector& node_attrs = model.GetAttributes(); for( const NodeAttribute* attr : node_attrs ) { const Camera* const cam = dynamic_cast( attr ); @@ -302,7 +302,7 @@ void Converter::ConvertCameras( const Model& model, const std::string &orig_name } } -void Converter::ConvertLight( const Light& light, const std::string &orig_name ) { +void FBXConverter::ConvertLight( const Light& light, const std::string &orig_name ) { lights.push_back( new aiLight() ); aiLight* const out_light = lights.back(); @@ -379,7 +379,7 @@ void Converter::ConvertLight( const Light& light, const std::string &orig_name ) } } -void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name ) +void FBXConverter::ConvertCamera( const Camera& cam, const std::string &orig_name ) { cameras.push_back( new aiCamera() ); aiCamera* const out_camera = cameras.back(); @@ -398,7 +398,7 @@ void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name ) out_camera->mClipPlaneFar = cam.FarPlane(); } -void Converter::GetUniqueName( const std::string &name, std::string &uniqueName ) +void FBXConverter::GetUniqueName( const std::string &name, std::string &uniqueName ) { int i = 0; uniqueName = name; @@ -413,7 +413,7 @@ void Converter::GetUniqueName( const std::string &name, std::string &uniqueName } -const char* Converter::NameTransformationComp( TransformationComp comp ) +const char* FBXConverter::NameTransformationComp( TransformationComp comp ) { switch ( comp ) { @@ -460,7 +460,7 @@ const char* Converter::NameTransformationComp( TransformationComp comp ) return NULL; } -const char* Converter::NameTransformationCompProperty( TransformationComp comp ) +const char* FBXConverter::NameTransformationCompProperty( TransformationComp comp ) { switch ( comp ) { @@ -506,14 +506,14 @@ const char* Converter::NameTransformationCompProperty( TransformationComp comp ) return NULL; } -aiVector3D Converter::TransformationCompDefaultValue( TransformationComp comp ) +aiVector3D FBXConverter::TransformationCompDefaultValue( TransformationComp comp ) { // XXX a neat way to solve the never-ending special cases for scaling // would be to do everything in log space! return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D(); } -void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out ) +void FBXConverter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out ) { if ( mode == Model::RotOrder_SphericXYZ ) { FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" ); @@ -603,7 +603,7 @@ void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotat } } -bool Converter::NeedsComplexTransformationChain( const Model& model ) +bool FBXConverter::NeedsComplexTransformationChain( const Model& model ) { const PropertyTable& props = model.Props(); bool ok; @@ -634,12 +634,12 @@ bool Converter::NeedsComplexTransformationChain( const Model& model ) return false; } -std::string Converter::NameTransformationChainNode( const std::string& name, TransformationComp comp ) +std::string FBXConverter::NameTransformationChainNode( const std::string& name, TransformationComp comp ) { return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp ); } -void Converter::GenerateTransformationNodeChain( const Model& model, std::vector& output_nodes, std::vector& post_output_nodes ) +void FBXConverter::GenerateTransformationNodeChain( const Model& model, std::vector& output_nodes, std::vector& post_output_nodes ) { const PropertyTable& props = model.Props(); const Model::RotOrder rot = model.RotationOrder(); @@ -811,7 +811,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector } } -void Converter::SetupNodeMetadata( const Model& model, aiNode& nd ) +void FBXConverter::SetupNodeMetadata( const Model& model, aiNode& nd ) { const PropertyTable& props = model.Props(); DirectPropertyMap unparsedProperties = props.GetUnparsedProperties(); @@ -848,7 +848,7 @@ void Converter::SetupNodeMetadata( const Model& model, aiNode& nd ) } } -void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform ) +void FBXConverter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform ) { const std::vector& geos = model.GetGeometry(); @@ -875,7 +875,7 @@ void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& } } -std::vector Converter::ConvertMesh( const MeshGeometry& mesh, const Model& model, +std::vector FBXConverter::ConvertMesh( const MeshGeometry& mesh, const Model& model, const aiMatrix4x4& node_global_transform, aiNode& nd) { std::vector temp; @@ -910,7 +910,7 @@ std::vector Converter::ConvertMesh( const MeshGeometry& mesh, cons return temp; } -aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd) +aiMesh* FBXConverter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd) { aiMesh* const out_mesh = new aiMesh(); meshes.push_back( out_mesh ); @@ -933,7 +933,7 @@ aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd) return out_mesh; } -unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model, +unsigned int FBXConverter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model, const