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bugfix: export processes for unittests.

Signed-off-by: Kim Kulling <[email protected]>
Kim Kulling 11 år sedan
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392730be07

+ 1 - 1
code/BaseImporter.h

@@ -106,7 +106,7 @@ private:
  * imports the given file. ReadFile is not overridable, it just calls 
  * InternReadFile() and catches any ImportErrorException that might occur.
  */
-class BaseImporter
+class ASSIMP_API BaseImporter
 {
 	friend class Importer;
 

+ 1 - 1
code/FindDegenerates.h

@@ -53,7 +53,7 @@ namespace Assimp	{
 // ---------------------------------------------------------------------------
 /** FindDegeneratesProcess: Searches a mesh for degenerated triangles.
 */
-class FindDegeneratesProcess : public BaseProcess
+class ASSIMP_API FindDegeneratesProcess : public BaseProcess
 {
 public:
 

+ 2 - 3
code/FindInvalidDataProcess.h

@@ -51,13 +51,12 @@ class FindInvalidDataProcessTest;
 namespace Assimp	{
 
 // ---------------------------------------------------------------------------
-/** The FindInvalidData postprocessing step. It searches the mesh data
+/** The FindInvalidData post-processing step. It searches the mesh data
  *  for parts that are obviously invalid and removes them.
  *
  *  Originally this was a workaround for some models written by Blender
  *  which have zero normal vectors. */
-class FindInvalidDataProcess 
-	: public BaseProcess
+class ASSIMP_API FindInvalidDataProcess : public BaseProcess
 {
 public:
 

+ 2 - 1
code/LimitBoneWeightsProcess.h

@@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "BaseProcess.h"
 
 struct aiMesh;
+
 class LimitBoneWeightsTest;
 
 namespace Assimp
@@ -69,7 +70,7 @@ namespace Assimp
 * The other weights on this bone are then renormalized to assure the sum weight
 * to be 1.
 */
-class LimitBoneWeightsProcess : public BaseProcess
+class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess
 {
 public:
 

+ 1 - 1
code/OgreParsingUtils.h

@@ -7,7 +7,7 @@
 #include "ParsingUtils.h"
 #include "irrXMLWrapper.h"
 #include "fast_atof.h"
-
+#include <functional>
 namespace Assimp
 {
 namespace Ogre

+ 2 - 2
code/PretransformVertices.h

@@ -52,11 +52,11 @@ class PretransformVerticesTest;
 namespace Assimp	{
 
 // ---------------------------------------------------------------------------
-/** The PretransformVertices pretransforms all vertices in the nodegraph
+/** The PretransformVertices pre-transforms all vertices in the node tree
  *  and removes the whole graph. The output is a list of meshes, one for
  *  each material.
 */
-class PretransformVertices : public BaseProcess
+class ASSIMP_API PretransformVertices : public BaseProcess
 {
 public:
 

+ 1 - 1
code/RemoveComments.h

@@ -55,7 +55,7 @@ namespace Assimp	{
  *  to those in C or C++ so this code has been moved to a separate
  *  module.
  */
-class CommentRemover
+class ASSIMP_API CommentRemover
 {
 	// class cannot be instanced
 	CommentRemover() {}

+ 2 - 2
code/RemoveRedundantMaterials.h

@@ -51,10 +51,10 @@ class RemoveRedundantMatsTest;
 namespace Assimp	{
 
 // ---------------------------------------------------------------------------
-/** RemoveRedundantMatsProcess: Postprocessing steo to remove redundant 
+/** RemoveRedundantMatsProcess: Post-processing step to remove redundant 
  *  materials from the imported scene.
  */
-class RemoveRedundantMatsProcess : public BaseProcess
+class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess
 {
 public:
 

