Refactoring: Code cleanup post-processing.

pull/5009/head
Kim Kulling 2023-03-14 21:04:43 +01:00
parent 2acfc125c3
commit 1147f0c8bd
44 changed files with 235 additions and 414 deletions

View File

@ -43,42 +43,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/// @file DeboneProcess.cpp
/** Implementation of the DeboneProcess post processing step */
// internal headers of the post-processing framework
#include "ProcessHelper.h"
#include "DeboneProcess.h"
#include <stdio.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
DeboneProcess::DeboneProcess()
{
mNumBones = 0;
mNumBonesCanDoWithout = 0;
mThreshold = AI_DEBONE_THRESHOLD;
mAllOrNone = false;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
DeboneProcess::~DeboneProcess() = default;
DeboneProcess::DeboneProcess() : mNumBones(0), mNumBonesCanDoWithout(0), mThreshold(AI_DEBONE_THRESHOLD), mAllOrNone(false) {}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool DeboneProcess::IsActive( unsigned int pFlags) const
{
bool DeboneProcess::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_Debone) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void DeboneProcess::SetupProperties(const Importer* pImp)
{
void DeboneProcess::SetupProperties(const Importer* pImp) {
// get the current value of the property
mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
@ -86,8 +70,7 @@ void DeboneProcess::SetupProperties(const Importer* pImp)
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void DeboneProcess::Execute( aiScene* pScene)
{
void DeboneProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("DeboneProcess begin");
if(!pScene->mNumMeshes) {
@ -117,10 +100,8 @@ void DeboneProcess::Execute( aiScene* pScene)
// build a new array of meshes for the scene
std::vector<aiMesh*> meshes;
for(unsigned int a=0;a<pScene->mNumMeshes;a++)
{
for (unsigned int a=0;a<pScene->mNumMeshes; ++a) {
aiMesh* srcMesh = pScene->mMeshes[a];
std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
if(splitList[a]) {
@ -150,8 +131,7 @@ void DeboneProcess::Execute( aiScene* pScene)
// and destroy the source mesh. It should be completely contained inside the new submeshes
delete srcMesh;
}
else {
} else {
// Mesh is kept unchanged - store it's new place in the mesh array
mSubMeshIndices[a].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)nullptr);
meshes.push_back(srcMesh);
@ -173,8 +153,7 @@ void DeboneProcess::Execute( aiScene* pScene)
// ------------------------------------------------------------------------------------------------
// Counts bones total/removable in a given mesh.
bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
{
bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) {
if(!pMesh->HasBones()) {
return false;
}
@ -193,25 +172,23 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
float w = pMesh->mBones[i]->mWeights[j].mWeight;
if(w==0.0f) {
if (w == 0.0f) {
continue;
}
unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
if(w>=mThreshold) {
if(vertexBones[vid]!=cUnowned) {
if(vertexBones[vid]==i) //double entry
{
if (w >= mThreshold) {
if (vertexBones[vid] != cUnowned) {
//double entry
if(vertexBones[vid]==i) {
ASSIMP_LOG_WARN("Encountered double entry in bone weights");
}
else //TODO: track attraction in order to break tie
{
} else {
//TODO: track attraction in order to break tie
vertexBones[vid] = cCoowned;
}
}
else vertexBones[vid] = i;
} else {
vertexBones[vid] = i;
}
}
if(!isBoneNecessary[i]) {
@ -227,13 +204,16 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
if(isInterstitialRequired) {
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
for (unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
if(v!=w) {
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
if (v != w) {
if(v<pMesh->mNumBones) {
isBoneNecessary[v] = true;
}
if (w<pMesh->mNumBones) {
isBoneNecessary[w] = true;
}
}
}
}
@ -252,8 +232,7 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
// ------------------------------------------------------------------------------------------------
// Splits the given mesh by bone count.
void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
{
void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const {
// same deal here as ConsiderMesh basically
std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
@ -371,8 +350,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
// ------------------------------------------------------------------------------------------------
// Recursively updates the node's mesh list to account for the changed mesh list
void DeboneProcess::UpdateNode(aiNode* pNode) const
{
void DeboneProcess::UpdateNode(aiNode* pNode) const {
// rebuild the node's mesh index list
std::vector<unsigned int> newMeshList;
@ -430,8 +408,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
// ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh
void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
{
void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const {
// Check whether we need to transform the coordinates at all
if (!mat.IsIdentity()) {

View File

@ -70,7 +70,7 @@ namespace Assimp {
class DeboneProcess : public BaseProcess {
public:
DeboneProcess();
~DeboneProcess();
~DeboneProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag.

