Merge pull request #1635 from turol/unique_ptr

Use unique_ptr in B3DImporter
pull/1636/head^2
Kim Kulling 2017-12-17 09:03:03 +01:00 committed by GitHub
commit cb17a7d81e
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 42 additions and 23 deletions

View File

@ -93,7 +93,6 @@ void DeleteAllBarePointers(std::vector<T>& x)
B3DImporter::~B3DImporter()
{
DeleteAllBarePointers(_animations);
}
// ------------------------------------------------------------------------------------------------
@ -267,6 +266,21 @@ T *B3DImporter::to_array( const vector<T> &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
template<class T>
T **unique_to_array( vector<std::unique_ptr<T> > &v ){
if( v.empty() ) {
return 0;
}
T **p = new T*[ v.size() ];
for( size_t i = 0; i < v.size(); ++i ){
p[i] = v[i].release();
}
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
while( ChunkSize() ){
@ -295,8 +309,7 @@ void B3DImporter::ReadBRUS(){
/*int blend=**/ReadInt();
int fx=ReadInt();
aiMaterial *mat=new aiMaterial;
_materials.push_back( mat );
std::unique_ptr<aiMaterial> mat(new aiMaterial);
// Name
aiString ainame( name );
@ -333,6 +346,7 @@ void B3DImporter::ReadBRUS(){
mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
}
}
_materials.emplace_back( std::move(mat) );
}
}
@ -386,8 +400,7 @@ void B3DImporter::ReadTRIS( int v0 ){
Fail( "Bad material id" );
}
aiMesh *mesh=new aiMesh;
_meshes.push_back( mesh );
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mMaterialIndex=matid;
mesh->mNumFaces=0;
@ -415,6 +428,8 @@ void B3DImporter::ReadTRIS( int v0 ){
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back( std::move(mesh) );
}
// ------------------------------------------------------------------------------------------------
@ -500,11 +515,11 @@ void B3DImporter::ReadANIM(){
int frames=ReadInt();
float fps=ReadFloat();
aiAnimation *anim=new aiAnimation;
_animations.push_back( anim );
std::unique_ptr<aiAnimation> anim(new aiAnimation);
anim->mDuration=frames;
anim->mTicksPerSecond=fps;
_animations.emplace_back( std::move(anim) );
}
// ------------------------------------------------------------------------------------------------
@ -531,7 +546,7 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
node->mParent=parent;
node->mTransformation=tform;
aiNodeAnim *nodeAnim=0;
std::unique_ptr<aiNodeAnim> nodeAnim;
vector<unsigned> meshes;
vector<aiNode*> children;
@ -549,11 +564,10 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
ReadANIM();
}else if( t=="KEYS" ){
if( !nodeAnim ){
nodeAnim=new aiNodeAnim;
_nodeAnims.push_back( nodeAnim );
nodeAnim.reset(new aiNodeAnim);
nodeAnim->mNodeName=node->mName;
}
ReadKEYS( nodeAnim );
ReadKEYS( nodeAnim.get() );
}else if( t=="NODE" ){
aiNode *child=ReadNODE( node );
children.push_back( child );
@ -561,6 +575,10 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
ExitChunk();
}
if (nodeAnim) {
_nodeAnims.emplace_back( std::move(nodeAnim) );
}
node->mNumMeshes= static_cast<unsigned int>(meshes.size());
node->mMeshes=to_array( meshes );
@ -586,7 +604,6 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
_nodeAnims.clear();
DeleteAllBarePointers(_animations);
_animations.clear();
string t=ReadChunk();
@ -622,7 +639,7 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
aiNode *node=_nodes[i];
for( size_t j=0;j<node->mNumMeshes;++j ){
aiMesh *mesh=_meshes[node->mMeshes[j]];
aiMesh *mesh = _meshes[node->mMeshes[j]].get();
int n_tris=mesh->mNumFaces;
int n_verts=mesh->mNumVertices=n_tris * 3;
@ -685,27 +702,28 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
//nodes
scene->mRootNode=_nodes[0];
_nodes.clear(); // node ownership now belongs to scene
//material
if( !_materials.size() ){
_materials.push_back( new aiMaterial );
_materials.emplace_back( std::unique_ptr<aiMaterial>(new aiMaterial) );
}
scene->mNumMaterials= static_cast<unsigned int>(_materials.size());
scene->mMaterials=to_array( _materials );
scene->mMaterials = unique_to_array( _materials );
//meshes
scene->mNumMeshes= static_cast<unsigned int>(_meshes.size());
scene->mMeshes=to_array( _meshes );
scene->mMeshes = unique_to_array( _meshes );
//animations
if( _animations.size()==1 && _nodeAnims.size() ){
aiAnimation *anim=_animations.back();
aiAnimation *anim = _animations.back().get();
anim->mNumChannels=static_cast<unsigned int>(_nodeAnims.size());
anim->mChannels=to_array( _nodeAnims );
anim->mChannels = unique_to_array( _nodeAnims );
scene->mNumAnimations=static_cast<unsigned int>(_animations.size());
scene->mAnimations=to_array( _animations );
scene->mAnimations=unique_to_array( _animations );
}
// convert to RH

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@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/material.h>
#include "BaseImporter.h"
#include <memory>
#include <vector>
struct aiNodeAnim;
@ -116,15 +117,15 @@ private:
std::vector<unsigned> _stack;
std::vector<std::string> _textures;
std::vector<aiMaterial*> _materials;
std::vector<std::unique_ptr<aiMaterial> > _materials;
int _vflags,_tcsets,_tcsize;
std::vector<Vertex> _vertices;
std::vector<aiNode*> _nodes;
std::vector<aiMesh*> _meshes;
std::vector<aiNodeAnim*> _nodeAnims;
std::vector<aiAnimation*> _animations;
std::vector<std::unique_ptr<aiMesh> > _meshes;
std::vector<std::unique_ptr<aiNodeAnim> > _nodeAnims;
std::vector<std::unique_ptr<aiAnimation> > _animations;
};
}