- 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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@@ -170,7 +170,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
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{
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// Update the material of the skybox - replace the name and disable shading for skyboxes.
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for (unsigned int i = 0; i < 6;++i) {
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MaterialHelper* out = ( MaterialHelper* ) (*(materials.end()-(6-i)));
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aiMaterial* out = ( aiMaterial* ) (*(materials.end()-(6-i)));
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aiString s;
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s.length = ::sprintf( s.data, "SkyboxSide_%i",i );
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@@ -246,7 +246,7 @@ void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
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if (UINT_MAX == defMatIdx)
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{
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defMatIdx = (unsigned int)materials.size();
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MaterialHelper* mat = new MaterialHelper();
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aiMaterial* mat = new aiMaterial();
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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@@ -564,7 +564,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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// ------------------------------------------------------------------------------------------------
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// This function is maybe more generic than we'd need it here
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void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
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void SetupMapping (aiMaterial* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
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{
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// Check whether there are texture properties defined - setup
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// the desired texture mapping mode for all of them and ignore
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@@ -687,7 +687,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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// often the case so we can simply extract it to a shared oacity
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// value.
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std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
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MaterialHelper* mat = (MaterialHelper*)src.first;
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aiMaterial* mat = (aiMaterial*)src.first;
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if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
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{
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@@ -757,7 +757,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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// Now adjust this output material - if there is a first texture
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// set, setup spherical UV mapping around the Y axis.
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SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_SPHERE);
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SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_SPHERE);
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}
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break;
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@@ -775,7 +775,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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// Now adjust this output material - if there is a first texture
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// set, setup cubic UV mapping
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SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_BOX );
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SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX );
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}
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break;
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