View File

@ -54,14 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
DropFaceNormalsProcess::DropFaceNormalsProcess() = default;
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
DropFaceNormalsProcess::~DropFaceNormalsProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {

View File

@ -55,8 +55,8 @@ namespace Assimp {
*/
class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
public:
DropFaceNormalsProcess();
~DropFaceNormalsProcess();
DropFaceNormalsProcess() = default;
~DropFaceNormalsProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
EmbedTexturesProcess::EmbedTexturesProcess() = default;
EmbedTexturesProcess::~EmbedTexturesProcess() = default;
bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_EmbedTextures) != 0;
}

View File

@ -62,10 +62,10 @@ namespace Assimp {
class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
public:
/// The default class constructor.
EmbedTexturesProcess();
EmbedTexturesProcess() = default;
/// The class destructor.
virtual ~EmbedTexturesProcess();
~EmbedTexturesProcess() override = default;
/// Overwritten, @see BaseProcess
virtual bool IsActive(unsigned int pFlags) const;

View File

@ -59,7 +59,7 @@ namespace Assimp {
class ASSIMP_API FindDegeneratesProcess : public BaseProcess {
public:
FindDegeneratesProcess();
~FindDegeneratesProcess() = default;
~FindDegeneratesProcess() override = default;
// -------------------------------------------------------------------
// Check whether step is active

View File

@ -110,7 +110,7 @@ inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
class FindInstancesProcess : public BaseProcess {
public:
FindInstancesProcess();
~FindInstancesProcess() = default;
~FindInstancesProcess() override = default;
// -------------------------------------------------------------------
// Check whether step is active in given flags combination

View File

@ -64,35 +64,37 @@ namespace Assimp {
* which have zero normal vectors. */
class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
FindInvalidDataProcess();
~FindInvalidDataProcess() = default;
~FindInvalidDataProcess() override = default;
// -------------------------------------------------------------------
//
/// Returns active state.
bool IsActive(unsigned int pFlags) const;
// -------------------------------------------------------------------
// Setup import settings
/// Setup import settings
void SetupProperties(const Importer *pImp);
// -------------------------------------------------------------------
// Run the step
/// Run the step
void Execute(aiScene *pScene);
// -------------------------------------------------------------------
/** Executes the post-processing step on the given mesh
* @param pMesh The mesh to process.
* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
/// Executes the post-processing step on the given mesh
/// @param pMesh The mesh to process.
/// @return 0 - nothing, 1 - removed sth, 2 - please delete me */
int ProcessMesh(aiMesh *pMesh);
// -------------------------------------------------------------------
/** Executes the post-processing step on the given animation
* @param anim The animation to process. */
/// Executes the post-processing step on the given animation
/// @param anim The animation to process. */
void ProcessAnimation(aiAnimation *anim);
// -------------------------------------------------------------------
/** Executes the post-processing step on the given anim channel
* @param anim The animation channel to process.*/
/// Executes the post-processing step on the given anim channel
/// @param anim The animation channel to process.*/
void ProcessAnimationChannel(aiNodeAnim *anim);
private:

View File

@ -58,8 +58,10 @@ namespace Assimp {
*/
class FixInfacingNormalsProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
FixInfacingNormalsProcess() = default;
~FixInfacingNormalsProcess() = default;
~FixInfacingNormalsProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -60,13 +60,17 @@ namespace Assimp {
*/
class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess {
public:
/// The class constructor.
// -------------------------------------------------------------------
/// The default class constructor / destructor.
GenBoundingBoxesProcess() = default;
/// The class destructor.
~GenBoundingBoxesProcess() = default;
/// Will return true, if aiProcess_GenBoundingBoxes is defined.
~GenBoundingBoxesProcess() override = default;
// -------------------------------------------------------------------
/// @brief Will return true, if aiProcess_GenBoundingBoxes is defined.
bool IsActive(unsigned int pFlags) const override;
/// The execution callback.
// -------------------------------------------------------------------
/// @brief The execution callback.
void Execute(aiScene* pScene) override;
};

View File

@ -55,8 +55,10 @@ namespace Assimp {
*/
class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
GenFaceNormalsProcess() = default;
~GenFaceNormalsProcess() = default;
~GenFaceNormalsProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -60,8 +60,10 @@ namespace Assimp {
*/
class ASSIMP_API GenVertexNormalsProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
GenVertexNormalsProcess();
~GenVertexNormalsProcess() = default;
~GenVertexNormalsProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag.