aiMatrix4x4& node_global_transform, aiNode& nd) { const MatIndexArray& mindices = mesh.GetMaterialIndices(); @@ -1060,7 +1060,7 @@ unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, con return static_cast( meshes.size() - 1 ); } -std::vector Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, +std::vector FBXConverter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, const aiMatrix4x4& node_global_transform, aiNode& nd) { const MatIndexArray& mindices = mesh.GetMaterialIndices(); @@ -1080,7 +1080,7 @@ std::vector Converter::ConvertMeshMultiMaterial( const MeshGeometr return indices; } -unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, +unsigned int FBXConverter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, MatIndexArray::value_type index, const aiMatrix4x4& node_global_transform, aiNode& nd) @@ -1256,7 +1256,7 @@ unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, cons return static_cast( meshes.size() - 1 ); } -void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo, +void FBXConverter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo, const aiMatrix4x4& node_global_transform , unsigned int materialIndex, std::vector* outputVertStartIndices ) @@ -1361,7 +1361,7 @@ void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeome std::swap_ranges( bones.begin(), bones.end(), out->mBones ); } -void Converter::ConvertCluster( std::vector& bones, const Model& /*model*/, const Cluster& cl, +void FBXConverter::ConvertCluster( std::vector& bones, const Model& /*model*/, const Cluster& cl, std::vector& out_indices, std::vector& index_out_indices, std::vector& count_out_indices, @@ -1402,7 +1402,7 @@ void Converter::ConvertCluster( std::vector& bones, const Model& /*mode } } -void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo, +void FBXConverter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo, MatIndexArray::value_type materialIndex ) { // locate source materials for this mesh @@ -1424,7 +1424,7 @@ void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const M materials_converted[ mat ] = out->mMaterialIndex; } -unsigned int Converter::GetDefaultMaterial() +unsigned int FBXConverter::GetDefaultMaterial() { if ( defaultMaterialIndex ) { return defaultMaterialIndex - 1; @@ -1446,7 +1446,7 @@ unsigned int Converter::GetDefaultMaterial() } -unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh ) +unsigned int FBXConverter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh ) { const PropertyTable& props = material.Props(); @@ -1481,7 +1481,7 @@ unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeo return static_cast( materials.size() - 1 ); } -unsigned int Converter::ConvertVideo( const Video& video ) +unsigned int FBXConverter::ConvertVideo( const Video& video ) { // generate empty output texture aiTexture* out_tex = new aiTexture(); @@ -1511,7 +1511,7 @@ unsigned int Converter::ConvertVideo( const Video& video ) return static_cast( textures.size() - 1 ); } -aiString Converter::GetTexturePath(const Texture* tex) +aiString FBXConverter::GetTexturePath(const Texture* tex) { aiString path; path.Set(tex->RelativeFilename()); @@ -1551,7 +1551,7 @@ aiString Converter::GetTexturePath(const Texture* tex) return path; } -void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, +void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const std::string& propName, aiTextureType target, const MeshGeometry* const mesh ) { @@ -1669,7 +1669,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& } } -void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, +void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const std::string& propName, aiTextureType target, const MeshGeometry* const mesh ) { LayeredTextureMap::const_iterator it = layeredTextures.find( propName ); @@ -1792,7 +1792,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu } } -void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh ) +void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh ) { TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh ); @@ -1807,7 +1807,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& tex TrySetTextureProperties( out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh ); } -void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh ) +void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh ) { TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh ); @@ -1822,7 +1822,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh ); } -aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName, +aiColor3D FBXConverter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName, const std::string& factorName, bool& result, bool useTemplate ) { result = true; @@ -1847,13 +1847,13 @@ aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z ); } -aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName, +aiColor3D FBXConverter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName, bool& result ) { return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true ); } -aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::string& colorName, +aiColor3D FBXConverter::GetColorProperty( const PropertyTable& props, const std::string& colorName, bool& result, bool useTemplate ) { result = true; @@ -1866,7 +1866,7 @@ aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::st return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z ); } -void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props ) +void FBXConverter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props ) { // Set shading properties. // Modern FBX Files have two separate systems for defining these, @@ -1965,7 +1965,7 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT } -double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal ) +double FBXConverter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal ) { switch ( fp ) { case FileGlobalSettings::FrameRate_DEFAULT: @@ -2018,7 +2018,7 @@ double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double cu } -void Converter::ConvertAnimations() +void FBXConverter::ConvertAnimations() { // first of all determine framerate const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode(); @@ -2031,7 +2031,7 @@ void Converter::ConvertAnimations() } } -std::string Converter::FixNodeName( const std::string& name ) { +std::string FBXConverter::FixNodeName( const std::string& name ) { // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if // this causes ambiguities, well possible between empty identifiers, // such as "Model::" and ""). Make sure the behaviour is consistent @@ -2044,7 +2044,7 @@ std::string Converter::FixNodeName( const std::string& name ) { return name; } -void Converter::ConvertAnimationStack( const AnimationStack& st ) +void FBXConverter::ConvertAnimationStack( const AnimationStack& st ) { const AnimationLayerList& layers = st.Layers(); if ( layers.empty() ) { @@ -2186,7 +2186,7 @@ static void validateAnimCurveNodes( const std::vector #endif // ASSIMP_BUILD_DEBUG // ------------------------------------------------------------------------------------------------ -void Converter::GenerateNodeAnimations( std::vector& node_anims, +void FBXConverter::GenerateNodeAnimations( std::vector& node_anims, const std::string& fixed_name, const std::vector& curves, const LayerMap& layer_map, @@ -2420,7 +2420,7 @@ void Converter::GenerateNodeAnimations( std::vector& node_anims, node_anim_chain_bits[ fixed_name ] = flags; } -bool Converter::IsRedundantAnimationData( const Model& target, +bool FBXConverter::IsRedundantAnimationData( const Model& target, TransformationComp comp, const std::vector& curves ) { @@ -2466,7 +2466,7 @@ bool Converter::IsRedundantAnimationData( const Model& target, } -aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name, +aiNodeAnim* FBXConverter::GenerateRotationNodeAnim( const std::string& name, const Model& target, const std::vector& curves, const LayerMap& layer_map, @@ -2496,7 +2496,7 @@ aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name, return na.release(); } -aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name, +aiNodeAnim* FBXConverter::GenerateScalingNodeAnim( const std::string& name, const Model& /*target*/, const std::vector& curves, const LayerMap& layer_map, @@ -2527,7 +2527,7 @@ aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name, } -aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name, +aiNodeAnim* FBXConverter::GenerateTranslationNodeAnim( const std::string& name, const Model& /*target*/, const std::vector& curves, const LayerMap& layer_map, @@ -2564,7 +2564,7 @@ aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name, return na.release(); } -aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name, +aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim( const std::string& name, const Model& target, NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ], NodeMap::const_iterator iter_end, @@ -2700,7 +2700,7 @@ aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name, return na.release(); } -Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector& nodes, int64_t start, int64_t stop ) +FBXConverter::KeyFrameListList FBXConverter::GetKeyframeList( const std::vector& nodes, int64_t start, int64_t stop ) { KeyFrameListList inputs; inputs.reserve( nodes.size() * 3 ); @@ -2756,7 +2756,7 @@ Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector temp( new aiVectorKey[ keys.size() ] ); InterpolateKeys( temp.get(), keys, inputs, def_value, maxTime, minTime ); @@ -2899,7 +2899,7 @@ void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, con } } -void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale, +void FBXConverter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale, aiVectorKey* out_translation, const KeyFrameListList& scaling, const KeyFrameListList& translation, @@ -2957,7 +2957,7 @@ void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey } } -aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order ) +aiQuaternion FBXConverter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order ) { aiMatrix4x4 m; GetRotationMatrix( order, rot, m ); @@ -2965,7 +2965,7 @@ aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrde return aiQuaternion( aiMatrix3x3( m ) ); } -void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector& nodes, const LayerMap& /*layers*/, +void FBXConverter::ConvertScaleKeys( aiNodeAnim* na, const std::vector& nodes, const LayerMap& /*layers*/, int64_t start, int64_t stop, double& maxTime, double& minTime ) @@ -2985,7 +2985,7 @@ void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vectormScalingKeys, keys, inputs, aiVector3D( 1.0f, 1.0f, 1.0f ), maxTime, minTime ); } -void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector& nodes, +void FBXConverter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector& nodes, const LayerMap& /*layers*/, int64_t start, int64_t stop, double& maxTime, @@ -3003,7 +3003,7 @@ void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vectormPositionKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime ); } -void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector& nodes, +void FBXConverter::ConvertRotationKeys( aiNodeAnim* na, const std::vector& nodes, const LayerMap& /*layers*/, int64_t start, int64_t stop, double& maxTime, @@ -3023,7 +3023,7 @@ void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vectormMetaData->Set(index, "UnitScaleFactor", unitScalFactor); } -void Converter::TransferDataToScene() +void FBXConverter::TransferDataToScene() { ai_assert( !out->mMeshes ); ai_assert( !out->mNumMeshes ); @@ -3089,7 +3089,7 @@ void Converter::TransferDataToScene() // ------------------------------------------------------------------------------------------------ void ConvertToAssimpScene(aiScene* out, const Document& doc) { - Converter converter(out,doc); + FBXConverter converter(out,doc); } } // !FBX diff --git a/code/FBXConverter.h b/code/FBXConverter.h index b6654e378..ca8dcba2e 100644 --- a/code/FBXConverter.h +++ b/code/FBXConverter.h @@ -78,7 +78,7 @@ using NodeNameCache = std::set; void ConvertToAssimpScene(aiScene* out, const Document& doc); /** Dummy class to encapsulate the conversion process */ -class Converter { +class FBXConverter { public: /** * The different parts that make up the final local transformation of a fbx-node @@ -106,8 +106,8 @@ public: }; public: - Converter(aiScene* out, const Document& doc); - ~Converter(); + FBXConverter(aiScene* out, const Document& doc); + ~FBXConverter(); private: // ------------------------------------------------------------------------------------------------ diff --git a/include/assimp/anim.h b/include/assimp/anim.h index 1a2c11044..5ed51af0c 100644 --- a/include/assimp/anim.h +++ b/include/assimp/anim.h @@ -79,26 +79,27 @@ struct aiVectorKey /// @brief Construction from a given time and key value. aiVectorKey(double time, const aiVector3D& value) - : mTime (time) - , mValue (value) - {} + : mTime( time ) + , mValue( value ) { + // empty + } typedef aiVector3D elem_type; // Comparison operators. For use with std::find(); - bool operator == (const aiVectorKey& o) const { - return o.mValue == this->mValue; + bool operator == (const aiVectorKey& rhs) const { + return rhs.mValue == this->mValue; } - bool operator != (const aiVectorKey& o) const { - return o.mValue != this->mValue; + bool operator != (const aiVectorKey& rhs ) const { + return rhs.mValue != this->mValue; } // Relational operators. For use with std::sort(); - bool operator < (const aiVectorKey& o) const { - return mTime < o.mTime; + bool operator < (const aiVectorKey& rhs ) const { + return mTime < rhs.mTime; } - bool operator > (const aiVectorKey& o) const { - return mTime > o.mTime; + bool operator > (const aiVectorKey& rhs ) const { + return mTime > rhs.mTime; } #endif // __cplusplus }; @@ -130,25 +131,25 @@ struct aiQuatKey typedef aiQuaternion elem_type; // Comparison operators. For use with std::find(); - bool operator == (const aiQuatKey& o) const { - return o.mValue == this->mValue; + bool operator == (const aiQuatKey& rhs ) const { + return rhs.mValue == this->mValue; } - bool operator != (const aiQuatKey& o) const { - return o.mValue != this->mValue; + bool operator != (const aiQuatKey& rhs ) const { + return rhs.mValue != this->mValue; } // Relational operators. For use with std::sort(); - bool operator < (const aiQuatKey& o) const { - return mTime < o.mTime; + bool operator < (const aiQuatKey& rhs ) const { + return mTime < rhs.mTime; } - bool operator > (const aiQuatKey& o) const { - return mTime > o.mTime; + bool operator > (const aiQuatKey& rhs ) const { + return mTime > rhs.mTime; } #endif }; // --------------------------------------------------------------------------- -/** Binds a anim mesh to a specific point in time. */ +/** Binds a anim-mesh to a specific point in time. */ struct aiMeshKey { /** The time of this key */