Major API cleanup. Unified formatting & doxygen tags in the public API.
Added factory provider for default log streams. Added default log streams to std::out and std::cerr. Updated VC8 project config, boost workarounds is now working for the viewer. Updated unit test suite. Fixed some minor issues in the postprocessing-framework. BROKEN: DebugDLL build. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@292 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -81,60 +81,62 @@ inline void ArrayDelete(T**& in, unsigned int& num)
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num = 0;
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}
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//// ------------------------------------------------------------------------------------------------
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//// Updates the node graph - removes all nodes which have the "remove" flag set and the
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//// "don't remove" flag not set. Nodes with meshes are never deleted.
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//bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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//{
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// register bool b = false;
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//
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// std::list<aiNode*> mine;
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// for (unsigned int i = 0; i < node->mNumChildren;++i)
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// {
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// if(UpdateNodeGraph(node->mChildren[i],mine,false))
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// b = true;
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// }
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//
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// // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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// // so we can do a simple comparison against MSB here
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// if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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// {
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// // this node needs to be removed
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// if(node->mNumChildren)
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// {
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// childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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//
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// // set all children to NULL to make sure they are not deleted when we delete ourself
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// for (unsigned int i = 0; i < node->mNumChildren;++i)
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// node->mChildren[i] = NULL;
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// }
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// b = true;
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// delete node;
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// }
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// else
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// {
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// AI_RC_UNMASK(node->mNumMeshes);
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// childsOfParent.push_back(node);
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//
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// if (b)
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// {
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// // reallocate the array of our children here
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// node->mNumChildren = (unsigned int)mine.size();
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// aiNode** const children = new aiNode*[mine.size()];
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// aiNode** ptr = children;
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//
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// for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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// it != end; ++it)
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// {
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// *ptr++ = *it;
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// }
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// delete[] node->mChildren;
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// node->mChildren = children;
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// return false;
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// }
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// }
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// return b;
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//}
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#if 0
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// ------------------------------------------------------------------------------------------------
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// Updates the node graph - removes all nodes which have the "remove" flag set and the
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// "don't remove" flag not set. Nodes with meshes are never deleted.
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bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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{
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register bool b = false;
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std::list<aiNode*> mine;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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if(UpdateNodeGraph(node->mChildren[i],mine,false))
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b = true;
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}
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// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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// so we can do a simple comparison against MSB here
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if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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{
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// this node needs to be removed
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if(node->mNumChildren)
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{
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childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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// set all children to NULL to make sure they are not deleted when we delete ourself
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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node->mChildren[i] = NULL;
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}
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b = true;
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delete node;
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}
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else
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{
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AI_RC_UNMASK(node->mNumMeshes);
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childsOfParent.push_back(node);
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if (b)
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{
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// reallocate the array of our children here
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node->mNumChildren = (unsigned int)mine.size();
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aiNode** const children = new aiNode*[mine.size()];
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aiNode** ptr = children;
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for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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it != end; ++it)
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{
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*ptr++ = *it;
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}
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delete[] node->mChildren;
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node->mChildren = children;
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return false;
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}
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}
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return b;
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}
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#endif
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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@@ -167,7 +169,9 @@ void RemoveVCProcess::Execute( aiScene* pScene)
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for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
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delete pScene->mMaterials[i];
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pScene->mNumMaterials = 1;
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MaterialHelper* helper = (MaterialHelper*) pScene->mMaterials[0];
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ai_assert(NULL != helper);
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helper->Clear();
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// gray
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@@ -218,6 +222,10 @@ void RemoveVCProcess::Execute( aiScene* pScene)
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{
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
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// If we have no meshes anymore we should also clear another flag ...
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if (!pScene->mNumMeshes)
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
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@@ -267,10 +275,10 @@ bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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// handle texture coordinates
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register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (configDeleteFlags & aiComponent_TEXCOORDSn(i) || b)
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if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
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{
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delete pMesh->mTextureCoords[i];
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pMesh->mTextureCoords[i] = NULL;
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@@ -279,19 +287,19 @@ bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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if (!b)
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{
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// collapse the rest of the array
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unsigned int a;
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for (a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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{
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
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}
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pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
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continue;
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}
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}
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++i;
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}
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// handle vertex colors
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b = (0 != (configDeleteFlags & aiComponent_COLORS));
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i)
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
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{
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if (!pMesh->mColors[i])break;
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if (configDeleteFlags & aiComponent_COLORSn(i) || b)
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@@ -303,14 +311,14 @@ bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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if (!b)
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{
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// collapse the rest of the array
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unsigned int a;
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for (a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
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{
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
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pMesh->mColors[a-1] = pMesh->mColors[a];
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}
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pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
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continue;
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}
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}
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++i;
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}
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// handle bones
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