View File

@ -68,10 +68,6 @@ ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {

View File

@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
struct aiMesh;
namespace Assimp
{
namespace Assimp {
// ---------------------------------------------------------------------------
/** The ImproveCacheLocalityProcess reorders all faces for improved vertex
@ -61,14 +60,12 @@ namespace Assimp
*
* @note This step expects triagulated input data.
*/
class ImproveCacheLocalityProcess : public BaseProcess
{
class ImproveCacheLocalityProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
ImproveCacheLocalityProcess();
~ImproveCacheLocalityProcess();
public:
~ImproveCacheLocalityProcess() override = default;
// -------------------------------------------------------------------
// Check whether the pp step is active

View File

@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
struct aiMesh;
namespace Assimp
{
namespace Assimp {
// ---------------------------------------------------------------------------
/** The JoinVerticesProcess unites identical vertices in all imported meshes.
@ -65,12 +64,9 @@ namespace Assimp
class ASSIMP_API JoinVerticesProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// @brief The default class constructor.
JoinVerticesProcess() = default;
// -------------------------------------------------------------------
/// @brief The default class destructor.
~JoinVerticesProcess() = default;
/// The default class constructor / destructor.
JoinVerticesProcess() = default;
~JoinVerticesProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -53,11 +53,9 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
LimitBoneWeightsProcess::~LimitBoneWeightsProcess() = default;
LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.

View File

@ -74,8 +74,10 @@ namespace Assimp {
*/
class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
LimitBoneWeightsProcess();
~LimitBoneWeightsProcess();
~LimitBoneWeightsProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag.

View File

@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::MakeVerboseFormatProcess() = default;
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::~MakeVerboseFormatProcess() = default;
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MakeVerboseFormatProcess::Execute(aiScene *pScene) {

View File

@ -66,15 +66,12 @@ namespace Assimp {
* The step has been added because it was required by the viewer, however
* it has been moved to the main library since others might find it
* useful, too. */
class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess
{
public:
MakeVerboseFormatProcess();
~MakeVerboseFormatProcess();
class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
MakeVerboseFormatProcess() = default;
~MakeVerboseFormatProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -78,10 +78,6 @@ OptimizeGraphProcess::OptimizeGraphProcess() :
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OptimizeGraphProcess::~OptimizeGraphProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {

View File

@ -71,8 +71,10 @@ namespace Assimp {
*/
class OptimizeGraphProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
OptimizeGraphProcess();
~OptimizeGraphProcess();
~OptimizeGraphProcess() override = default;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const override;

View File

@ -69,10 +69,6 @@ OptimizeMeshesProcess::OptimizeMeshesProcess()
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OptimizeMeshesProcess::~OptimizeMeshesProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const

View File

@ -68,11 +68,10 @@ namespace Assimp {
*/
class OptimizeMeshesProcess : public BaseProcess {
public:
/// @brief The class constructor.
// -------------------------------------------------------------------
/// The default class constructor / destructor.
OptimizeMeshesProcess();
/// @brief The class destructor.
~OptimizeMeshesProcess();
~OptimizeMeshesProcess() override = default;
/** @brief Internal utility to store additional mesh info
*/

View File

@ -68,10 +68,6 @@ PretransformVertices::PretransformVertices() :
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
PretransformVertices::~PretransformVertices() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool PretransformVertices::IsActive(unsigned int pFlags) const {

View File

@ -68,8 +68,10 @@ namespace Assimp {
*/
class ASSIMP_API PretransformVertices : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
PretransformVertices();
~PretransformVertices();
~PretransformVertices() override = default;
// -------------------------------------------------------------------
// Check whether step is active

View File

@ -62,10 +62,6 @@ RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const

View File

@ -59,11 +59,10 @@ namespace Assimp {
*/
class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess {
public:
/// The default class constructor.
// -------------------------------------------------------------------
/// The default class constructor / destructor.
RemoveRedundantMatsProcess();
/// The class destructor.
~RemoveRedundantMatsProcess();
~RemoveRedundantMatsProcess() override = default;
// -------------------------------------------------------------------
// Check whether step is active

View File

@ -56,10 +56,6 @@ using namespace Assimp;
RemoveVCProcess::RemoveVCProcess() :
configDeleteFlags(), mScene() {}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
RemoveVCProcess::~RemoveVCProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool RemoveVCProcess::IsActive(unsigned int pFlags) const {

View File

@ -58,11 +58,10 @@ namespace Assimp {
*/
class ASSIMP_API RemoveVCProcess : public BaseProcess {
public:
/// The default class constructor.
// -------------------------------------------------------------------
/// The default class constructor / destructor.
RemoveVCProcess();
/// The class destructor.
~RemoveVCProcess();
~RemoveVCProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -47,25 +47,27 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
ScaleProcess::ScaleProcess()
: BaseProcess()
, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
// ------------------------------------------------------------------------------------------------
ScaleProcess::ScaleProcess() : BaseProcess(), mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
// empty
}
ScaleProcess::~ScaleProcess() = default;
// ------------------------------------------------------------------------------------------------
void ScaleProcess::setScale( ai_real scale ) {
mScale = scale;
}
// ------------------------------------------------------------------------------------------------
ai_real ScaleProcess::getScale() const {
return mScale;
}
// ------------------------------------------------------------------------------------------------
bool ScaleProcess::IsActive( unsigned int pFlags ) const {
return ( pFlags & aiProcess_GlobalScale ) != 0;
}
// ------------------------------------------------------------------------------------------------
void ScaleProcess::SetupProperties( const Importer* pImp ) {
// User scaling
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
@ -78,6 +80,7 @@ void ScaleProcess::SetupProperties( const Importer* pImp ) {
mScale *= importerScale;
}
// ------------------------------------------------------------------------------------------------
void ScaleProcess::Execute( aiScene* pScene ) {
if(mScale == 1.0f) {
return; // nothing to scale
@ -96,37 +99,30 @@ void ScaleProcess::Execute( aiScene* pScene ) {
}
// Process animations and update position transform to new unit system
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
{
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ ) {
aiAnimation* animation = pScene->mAnimations[animationID];
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
{
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++) {
aiNodeAnim* anim = animation->mChannels[animationChannel];
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
{
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++) {
aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
vectorKey.mValue *= mScale;
}
}
}
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
{
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++) {
aiMesh *mesh = pScene->mMeshes[meshID];
// Reconstruct mesh vertices to the new unit system
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
{
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++) {
aiVector3D& vertex = mesh->mVertices[vertexID];
vertex *= mScale;
}
// bone placement / scaling
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
{
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++) {
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
@ -152,12 +148,10 @@ void ScaleProcess::Execute( aiScene* pScene ) {
// animation mesh processing
// convert by position rather than scale.
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
{
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++) {
aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
{
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++) {
aiVector3D& vertex = animMesh->mVertices[vertexID];
vertex *= mScale;
}
@ -167,16 +161,17 @@ void ScaleProcess::Execute( aiScene* pScene ) {
traverseNodes( pScene->mRootNode );
}
// ------------------------------------------------------------------------------------------------
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
applyScaling( node );
for( size_t i = 0; i < node->mNumChildren; i++)
{
for( size_t i = 0; i < node->mNumChildren; i++) {
// recurse into the tree until we are done!
traverseNodes( node->mChildren[i], nested_node_id+1 );
}
}
// ------------------------------------------------------------------------------------------------
void ScaleProcess::applyScaling( aiNode *currentNode ) {
if ( nullptr != currentNode ) {
// Reconstruct matrix by transform rather than by scale

View File

@ -62,11 +62,10 @@ namespace Assimp {
*/
class ASSIMP_API ScaleProcess : public BaseProcess {
public:
/// The default class constructor.
// -------------------------------------------------------------------
/// The default class constructor / destructor.
ScaleProcess();
/// The class destructor.
virtual ~ScaleProcess();
~ScaleProcess() override = default;
/// Will set the scale manually.
void setScale( ai_real scale );

