- 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
This commit is contained in:
aramis_acg
2011-08-22 20:22:51 +00:00
parent 9f32504792
commit 9d85c8834d
111 changed files with 1867 additions and 1935 deletions

View File

@@ -494,12 +494,12 @@ void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
// allocate ONE material
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = new MaterialHelper();
pScene->mMaterials[0] = new aiMaterial();
pScene->mNumMaterials = 1;
// setup the material's properties
const int iMode = (int)aiShadingMode_Gouraud;
MaterialHelper* const pcHelper = (MaterialHelper*)pScene->mMaterials[0];
aiMaterial* const pcHelper = (aiMaterial*)pScene->mMaterials[0];
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor4D clr;
@@ -1268,7 +1268,7 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
if (!bFound) {
// build a new material ...
MDL::IntMaterial_MDL7 sHelper;
sHelper.pcMat = new MaterialHelper();
sHelper.pcMat = new aiMaterial();
sHelper.iOldMatIndices[0] = iMatIndex;
sHelper.iOldMatIndices[1] = iMatIndex2;
JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
@@ -1394,8 +1394,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
// if we have absolutely no skin loaded we need to generate a default material
if (sharedData.pcMats.empty()) {
const int iMode = (int)aiShadingMode_Gouraud;
sharedData.pcMats.push_back(new MaterialHelper());
MaterialHelper* pcHelper = (MaterialHelper*)sharedData.pcMats[0];
sharedData.pcMats.push_back(new aiMaterial());
aiMaterial* pcHelper = (aiMaterial*)sharedData.pcMats[0];
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
@@ -1781,7 +1781,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
const unsigned int iNumOutBones = pcHeader->bones_num;
for (std::vector<MaterialHelper*>::size_type i = 0; i < shared.pcMats.size();++i) {
for (std::vector<aiMaterial*>::size_type i = 0; i < shared.pcMats.size();++i) {
if (!splitGroupData.aiSplit[i]->empty()) {
// allocate the output mesh
@@ -1895,15 +1895,15 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
// ------------------------------------------------------------------------------------------------
// Join to materials
void MDLImporter::JoinSkins_3DGS_MDL7(
MaterialHelper* pcMat1,
MaterialHelper* pcMat2,
MaterialHelper* pcMatOut)
aiMaterial* pcMat1,
aiMaterial* pcMat2,
aiMaterial* pcMatOut)
{
ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
// first create a full copy of the first skin property set
// and assign it to the output material
MaterialHelper::CopyPropertyList(pcMatOut,pcMat1);
aiMaterial::CopyPropertyList(pcMatOut,pcMat1);
int iVal = 0;
pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(0));