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
This commit is contained in:
aramis_acg
2009-01-12 22:06:54 +00:00
parent bba8dee77d
commit 58eb786d62
102 changed files with 5278 additions and 1657 deletions

View File

@@ -43,27 +43,65 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_SCENE_PREPROCESSOR_H_INC
#define AI_SCENE_PREPROCESSOR_H_INC
class ScenePreprocessorTest;
namespace Assimp {
// ---------------------------------------------------------------------------
// ----------------------------------------------------------------------------------
/** ScenePreprocessor: Preprocess a scene before any post-processing
* steps are executed.
*
* The step computes data that needn't necessarily be provided by the
* importer, such as aiMesh::mPrimitiveTypes.
*/
// ----------------------------------------------------------------------------------
class ASSIMP_API ScenePreprocessor
{
// Make ourselves a friend of the corresponding test unit.
friend class ::ScenePreprocessorTest;
public:
/** Preprocess a given scene.
*
* @param _scene Scene to be preprocessed
// ----------------------------------------------------------------
/** Default c'tpr. Use SetScene() to assign a scene to the object.
*/
void ProcessScene (aiScene* _scene);
ScenePreprocessor()
: scene (NULL)
{}
/** Constructs the object and assigns a specific scene to it
*/
ScenePreprocessor(aiScene* _scene)
: scene (_scene)
{}
// ----------------------------------------------------------------
/** Assign a (new) scene to the object.
*
* One 'SceneProcessor' can be used for multiple scenes.
* Call ProcessScene to have the scene preprocessed.
* @param sc Scene to be processed.
*/
void SetScene (aiScene* sc) {
scene = sc;
}
// ----------------------------------------------------------------
/** Preprocess the current scene
*/
void ProcessScene ();
protected:
// ----------------------------------------------------------------
/** Preprocess an animation in the scene
* @param anim Anim to be preprocessed.
*/
void ProcessAnimation (aiAnimation* anim);
// ----------------------------------------------------------------
/** Preprocess a mesh in the scene
* @param mesh Mesh to be preprocessed.
*/
void ProcessMesh (aiMesh* mesh);
protected: