- refraing from using magic numbers like 0xffffffff all over the repository, rather use UINT_MAX/SIZE_MAX ..
- minor re-formatting and refactoring at some old code spots. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@970 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -948,13 +948,14 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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}
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// determine which transform step is affected by this channel
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entry.mTransformIndex = 0xffffffff;
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entry.mTransformIndex = SIZE_MAX;
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for( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
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if( srcNode->mTransforms[a].mID == entry.mTransformId)
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entry.mTransformIndex = a;
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if( entry.mTransformIndex == 0xffffffff)
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if( entry.mTransformIndex == SIZE_MAX) {
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continue;
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}
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entry.mChannel = &(*cit);
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entries.push_back( entry);
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@@ -1154,12 +1155,12 @@ void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParse
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mat.AddProperty((float*)&sampler.mWeighting , 1,
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_AI_MATKEY_TEXBLEND_BASE, type, idx);
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// UV source index ... if we didn't resolve the mapping it is actually just
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// UV source index ... if we didn't resolve the mapping, it is actually just
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// a guess but it works in most cases. We search for the frst occurence of a
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// number in the channel name. We assume it is the zero-based index into the
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// UV channel array of all corresponding meshes. It could also be one-based
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// for some exporters, but we won't care of it unless someone complains about.
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if (sampler.mUVId != 0xffffffff)
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if (sampler.mUVId != UINT_MAX)
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map = sampler.mUVId;
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else {
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map = -1;
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@@ -1289,16 +1290,6 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScen
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aiString name( matIt->first);
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mat->AddProperty(&name,AI_MATKEY_NAME);
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// MEGA SUPER MONSTER HACK by Alex ... It's all my fault, yes.
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// We store the reference to the effect in the material and
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// return ... we'll add the actual material properties later
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// after we processed all meshes. During mesh processing,
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// we evaluate vertex input mappings. Afterwards we should be
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// able to correctly setup source UV channels for textures.
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// ... moved to ColladaLoader::FillMaterials()
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// *duck*
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// store the material
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mMaterialIndexByName[matIt->first] = newMats.size();
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newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
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