@@ -188,7 +188,7 @@ constructor() {
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var ioHandler: IOSystem
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get() = impl.ioSystem
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set(value) {
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- if (value != null ) {
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+ if (value != null ) { // TODO check nullability
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impl.ioSystem = value
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impl.isDefaultHandler = false
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} else {
@@ -462,34 +462,34 @@ constructor() {
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*
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* This is strictly equivalent to calling readFile() with the same flags. However, you can use this separate
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* function to inspect the imported scene first to fine-tune your post-processing setup.
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- * @param flags Provide a bitwise combination of the AiPostProcessSteps flags.
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+ * @param flags_ Provide a bitwise combination of the AiPostProcessSteps flags.
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* @return A pointer to the post-processed data. This is still the same as the pointer returned by readFile().
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* However, if post-processing fails, the scene could now be null.
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* That's quite a rare case, post processing steps are not really designed to 'fail'. To be exact, the
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* AiProcess_ValidateDS flag is currently the only post processing step which can actually cause the scene to be
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* reset to null.
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*
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* @note The method does nothing if no scene is currently bound to the Importer instance. */
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- fun applyPostProcessing (flags : Int ): AiScene ? {
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+ fun applyPostProcessing (flags_ : Int ): AiScene ? {
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// Return immediately if no scene is active
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if (impl.scene == null ) return null
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// If no flags are given, return the current scene with no further action
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- if (flags == 0 ) return impl.scene
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+ if (flags_ == 0 ) return impl.scene
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// In debug builds: run basic flag validation
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- assert (_validateFlags (flags ))
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+ assert (_validateFlags (flags_ ))
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logger.info(" Entering post processing pipeline" )
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if (! ASSIMP .NO .VALIDATEDS_PROCESS )
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/* The ValidateDS process plays an exceptional role. It isn't contained in the global list of post-processing
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steps, so we need to call it manually. */
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- if (flags has Pps .ValidateDataStructure ) {
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+ if (flags_ has Pps .ValidateDataStructure ) {
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ValidateDSProcess ().executeOnScene(this )
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if (impl.scene == null ) return null
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}
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- if (flags has Pps .OptimizeMeshes ) {
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+ if (flags_ has Pps .OptimizeMeshes ) {
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OptimizeMeshes ().executeOnScene(this )
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if (impl.scene == null ) return null
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}
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- var flags = flags
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+ var flags = flags_
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if (ASSIMP .DEBUG ) {
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if (impl.extraVerbose) {
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if (ASSIMP .NO .VALIDATEDS_PROCESS )
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