Browse Source

[ 2666245 ] Remove unused vars

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@357 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
aramis_acg 16 years ago
parent
commit
84e2c82877

+ 1 - 1
code/FindInvalidDataProcess.cpp

@@ -109,7 +109,7 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
 
 	bool out = false;
 	std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
-	unsigned int real = 0, realAnimations = 0;	
+	unsigned int real = 0;	
 
 	// Process meshes
 	for( unsigned int a = 0; a < pScene->mNumMeshes; a++)

+ 1 - 2
code/GenVertexNormalsProcess.cpp

@@ -150,8 +150,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
 	// check whether we can reuse the SpatialSort of a previous step.
 	SpatialSort* vertexFinder = NULL;
 	SpatialSort  _vertexFinder;
-	float posEpsilon;
-	const float epsilon = 1e-5f;
+	float posEpsilon = 1e-5f;
 	if (shared)	{
 		std::vector<std::pair<SpatialSort,float> >* avf;
 		shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);

+ 17 - 25
code/IRRLoader.cpp

@@ -308,7 +308,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
 	ai_assert(NULL != root && NULL != real);
 
 	if (root->animators.empty())return;
-	const aiMatrix4x4& transform = real->mTransformation;
+//	const aiMatrix4x4& transform = real->mTransformation;
 
 	unsigned int total = 0;
 	for (std::list<Animator>::iterator it = root->animators.begin();
@@ -409,11 +409,13 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
 				if (360 == lcm)
 					break;
 
+#if 0
 				// This can be a division through zero, but we don't care
 				float f1 = (float)lcm / angles[0];
 				float f2 = (float)lcm / angles[1];
 				float f3 = (float)lcm / angles[2];
-				
+#endif
+
 				// find out how many time units we'll need for the finest
 				// track (in seconds) - this defines the number of output
 				// keys (fps * seconds)
@@ -425,11 +427,9 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
 				if (angles[2])
 					max = std::max(max, (float)lcm / angles[2]);
 
-				
 				anim->mNumRotationKeys = (unsigned int)(max*fps);
 				anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
 
-
 				// begin with a zero angle
 				aiVector3D angle;
 				for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
@@ -445,16 +445,12 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
 				}
 
 				// This animation is repeated and repeated ...
-				anim->mPostState = aiAnimBehaviour_REPEAT;
-				anim->mPreState  = aiAnimBehaviour_CONSTANT;
+				anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
 			}
 			break;
 
 		case Animator::FLY_CIRCLE:
 			{
-				anim->mPostState = aiAnimBehaviour_REPEAT;
-				anim->mPreState  = aiAnimBehaviour_CONSTANT;
-
 				// -----------------------------------------------------
 				// Find out how much time we'll need to perform a 
 				// full circle. 
@@ -484,14 +480,15 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
 					const float t = (float) ( in.speed * key.mTime );
 					key.mValue = in.circleCenter  + in.circleRadius * ((vecU*::cos(t)) + (vecV*::sin(t)));
 				}
+
+				// This animation is repeated and repeated ...
+				anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
 			}
 			break;
 
 		case Animator::FLY_STRAIGHT:
 			{
-				anim->mPostState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
-				anim->mPreState  = aiAnimBehaviour_CONSTANT;
-
+				anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
 				const double seconds = in.timeForWay / 1000.;
 				const double tdelta = 1000. / fps;
 
@@ -516,9 +513,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
 
 		case Animator::FOLLOW_SPLINE:
 			{
-				anim->mPostState = aiAnimBehaviour_REPEAT;
-				anim->mPreState  = aiAnimBehaviour_CONSTANT;
-
+				// repeat outside the defined time range
+				anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
 				const int size = (int)in.splineKeys.size();
 				if (!size)
 				{
@@ -663,7 +659,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
 	unsigned int&				 defMatIdx)
 {
 	unsigned int oldMeshSize = (unsigned int)meshes.size();
-	unsigned int meshTrafoAssign = 0;
+	//unsigned int meshTrafoAssign = 0;
 
 	// Now determine the type of the node 
 	switch (root->type)
@@ -686,7 +682,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
 			}
 			attach.push_back(AttachmentInfo(scene,rootOut));
 
-#if 0
+#if 0  /* currently unused */
 			meshTrafoAssign = 1;
 
 			// If the root node of the scene is animated - and *this* node
@@ -695,16 +691,12 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
 			for (unsigned int i = 0; i < scene->mNumAnimations;++i)
 			{
 				aiAnimation* anim = scene->mAnimations[i];
-				for (unsigned int a = 0; a < anim->mNumChannels;++a)
-				{
-					if (scene->mRootNode->mName == anim->mChannels[a]->mNodeName)
-					{
-						if (root->animators.empty())
-						{
+				for (unsigned int a = 0; a < anim->mNumChannels;++a)	{
+					if (scene->mRootNode->mName == anim->mChannels[a]->mNodeName)	{
+						if (root->animators.empty())	{
 							meshTrafoAssign = 2;
 						}
-						else 
-						{
+						else {
 							meshTrafoAssign = 3;
 							aiNode* dummy = new aiNode();
 							dummy->mName.Set("$CSpaceSeam$");

+ 0 - 1
code/IRRMeshLoader.cpp

@@ -132,7 +132,6 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
 	int textMeaning = 0;
 	int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
 	bool useColors = false;
-	bool needLightMap = false;
 
 	// Parse the XML file
 	while (reader->read())

+ 0 - 1
code/MD3Loader.cpp

@@ -769,7 +769,6 @@ void MD3Importer::InternReadFile( const std::string& pFile,
 	// Read all surfaces from the file
 	unsigned int iNum = pcHeader->NUM_SURFACES;
 	unsigned int iNumMaterials = 0;
-	unsigned int iDefaultMatIndex = 0xFFFFFFFF;
 	while (iNum-- > 0)	{
 
 		// Ensure correct endianess

+ 0 - 2
code/SceneCombiner.cpp

@@ -187,8 +187,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
 	if (*_dest)(*_dest)->~aiScene();
 	else *_dest = new aiScene();
 
-	aiScene* dest = *_dest;
-
 	// Create a dummy scene to serve as master for the others
 	aiScene* master = new aiScene();
 	master->mRootNode = new aiNode();

+ 1 - 2
code/SkeletonMeshBuilder.cpp

@@ -77,13 +77,12 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene)
 void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
 {
 	// add a joint entry for the node. 
-	const unsigned int boneIndex = mBones.size();
 	const unsigned int vertexStartIndex = mVertices.size();
 
 	// now build the geometry. 
 	if( pNode->mNumChildren > 0)
 	{
-		// If the node has childs, we build little pointers to each of them
+		// If the node has children, we build little pointers to each of them
 		for( unsigned int a = 0; a < pNode->mNumChildren; a++)
 		{
 			// find a suitable coordinate system

+ 0 - 1
code/SortByPTypeProcess.cpp

@@ -190,7 +190,6 @@ void SortByPTypeProcess::Execute( aiScene* pScene)
 			continue;
 		}
 		bAnyChanges = true;
-		const unsigned int first = (unsigned int)outMeshes.size();
 
 		// reuse our current mesh arrays for the submesh 
 		// with the largest numer of primitives