- extract MaterialHelper and move all of its members to aiMaterial in /include.
- pull in IOhannes' patch to set the gcc default visibility for all symbols to NO and to mark ASSIMP_API with __attribute__ ((visibility("default"))).
- drop unneeded ASSIMP_API from most internal classes in /code, we just need to keep some exports on Windows to keep AssimpView alive.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1066 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -375,7 +375,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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// Convert a material from AC3DImporter::Material to aiMaterial
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void AC3DImporter::ConvertMaterial(const Object& object,
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const Material& matSrc,
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MaterialHelper& matDest)
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aiMaterial& matDest)
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{
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aiString s;
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@@ -422,7 +422,7 @@ void AC3DImporter::ConvertMaterial(const Object& object,
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// Converts the loaded data to the internal verbose representation
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aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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std::vector<aiMesh*>& meshes,
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std::vector<MaterialHelper*>& outMaterials,
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std::vector<aiMaterial*>& outMaterials,
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const std::vector<Material>& materials,
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aiNode* parent)
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{
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@@ -463,7 +463,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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// default material if all objects of the file contain points
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// and no faces.
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mesh->mMaterialIndex = 0;
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outMaterials.push_back(new MaterialHelper());
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outMaterials.push_back(new aiMaterial());
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ConvertMaterial(object, materials[0], *outMaterials.back());
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}
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else
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@@ -548,7 +548,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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meshes.push_back(mesh);
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mesh->mMaterialIndex = (unsigned int)outMaterials.size();
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outMaterials.push_back(new MaterialHelper());
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outMaterials.push_back(new aiMaterial());
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ConvertMaterial(object, materials[mat], *outMaterials.back());
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// allocate storage for vertices and normals
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@@ -811,7 +811,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
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std::vector<aiMesh*> meshes;
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meshes.reserve(mNumMeshes);
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std::vector<MaterialHelper*> omaterials;
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std::vector<aiMaterial*> omaterials;
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materials.reserve(mNumMeshes);
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// generate a dummy root if there are multiple objects on the top layer
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