View File

@ -59,10 +59,6 @@ SortByPTypeProcess::SortByPTypeProcess() :
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
SortByPTypeProcess::~SortByPTypeProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SortByPTypeProcess::IsActive(unsigned int pFlags) const {

View File

@ -60,8 +60,10 @@ namespace Assimp {
*/
class ASSIMP_API SortByPTypeProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
SortByPTypeProcess();
~SortByPTypeProcess();
~SortByPTypeProcess() override = default;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;

View File

@ -40,7 +40,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/// @file SplitByBoneCountProcess.cpp
/// Implementation of the SplitByBoneCount postprocessing step
@ -59,47 +58,36 @@ using namespace Assimp::Formatter;
// ------------------------------------------------------------------------------------------------
// Constructor
SplitByBoneCountProcess::SplitByBoneCountProcess()
{
// set default, might be overridden by importer config
mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
SplitByBoneCountProcess::SplitByBoneCountProcess() : mMaxBoneCount(AI_SBBC_DEFAULT_MAX_BONES) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor
SplitByBoneCountProcess::~SplitByBoneCountProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag.
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
{
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const {
return !!(pFlags & aiProcess_SplitByBoneCount);
}
// ------------------------------------------------------------------------------------------------
// Updates internal properties
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
{
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp) {
mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitByBoneCountProcess::Execute( aiScene* pScene)
{
void SplitByBoneCountProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");
// early out
bool isNecessary = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
{
if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount ) {
isNecessary = true;
break;
}
if( !isNecessary )
{
if( !isNecessary ) {
ASSIMP_LOG_DEBUG("SplitByBoneCountProcess early-out: no meshes with more than ", mMaxBoneCount, " bones." );
return;
}
@ -111,28 +99,23 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
// build a new array of meshes for the scene
std::vector<aiMesh*> meshes;
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
{
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* srcMesh = pScene->mMeshes[a];
std::vector<aiMesh*> newMeshes;
SplitMesh( pScene->mMeshes[a], newMeshes);
// mesh was split
if( !newMeshes.empty() )
{
if( !newMeshes.empty() ) {
// store new meshes and indices of the new meshes
for( unsigned int b = 0; b < newMeshes.size(); ++b)
{
for( unsigned int b = 0; b < newMeshes.size(); ++b) {
mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
meshes.push_back( newMeshes[b]);
}
// and destroy the source mesh. It should be completely contained inside the new submeshes
delete srcMesh;
}
else
{
} else {
// Mesh is kept unchanged - store it's new place in the mesh array
mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
meshes.push_back( srcMesh);
@ -153,11 +136,9 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
// ------------------------------------------------------------------------------------------------
// Splits the given mesh by bone count.
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
{
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const {
// skip if not necessary
if( pMesh->mNumBones <= mMaxBoneCount )
{
if( pMesh->mNumBones <= mMaxBoneCount ) {
return;
}
@ -165,27 +146,22 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
// TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
typedef std::pair<unsigned int, float> BoneWeight;
std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
for( unsigned int a = 0; a < pMesh->mNumBones; ++a)
{
for( unsigned int a = 0; a < pMesh->mNumBones; ++a) {
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
{
if (bone->mWeights[b].mWeight > 0.0f)
{
int vertexId = bone->mWeights[b].mVertexId;
vertexBones[vertexId].emplace_back(a, bone->mWeights[b].mWeight);
if (vertexBones[vertexId].size() > mMaxBoneCount)
{
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
for( unsigned int b = 0; b < bone->mNumWeights; ++b) {
if (bone->mWeights[b].mWeight > 0.0f) {
int vertexId = bone->mWeights[b].mVertexId;
vertexBones[vertexId].emplace_back(a, bone->mWeights[b].mWeight);
if (vertexBones[vertexId].size() > mMaxBoneCount) {
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
}
}
}
}
}
unsigned int numFacesHandled = 0;
std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
while( numFacesHandled < pMesh->mNumFaces )
{
while( numFacesHandled < pMesh->mNumFaces ) {
// which bones are used in the current submesh
unsigned int numBones = 0;
std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
@ -196,11 +172,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
unsigned int numSubMeshVertices = 0;
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
{
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a) {
// skip if the face is already stored in a submesh
if( isFaceHandled[a] )
{
if( isFaceHandled[a] ) {
continue;
}
// a small local set of new bones for the current face. State of all used bones for that face
@ -209,33 +183,27 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
const aiFace& face = pMesh->mFaces[a];
// check every vertex if its bones would still fit into the current submesh
for( unsigned int b = 0; b < face.mNumIndices; ++b )
{
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
for( unsigned int c = 0; c < vb.size(); ++c)
{
unsigned int boneIndex = vb[c].first;
if( !isBoneUsed[boneIndex] )
{
newBonesAtCurrentFace.insert(boneIndex);
for( unsigned int b = 0; b < face.mNumIndices; ++b ) {
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
for( unsigned int c = 0; c < vb.size(); ++c) {
unsigned int boneIndex = vb[c].first;
if( !isBoneUsed[boneIndex] ) {
newBonesAtCurrentFace.insert(boneIndex);
