BlenderLoader: Replace ScopeGuard with std::unique_ptr
parent
af8e297e0f
commit
f35d5952dc
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@ -1148,7 +1148,7 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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// ------------------------------------------------------------------------------------------------
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aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* cam, ConversionData& /*conv_data*/)
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{
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ScopeGuard<aiCamera> out(new aiCamera());
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std::unique_ptr<aiCamera> out(new aiCamera());
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out->mName = obj->id.name+2;
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out->mPosition = aiVector3D(0.f, 0.f, 0.f);
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out->mUp = aiVector3D(0.f, 1.f, 0.f);
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@ -1159,13 +1159,13 @@ aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj,
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out->mClipPlaneNear = cam->clipsta;
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out->mClipPlaneFar = cam->clipend;
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return out.dismiss();
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return out.release();
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}
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// ------------------------------------------------------------------------------------------------
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aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, const Lamp* lamp, ConversionData& /*conv_data*/)
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{
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ScopeGuard<aiLight> out(new aiLight());
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std::unique_ptr<aiLight> out(new aiLight());
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out->mName = obj->id.name+2;
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switch (lamp->type)
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@ -1203,7 +1203,7 @@ aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, c
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out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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return out.dismiss();
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return out.release();
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}
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// ------------------------------------------------------------------------------------------------
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@ -1221,7 +1221,7 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
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++it;
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}
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ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
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std::unique_ptr<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
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if (obj->data) {
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switch (obj->type)
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{
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@ -1305,14 +1305,14 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
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aiNode** nd = node->mChildren = new aiNode*[node->mNumChildren]();
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for (const Object* nobj :children) {
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*nd = ConvertNode(in,nobj,conv_data,node->mTransformation * parentTransform);
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(*nd++)->mParent = node;
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(*nd++)->mParent = node.get();
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}
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}
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// apply modifiers
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modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
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return node.dismiss();
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return node.release();
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}
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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