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Move aiScene constructor #5614

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Move aiScene constructor
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kimkulling committed Jun 11, 2024
commit d146aa18d5fad28305b980c4ca023548ec721565
80 changes: 0 additions & 80 deletions code/Common/Version.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -118,83 +118,3 @@ ASSIMP_API const char *aiGetBranchName() {
return GitBranch;
}

// ------------------------------------------------------------------------------------------------
ASSIMP_API aiScene::aiScene() :
mFlags(0),
mRootNode(nullptr),
mNumMeshes(0),
mMeshes(nullptr),
mNumMaterials(0),
mMaterials(nullptr),
mNumAnimations(0),
mAnimations(nullptr),
mNumTextures(0),
mTextures(nullptr),
mNumLights(0),
mLights(nullptr),
mNumCameras(0),
mCameras(nullptr),
mMetaData(nullptr),
mName(),
mNumSkeletons(0),
mSkeletons(nullptr),
mPrivate(new Assimp::ScenePrivateData()) {
// empty
}

// ------------------------------------------------------------------------------------------------
ASSIMP_API aiScene::~aiScene() {
// delete all sub-objects recursively
delete mRootNode;

// To make sure we won't crash if the data is invalid it's
// much better to check whether both mNumXXX and mXXX are
// valid instead of relying on just one of them.
if (mNumMeshes && mMeshes) {
for (unsigned int a = 0; a < mNumMeshes; ++a) {
delete mMeshes[a];
}
}
delete[] mMeshes;

if (mNumMaterials && mMaterials) {
for (unsigned int a = 0; a < mNumMaterials; ++a) {
delete mMaterials[a];
}
}
delete[] mMaterials;

if (mNumAnimations && mAnimations) {
for (unsigned int a = 0; a < mNumAnimations; ++a) {
delete mAnimations[a];
}
}
delete[] mAnimations;

if (mNumTextures && mTextures) {
for (unsigned int a = 0; a < mNumTextures; ++a) {
delete mTextures[a];
}
}
delete[] mTextures;

if (mNumLights && mLights) {
for (unsigned int a = 0; a < mNumLights; ++a) {
delete mLights[a];
}
}
delete[] mLights;

if (mNumCameras && mCameras) {
for (unsigned int a = 0; a < mNumCameras; ++a) {
delete mCameras[a];
}
}
delete[] mCameras;

aiMetadata::Dealloc(mMetaData);

delete[] mSkeletons;

delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
}
81 changes: 81 additions & 0 deletions code/Common/scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <assimp/scene.h>

#include "ScenePrivate.h"

aiScene::aiScene() :
mFlags(0),
mRootNode(nullptr),
mNumMeshes(0),
mMeshes(nullptr),
mNumMaterials(0),
mMaterials(nullptr),
mNumAnimations(0),
mAnimations(nullptr),
mNumTextures(0),
mTextures(nullptr),
mNumLights(0),
mLights(nullptr),
mNumCameras(0),
mCameras(nullptr),
mMetaData(nullptr),
mName(),
mNumSkeletons(0),
mSkeletons(nullptr),
mPrivate(new Assimp::ScenePrivateData()) {
// empty
}

aiScene::~aiScene() {
// delete all sub-objects recursively
delete mRootNode;

// To make sure we won't crash if the data is invalid it's
// much better to check whether both mNumXXX and mXXX are
// valid instead of relying on just one of them.
if (mNumMeshes && mMeshes) {
for (unsigned int a = 0; a < mNumMeshes; ++a) {
delete mMeshes[a];
}
}
delete[] mMeshes;

if (mNumMaterials && mMaterials) {
for (unsigned int a = 0; a < mNumMaterials; ++a) {
delete mMaterials[a];
}
}
delete[] mMaterials;

if (mNumAnimations && mAnimations) {
for (unsigned int a = 0; a < mNumAnimations; ++a) {
delete mAnimations[a];
}
}
delete[] mAnimations;

if (mNumTextures && mTextures) {
for (unsigned int a = 0; a < mNumTextures; ++a) {
delete mTextures[a];
}
}
delete[] mTextures;

if (mNumLights && mLights) {
for (unsigned int a = 0; a < mNumLights; ++a) {
delete mLights[a];
}
}
delete[] mLights;

if (mNumCameras && mCameras) {
for (unsigned int a = 0; a < mNumCameras; ++a) {
delete mCameras[a];
}
}
delete[] mCameras;

aiMetadata::Dealloc(mMetaData);

delete[] mSkeletons;

delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
}

aiNode::aiNode() :
mName(""),
mParent(nullptr),
Expand Down
22 changes: 12 additions & 10 deletions include/assimp/scene.h
Original file line number Diff line number Diff line change
Expand Up @@ -141,25 +141,28 @@ struct ASSIMP_API aiNode {
/** Destructor */
~aiNode();

/** Searches for a node with a specific name, beginning at this
/**
* @brief Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to search for
* @return nullptr or a valid Node if the search was successful.
*/
inline
const aiNode* FindNode(const aiString& name) const {
inline const aiNode* FindNode(const aiString& name) const {
return FindNode(name.data);
}

inline
aiNode* FindNode(const aiString& name) {
inline aiNode* FindNode(const aiString& name) {
return FindNode(name.data);
}

/**
* @brief Will search for a node described by its name.
* @param[in] name The name for the node to look for.
* @return Pointer showing to the node or nullptr if not found.
*/
const aiNode* FindNode(const char* name) const;

aiNode* FindNode(const char* name);

/**
Expand Down Expand Up @@ -240,8 +243,7 @@ struct ASSIMP_API aiNode {
* delete a given scene on your own.
*/
// -------------------------------------------------------------------------------
struct aiScene
{
struct ASSIMP_API aiScene {
/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
* this value is 0, no flags are set. Most applications will
* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
Expand Down Expand Up @@ -355,10 +357,10 @@ struct aiScene
#ifdef __cplusplus

//! Default constructor - set everything to 0/nullptr
ASSIMP_API aiScene();
aiScene();

//! Destructor
ASSIMP_API ~aiScene();
~aiScene();

//! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true.
Expand Down
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