}
}
}
}
// leave out the face if the new bones required for this face don't fit the bone count limit anymore
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
{
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount ) {
continue;
}
// mark all new bones as necessary
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
{
if (!isBoneUsed[*it])
{
isBoneUsed[*it] = true;
numBones++;
}
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it) {
if (!isBoneUsed[*it]) {
isBoneUsed[*it] = true;
numBones++;
}
}
// store the face index and the vertex count
@ -261,27 +229,21 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
newMesh->mNumVertices = numSubMeshVertices;
newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
if( pMesh->HasNormals() )
{
if( pMesh->HasNormals() ) {
newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
}
if( pMesh->HasTangentsAndBitangents() )
{
if( pMesh->HasTangentsAndBitangents() ) {
newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( pMesh->HasTextureCoords( a) )
{
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
if( pMesh->HasTextureCoords( a) ) {
newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
}
newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( pMesh->HasVertexColors( a) )
{
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) {
if( pMesh->HasVertexColors( a) ) {
newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
}
}
@ -290,41 +252,33 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
newMesh->mFaces = new aiFace[subMeshFaces.size()];
unsigned int nvi = 0; // next vertex index
std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
for( unsigned int a = 0; a < subMeshFaces.size(); ++a )
{
for( unsigned int a = 0; a < subMeshFaces.size(); ++a ) {
const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
aiFace& dstFace = newMesh->mFaces[a];
dstFace.mNumIndices = srcFace.mNumIndices;
dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
// accumulate linearly all the vertices of the source face
for( unsigned int b = 0; b < dstFace.mNumIndices; ++b )
{
for( unsigned int b = 0; b < dstFace.mNumIndices; ++b ) {
unsigned int srcIndex = srcFace.mIndices[b];
dstFace.mIndices[b] = nvi;
previousVertexIndices[nvi] = srcIndex;
newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
if( pMesh->HasNormals() )
{
if( pMesh->HasNormals() ) {
newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
}
if( pMesh->HasTangentsAndBitangents() )
{
if( pMesh->HasTangentsAndBitangents() ) {
newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
}
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
{
if( pMesh->HasTextureCoords( c) )
{
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
if( pMesh->HasTextureCoords( c) ) {
newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
}
}
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
{
if( pMesh->HasVertexColors( c) )
{
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
if( pMesh->HasVertexColors( c) ) {
newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
}
}
@ -340,10 +294,8 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
newMesh->mBones = new aiBone*[numBones];
std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
{
if( !isBoneUsed[a] )
{
for( unsigned int a = 0; a < pMesh->mNumBones; ++a ) {
if( !isBoneUsed[a] ) {
continue;
}
@ -360,24 +312,20 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
ai_assert( newMesh->mNumBones == numBones );
// iterate over all new vertices and count which bones affected its old vertex in the source mesh
for( unsigned int a = 0; a < numSubMeshVertices; ++a )
{
for( unsigned int a = 0; a < numSubMeshVertices; ++a ) {
unsigned int oldIndex = previousVertexIndices[a];
const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b )
{
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b ) {
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
{
if( newBoneIndex != std::numeric_limits<unsigned int>::max() ) {
newMesh->mBones[newBoneIndex]->mNumWeights++;
}
}
}
// allocate all bone weight arrays accordingly
for( unsigned int a = 0; a < newMesh->mNumBones; ++a )
{
for( unsigned int a = 0; a < newMesh->mNumBones; ++a ) {
aiBone* bone = newMesh->mBones[a];
ai_assert( bone->mNumWeights > 0 );
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
@ -385,16 +333,14 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
}
// now copy all the bone vertex weights for all the vertices which made it into the new submesh
for( unsigned int a = 0; a < numSubMeshVertices; ++a)
{
for( unsigned int a = 0; a < numSubMeshVertices; ++a) {
// find the source vertex for it in the source mesh
unsigned int previousIndex = previousVertexIndices[a];
// these bones were affecting it
const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
// all of the bones affecting it should be present in the new submesh, or else
// the face it comprises shouldn't be present
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b)
{
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b) {
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
@ -450,14 +396,11 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
// ------------------------------------------------------------------------------------------------
// Recursively updates the node's mesh list to account for the changed mesh list
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
{
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const {
// rebuild the node's mesh index list
if( pNode->mNumMeshes > 0 )
{
if( pNode->mNumMeshes == 0 ) {
std::vector<unsigned int> newMeshList;
for( unsigned int a = 0; a < pNode->mNumMeshes; ++a)
{
for( unsigned int a = 0; a < pNode->mNumMeshes; ++a) {
unsigned int srcIndex = pNode->mMeshes[a];
const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
@ -470,8 +413,7 @@ void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
}
// do that also recursively for all children
for( unsigned int a = 0; a < pNode->mNumChildren; ++a )
{
for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
UpdateNode( pNode->mChildren[a]);
}
}

View File

@ -51,9 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/mesh.h>
#include <assimp/scene.h>
namespace Assimp
{
namespace Assimp {
/** Postprocessing filter to split meshes with many bones into submeshes
* so that each submesh has a certain max bone count.
@ -61,33 +59,28 @@ namespace Assimp
* Applied BEFORE the JoinVertices-Step occurs.
* Returns NON-UNIQUE vertices, splits by bone count.
*/
class SplitByBoneCountProcess : public BaseProcess
{
class SplitByBoneCountProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
SplitByBoneCountProcess();
~SplitByBoneCountProcess();
~SplitByBoneCountProcess() override = default;
public:
/** Returns whether the processing step is present in the given flag.
* @param pFlags The processing flags the importer was called with. A
* bitwise combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields,
* false if not.
*/
/// @brief Returns whether the processing step is present in the given flag.
/// @param pFlags The processing flags the importer was called with. A
/// bitwise combination of #aiPostProcessSteps.
/// @return true if the process is present in this flag fields, false if not.
bool IsActive( unsigned int pFlags) const;
/** Called prior to ExecuteOnScene().
* The function is a request to the process to update its configuration
* basing on the Importer's configuration property list.
*/
/// @brief Called prior to ExecuteOnScene().
/// The function is a request to the process to update its configuration
/// basing on the Importer's configuration property list.
virtual void SetupProperties(const Importer* pImp);
protected:
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
/// Executes the post processing step on the given imported data.
/// At the moment a process is not supposed to fail.
/// @param pScene The imported data to work at.
void Execute( aiScene* pScene);
/// Splits the given mesh by bone count.

View File

@ -55,9 +55,6 @@ SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle() {
LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const {
@ -329,9 +326,6 @@ SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex() {
LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const {

View File

@ -83,16 +83,15 @@ class SplitLargeMeshesProcess_Vertex;
* Applied BEFORE the JoinVertices-Step occurs.
* Returns NON-UNIQUE vertices, splits by triangle number.
*/
class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
{
class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess {
friend class SplitLargeMeshesProcess_Vertex;
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
SplitLargeMeshesProcess_Triangle();
~SplitLargeMeshesProcess_Triangle();
~SplitLargeMeshesProcess_Triangle() override = default;
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag.
* @param pFlags The processing flags the importer was called with. A
@ -102,14 +101,12 @@ public:
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Called prior to ExecuteOnScene().
* The function is a request to the process to update its configuration
* basing on the Importer's configuration property list.
*/
virtual void SetupProperties(const Importer* pImp);
void SetupProperties(const Importer* pImp) override;
//! Set the split limit - needed for unit testing
inline void SetLimit(unsigned int l)
@ -119,8 +116,6 @@ public:
inline unsigned int GetLimit() const
{return LIMIT;}
public:
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
@ -144,21 +139,17 @@ public:
unsigned int LIMIT;
};
// ---------------------------------------------------------------------------
/** Post-processing filter to split large meshes into sub-meshes
*
* Applied AFTER the JoinVertices-Step occurs.
* Returns UNIQUE vertices, splits by vertex number.
*/
class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
{
class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess {
public:
SplitLargeMeshesProcess_Vertex();
~SplitLargeMeshesProcess_Vertex();
~SplitLargeMeshesProcess_Vertex() override = default;
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise

View File

@ -56,33 +56,24 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TextureTransformStep::TextureTransformStep() :
configFlags()
{
TextureTransformStep::TextureTransformStep() : configFlags() {
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TextureTransformStep::~TextureTransformStep() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool TextureTransformStep::IsActive( unsigned int pFlags) const
{
bool TextureTransformStep::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_TransformUVCoords) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup properties
void TextureTransformStep::SetupProperties(const Importer* pImp)
{
void TextureTransformStep::SetupProperties(const Importer* pImp) {
configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
}
// ------------------------------------------------------------------------------------------------
void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
{
void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info) {
/* This function tries to simplify the input UV transformation.
* That's very important as it allows us to reduce the number
* of output UV channels. The order in which the transformations
@ -90,7 +81,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
*/
int rounded;
char szTemp[512];
char szTemp[512] = {};
/* Optimize the rotation angle. That's slightly difficult as
* we have an inprecise floating-point number (when comparing
@ -98,12 +89,10 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
* an epsilon of 5 degrees). If there is a rotation value, we can't
* perform any further optimizations.
*/
if (info.mRotation)
{
if (info.mRotation) {
float out = info.mRotation;
rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI)));
if (rounded)
{
if (rounded) {
out -= rounded * static_cast<float>(AI_MATH_PI);
ASSIMP_LOG_INFO("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out);
}
@ -187,8 +176,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
}
// ------------------------------------------------------------------------------------------------
void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
{
void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n) {
// Don't set if == 0 && wasn't set before
for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
const TTUpdateInfo& info = *it;
@ -203,8 +191,7 @@ void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
}
// ------------------------------------------------------------------------------------------------
inline const char* MappingModeToChar(aiTextureMapMode map)
{
inline static const char* MappingModeToChar(aiTextureMapMode map) {
if (aiTextureMapMode_Wrap == map)
return "-w";
@ -215,8 +202,7 @@ inline const char* MappingModeToChar(aiTextureMapMode map)
}
// ------------------------------------------------------------------------------------------------
void TextureTransformStep::Execute( aiScene* pScene)
{
void TextureTransformStep::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");

View File

@ -193,14 +193,12 @@ struct STransformVecInfo : public aiUVTransform {
/** Helper step to compute final UV coordinate sets if there are scalings
* or rotations in the original data read from the file.
*/
class TextureTransformStep : public BaseProcess
{
class TextureTransformStep : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
TextureTransformStep();
~TextureTransformStep();
public:
~TextureTransformStep() override = default;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
@ -213,8 +211,6 @@ public:
protected:
// -------------------------------------------------------------------
/** Preprocess a specific UV transformation setup
*
@ -223,10 +219,9 @@ protected:
void PreProcessUVTransform(STransformVecInfo& info);
private:
unsigned int configFlags;
};
}
} // namespace Assimp
#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED

View File

@ -156,15 +156,6 @@ namespace {
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TriangulateProcess::TriangulateProcess() = default;
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TriangulateProcess::~TriangulateProcess() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool TriangulateProcess::IsActive( unsigned int pFlags) const

View File

@ -61,8 +61,10 @@ namespace Assimp {
*/
class ASSIMP_API TriangulateProcess : public BaseProcess {
public:
TriangulateProcess();
~TriangulateProcess();
// -------------------------------------------------------------------
/// The default class constructor / destructor.
TriangulateProcess() = default;
~TriangulateProcess() override = default;
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.

View File

@ -60,12 +60,7 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ValidateDSProcess::ValidateDSProcess() :
mScene() {}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ValidateDSProcess::~ValidateDSProcess() = default;
ValidateDSProcess::ValidateDSProcess() : mScene(nullptr) {}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.

View File

@ -72,11 +72,11 @@ namespace Assimp {
class ValidateDSProcess : public BaseProcess
{
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
ValidateDSProcess();
~ValidateDSProcess();
~ValidateDSProcess() override = default;
public:
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;