- add metadata support to aiScene. Some doc cleanup. Add const versions of aiScene::aiNode.
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file metadata.h
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* @brief Defines the data structures for holding node meta information.
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*/
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#ifndef __AI_METADATA_H_INC__
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#define __AI_METADATA_H_INC__
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#ifdef __cplusplus
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extern "C" {
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#endif
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// -------------------------------------------------------------------------------
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/**
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* Container for holding metadata.
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*
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* Metadata is a key-value store using string keys and values.
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*/
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// -------------------------------------------------------------------------------
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struct aiMetadata
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{
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/** Length of the mKeys and mValues arrays, respectively */
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unsigned int mNumProperties;
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/** Arrays of keys, may not be NULL. Entries in this array may not be NULL as well. */
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C_STRUCT aiString** mKeys;
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/** Arrays of values, may not be NULL. Entries in this array may be NULL if the
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* corresponding property key has no assigned value. */
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C_STRUCT aiString** mValues;
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#ifdef __cplusplus
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/** Constructor */
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aiMetadata()
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{
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// set all members to zero by default
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mKeys = NULL;
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mValues = NULL;
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mNumProperties = 0;
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}
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/** Destructor */
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~aiMetadata()
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{
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if (mKeys && mValues) {
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for (unsigned i=0; i<mNumProperties; ++i) {
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if (mKeys[i]) {
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delete mKeys[i];
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}
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if (mValues[i]) {
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delete mValues[i];
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}
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}
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delete [] mKeys;
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delete [] mValues;
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}
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}
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inline bool Get(const aiString& key, aiString& value)
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{
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for (unsigned i=0; i<mNumProperties; ++i) {
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if (mKeys[i] && *mKeys[i]==key) {
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value=*mValues[i];
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return true;
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}
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}
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return false;
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}
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#endif // __cplusplus
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};
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#ifdef __cplusplus
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} //extern "C" {
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#endif
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#endif // __AI_METADATA_H_INC__
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@ -52,11 +52,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "camera.h"
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#include "material.h"
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#include "anim.h"
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#include "metadata.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// -------------------------------------------------------------------------------
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/** A node in the imported hierarchy.
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*
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@ -71,16 +73,24 @@ struct aiNode
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/** The name of the node.
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*
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* The name might be empty (length of zero) but all nodes which
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* need to be accessed afterwards by bones or anims are usually named.
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* Multiple nodes may have the same name, but nodes which are accessed
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* by bones (see #aiBone and #aiMesh::mBones) *must* be unique.
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* need to be referenced by either bones or animations are named.
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* Multiple nodes may have the same name, except for nodes which are referenced
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* by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
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*
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* Cameras and lights are assigned to a specific node name - if there
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* are multiple nodes with this name, they're assigned to each of them.
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* Cameras and lights reference a specific node by name - if there
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* are multiple nodes with this name, they are assigned to each of them.
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* <br>
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* There are no limitations regarding the characters contained in
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* this text. You should be able to handle stuff like whitespace, tabs,
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* linefeeds, quotation marks, ampersands, ... .
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* There are no limitations with regard to the characters contained in
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* the name string as it is usually taken directly from the source file.
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*
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* Implementations should be able to handle tokens such as whitespace, tabs,
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* line feeds, quotation marks, ampersands etc.
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*
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* Sometimes assimp introduces new nodes not present in the source file
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* into the hierarchy (usually out of necessity because sometimes the
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* source hierarchy format is simply not compatible). Their names are
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* surrounded by @verbatim <> @endverbatim e.g.
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* @verbatim<DummyRootNode> @endverbatim.
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*/
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C_STRUCT aiString mName;
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@ -102,24 +112,39 @@ struct aiNode
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/** The meshes of this node. Each entry is an index into the mesh */
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unsigned int* mMeshes;
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/** Metadata associated with this node or NULL if there is no metadata.
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* Whether any metadata is generated depends on the source file format. See the
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* @link importer_notes @endlink page for more information on every source file
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* format. Importers that don't document any metadata don't write any.
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*/
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C_STRUCT aiMetadata* mMetaData;
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#ifdef __cplusplus
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/** Constructor */
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aiNode()
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{
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// set all members to zero by default
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mParent = NULL;
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mNumChildren = 0; mChildren = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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: mName()
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, mParent()
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, mNumChildren()
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, mChildren()
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, mNumMeshes()
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, mMeshes()
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, mMetaData()
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{
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}
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/** Construction from a specific name */
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aiNode(const std::string& name)
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{
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// set all members to zero by default
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mParent = NULL;
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mNumChildren = 0; mChildren = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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mName = name;
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: mName(name)
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, mParent()
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, mNumChildren()
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, mChildren()
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, mNumMeshes()
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, mMeshes()
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, mMetaData()
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{
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}
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/** Destructor */
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@ -134,8 +159,10 @@ struct aiNode
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}
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delete [] mChildren;
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delete [] mMeshes;
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delete mMetaData;
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}
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/** Searches for a node with a specific name, beginning at this
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* nodes. Normally you will call this method on the root node
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* of the scene.
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@ -143,22 +170,45 @@ struct aiNode
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* @param name Name to search for
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* @return NULL or a valid Node if the search was successful.
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*/
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inline const aiNode* FindNode(const aiString& name) const
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{
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return FindNode(name.data);
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}
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inline aiNode* FindNode(const aiString& name)
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{
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return FindNode(name.data);
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}
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/** @override
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*/
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inline aiNode* FindNode(const char* name)
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inline const aiNode* FindNode(const char* name) const
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{
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if (!::strcmp( mName.data,name))return this;
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for (unsigned int i = 0; i < mNumChildren;++i)
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{
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aiNode* p = mChildren[i]->FindNode(name);
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if (p)return p;
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const aiNode* const p = mChildren[i]->FindNode(name);
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if (p) {
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return p;
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}
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}
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// there is definitely no sub node with this name
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// there is definitely no sub-node with this name
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return NULL;
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}
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inline aiNode* FindNode(const char* name)
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{
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if (!::strcmp( mName.data,name))return this;
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for (unsigned int i = 0; i < mNumChildren;++i)
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{
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aiNode* const p = mChildren[i]->FindNode(name);
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if (p) {
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return p;
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}
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}
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// there is definitely no sub-node with this name
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return NULL;
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}
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