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@@ -135,8 +135,9 @@ struct aiFace
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//! Default constructor
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aiFace()
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+ : mNumIndices( 0 )
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+ , mIndices( NULL )
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{
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- mNumIndices = 0; mIndices = NULL;
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}
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//! Default destructor. Delete the index array
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@@ -147,13 +148,13 @@ struct aiFace
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//! Copy constructor. Copy the index array
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aiFace( const aiFace& o)
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+ : mIndices( NULL )
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{
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- mIndices = NULL;
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*this = o;
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}
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//! Assignment operator. Copy the index array
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- const aiFace& operator = ( const aiFace& o)
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+ aiFace& operator = ( const aiFace& o)
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{
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if (&o == this)
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return *this;
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@@ -248,17 +249,17 @@ struct aiBone
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//! Default constructor
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aiBone()
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+ : mNumWeights( 0 )
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+ , mWeights( NULL )
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{
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- mNumWeights = 0; mWeights = NULL;
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}
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//! Copy constructor
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aiBone(const aiBone& other)
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+ : mName( other.mName )
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+ , mNumWeights( other.mNumWeights )
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+ , mOffsetMatrix( other.mOffsetMatrix )
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{
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- mNumWeights = other.mNumWeights;
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- mOffsetMatrix = other.mOffsetMatrix;
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- mName = other.mName;
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-
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if (other.mWeights && other.mNumWeights)
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{
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mWeights = new aiVertexWeight[mNumWeights];
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@@ -378,10 +379,10 @@ struct aiAnimMesh
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#ifdef __cplusplus
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aiAnimMesh()
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- : mVertices()
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- , mNormals()
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- , mTangents()
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- , mBitangents()
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+ : mVertices( NULL )
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+ , mNormals( NULL )
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+ , mTangents( NULL )
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+ , mBitangents( NULL )
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, mNumVertices( 0 )
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{
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// fixme consider moving this to the ctor initializer list as well
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@@ -610,29 +611,28 @@ struct aiMesh
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//! Default constructor. Initializes all members to 0
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aiMesh()
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+ : mPrimitiveTypes( 0 )
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+ , mNumVertices( 0 )
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+ , mNumFaces( 0 )
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+ , mVertices( NULL )
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+ , mNormals( NULL )
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+ , mTangents( NULL )
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+ , mBitangents( NULL )
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+ , mFaces( NULL )
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+ , mNumBones( 0 )
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+ , mBones( 0 )
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+ , mMaterialIndex( 0 )
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+ , mNumAnimMeshes( 0 )
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+ , mAnimMeshes( NULL )
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{
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- mNumVertices = 0;
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- mNumFaces = 0;
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-
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- mNumAnimMeshes = 0;
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-
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- mPrimitiveTypes = 0;
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- mVertices = NULL; mFaces = NULL;
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- mNormals = NULL; mTangents = NULL;
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- mBitangents = NULL;
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- mAnimMeshes = NULL;
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-
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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mNumUVComponents[a] = 0;
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mTextureCoords[a] = NULL;
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}
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+
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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mColors[a] = NULL;
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- mNumBones = 0; mBones = NULL;
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- mMaterialIndex = 0;
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- mNumAnimMeshes = 0;
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- mAnimMeshes = NULL;
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}
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//! Deletes all storage allocated for the mesh
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