+ 9 - 4
code/RemoveVCProcess.h

@@ -46,17 +46,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "../include/assimp/mesh.h"
 
 class RemoveVCProcessTest;
-namespace Assimp	{
+
+namespace Assimp {
 
 // ---------------------------------------------------------------------------
 /** RemoveVCProcess: Class to exclude specific parts of the data structure
  *  from further processing by removing them,
 */
-class RemoveVCProcess : public BaseProcess
+class ASSIMP_API RemoveVCProcess : public BaseProcess
 {
 public:
-
+    /// The class constructor.
 	RemoveVCProcess();
+
+    /// The class destructor.
 	~RemoveVCProcess();
 
 public:
@@ -85,7 +88,7 @@ public:
 	// -------------------------------------------------------------------
 	/** Manually setup the configuration flags for the step
 	 *
-	 *  @param Bitwise combintion of the #aiComponent enumerated values.
+	 *  @param Bitwise combination of the #aiComponent enumerated values.
 	*/
 	void SetDeleteFlags(unsigned int f)	
 	{
@@ -113,6 +116,8 @@ private:
 	aiScene* mScene;
 };
 
+// ---------------------------------------------------------------------------
+
 } // end of namespace Assimp
 
 #endif // !!AI_REMOVEVCPROCESS_H_INCLUDED

+ 1 - 1
code/ScenePreprocessor.h

@@ -54,7 +54,7 @@ namespace Assimp	{
  *  importer, such as aiMesh::mPrimitiveTypes.
 */
 // ----------------------------------------------------------------------------------
-class ScenePreprocessor
+class ASSIMP_API ScenePreprocessor
 {
 	// Make ourselves a friend of the corresponding test unit.
 	friend class ::ScenePreprocessorTest;

+ 1 - 1
code/SortByPTypeProcess.h

@@ -55,7 +55,7 @@ namespace Assimp	{
  *  A mesh with 5 lines, 3 points and 145 triangles would be split in 3 
  * submeshes.
 */
-class SortByPTypeProcess : public BaseProcess
+class ASSIMP_API SortByPTypeProcess : public BaseProcess
 {
 public:
 

+ 4 - 4
code/SplitLargeMeshes.h

@@ -76,12 +76,12 @@ class SplitLargeMeshesProcess_Vertex;
 #endif
 
 // ---------------------------------------------------------------------------
-/** Postprocessing filter to split large meshes into submeshes
+/** Post-processing filter to split large meshes into sub-meshes
  *
  * Applied BEFORE the JoinVertices-Step occurs.
  * Returns NON-UNIQUE vertices, splits by triangle number.
 */
-class SplitLargeMeshesProcess_Triangle : public BaseProcess
+class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
 {
 	friend class SplitLargeMeshesProcess_Vertex;
 
@@ -144,12 +144,12 @@ public:
 
 
 // ---------------------------------------------------------------------------
-/** Postprocessing filter to split large meshes into submeshes
+/** Post-processing filter to split large meshes into sub-meshes
  *
  * Applied AFTER the JoinVertices-Step occurs.
  * Returns UNIQUE vertices, splits by vertex number.
 */
-class SplitLargeMeshesProcess_Vertex : public BaseProcess
+class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
 {
 public:
 

+ 3 - 3
code/TriangulateProcess.h

@@ -49,15 +49,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 struct aiMesh;
 
 class TriangulateProcessTest;
-namespace Assimp
-{
+
+namespace Assimp {
 
 // ---------------------------------------------------------------------------
 /** The TriangulateProcess splits up all faces with more than three indices
  * into triangles. You usually want this to happen because the graphics cards
  * need their data as triangles.
  */
-class TriangulateProcess : public BaseProcess
+class ASSIMP_API TriangulateProcess : public BaseProcess
 {
 public:
 

+ 1 - 1
code/VertexTriangleAdjacency.h

@@ -56,7 +56,7 @@ namespace Assimp	{
  *  @note Although it is called #VertexTriangleAdjacency, the current version does also
  *    support arbitrary polygons. */
 // --------------------------------------------------------------------------------------------
-class VertexTriangleAdjacency
+class ASSIMP_API VertexTriangleAdjacency
 {
 public: