Refactoring: Code cleanup post-processing.
parent
2acfc125c3
commit
1147f0c8bd
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@ -43,42 +43,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/// @file DeboneProcess.cpp
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/** Implementation of the DeboneProcess post processing step */
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// internal headers of the post-processing framework
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#include "ProcessHelper.h"
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#include "DeboneProcess.h"
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DeboneProcess::DeboneProcess()
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{
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mNumBones = 0;
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mNumBonesCanDoWithout = 0;
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mThreshold = AI_DEBONE_THRESHOLD;
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mAllOrNone = false;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DeboneProcess::~DeboneProcess() = default;
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DeboneProcess::DeboneProcess() : mNumBones(0), mNumBonesCanDoWithout(0), mThreshold(AI_DEBONE_THRESHOLD), mAllOrNone(false) {}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool DeboneProcess::IsActive( unsigned int pFlags) const
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{
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bool DeboneProcess::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_Debone) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void DeboneProcess::SetupProperties(const Importer* pImp)
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{
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void DeboneProcess::SetupProperties(const Importer* pImp) {
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// get the current value of the property
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mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
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mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
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@ -86,8 +70,7 @@ void DeboneProcess::SetupProperties(const Importer* pImp)
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void DeboneProcess::Execute( aiScene* pScene)
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{
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void DeboneProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("DeboneProcess begin");
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if(!pScene->mNumMeshes) {
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@ -117,10 +100,8 @@ void DeboneProcess::Execute( aiScene* pScene)
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// build a new array of meshes for the scene
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std::vector<aiMesh*> meshes;
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for(unsigned int a=0;a<pScene->mNumMeshes;a++)
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{
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for (unsigned int a=0;a<pScene->mNumMeshes; ++a) {
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aiMesh* srcMesh = pScene->mMeshes[a];
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std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
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if(splitList[a]) {
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@ -150,8 +131,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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// and destroy the source mesh. It should be completely contained inside the new submeshes
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delete srcMesh;
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}
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else {
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} else {
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// Mesh is kept unchanged - store it's new place in the mesh array
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mSubMeshIndices[a].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)nullptr);
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meshes.push_back(srcMesh);
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@ -173,8 +153,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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// ------------------------------------------------------------------------------------------------
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// Counts bones total/removable in a given mesh.
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bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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{
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bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) {
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if(!pMesh->HasBones()) {
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return false;
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}
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@ -193,25 +172,23 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
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float w = pMesh->mBones[i]->mWeights[j].mWeight;
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if(w==0.0f) {
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if (w == 0.0f) {
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continue;
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}
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unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
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if(w>=mThreshold) {
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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if (w >= mThreshold) {
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if (vertexBones[vid] != cUnowned) {
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//double entry
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if(vertexBones[vid]==i) {
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ASSIMP_LOG_WARN("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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} else {
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//TODO: track attraction in order to break tie
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vertexBones[vid] = cCoowned;
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}
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}
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else vertexBones[vid] = i;
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} else {
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vertexBones[vid] = i;
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}
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}
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if(!isBoneNecessary[i]) {
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@ -227,13 +204,16 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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if(isInterstitialRequired) {
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
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for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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for (unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
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if(v!=w) {
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if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
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if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
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if (v != w) {
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if(v<pMesh->mNumBones) {
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isBoneNecessary[v] = true;
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}
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if (w<pMesh->mNumBones) {
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isBoneNecessary[w] = true;
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}
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}
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}
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}
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@ -252,8 +232,7 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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// ------------------------------------------------------------------------------------------------
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// Splits the given mesh by bone count.
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void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
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{
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void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const {
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// same deal here as ConsiderMesh basically
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std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
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@ -371,8 +350,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the node's mesh list to account for the changed mesh list
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void DeboneProcess::UpdateNode(aiNode* pNode) const
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{
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void DeboneProcess::UpdateNode(aiNode* pNode) const {
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// rebuild the node's mesh index list
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std::vector<unsigned int> newMeshList;
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@ -430,8 +408,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
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{
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void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const {
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// Check whether we need to transform the coordinates at all
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if (!mat.IsIdentity()) {
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@ -70,7 +70,7 @@ namespace Assimp {
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class DeboneProcess : public BaseProcess {
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public:
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DeboneProcess();
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~DeboneProcess();
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~DeboneProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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@ -54,14 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DropFaceNormalsProcess::DropFaceNormalsProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DropFaceNormalsProcess::~DropFaceNormalsProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {
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@ -55,8 +55,8 @@ namespace Assimp {
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*/
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class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
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public:
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DropFaceNormalsProcess();
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~DropFaceNormalsProcess();
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DropFaceNormalsProcess() = default;
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~DropFaceNormalsProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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EmbedTexturesProcess::EmbedTexturesProcess() = default;
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EmbedTexturesProcess::~EmbedTexturesProcess() = default;
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bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_EmbedTextures) != 0;
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}
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@ -62,10 +62,10 @@ namespace Assimp {
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class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
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public:
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/// The default class constructor.
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EmbedTexturesProcess();
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EmbedTexturesProcess() = default;
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/// The class destructor.
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virtual ~EmbedTexturesProcess();
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~EmbedTexturesProcess() override = default;
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/// Overwritten, @see BaseProcess
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virtual bool IsActive(unsigned int pFlags) const;
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@ -59,7 +59,7 @@ namespace Assimp {
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class ASSIMP_API FindDegeneratesProcess : public BaseProcess {
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public:
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FindDegeneratesProcess();
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~FindDegeneratesProcess() = default;
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~FindDegeneratesProcess() override = default;
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// -------------------------------------------------------------------
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// Check whether step is active
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@ -110,7 +110,7 @@ inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
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class FindInstancesProcess : public BaseProcess {
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public:
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FindInstancesProcess();
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~FindInstancesProcess() = default;
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~FindInstancesProcess() override = default;
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// -------------------------------------------------------------------
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// Check whether step is active in given flags combination
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@ -64,35 +64,37 @@ namespace Assimp {
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* which have zero normal vectors. */
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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FindInvalidDataProcess();
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~FindInvalidDataProcess() = default;
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~FindInvalidDataProcess() override = default;
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// -------------------------------------------------------------------
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//
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/// Returns active state.
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bool IsActive(unsigned int pFlags) const;
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// -------------------------------------------------------------------
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// Setup import settings
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/// Setup import settings
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void SetupProperties(const Importer *pImp);
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// -------------------------------------------------------------------
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// Run the step
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/// Run the step
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void Execute(aiScene *pScene);
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// -------------------------------------------------------------------
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/** Executes the post-processing step on the given mesh
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* @param pMesh The mesh to process.
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
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/// Executes the post-processing step on the given mesh
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/// @param pMesh The mesh to process.
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/// @return 0 - nothing, 1 - removed sth, 2 - please delete me */
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int ProcessMesh(aiMesh *pMesh);
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// -------------------------------------------------------------------
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/** Executes the post-processing step on the given animation
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* @param anim The animation to process. */
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/// Executes the post-processing step on the given animation
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/// @param anim The animation to process. */
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void ProcessAnimation(aiAnimation *anim);
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// -------------------------------------------------------------------
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/** Executes the post-processing step on the given anim channel
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* @param anim The animation channel to process.*/
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/// Executes the post-processing step on the given anim channel
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/// @param anim The animation channel to process.*/
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void ProcessAnimationChannel(aiNodeAnim *anim);
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private:
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@ -58,8 +58,10 @@ namespace Assimp {
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*/
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class FixInfacingNormalsProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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FixInfacingNormalsProcess() = default;
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~FixInfacingNormalsProcess() = default;
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~FixInfacingNormalsProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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@ -60,13 +60,17 @@ namespace Assimp {
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*/
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class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess {
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public:
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/// The class constructor.
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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GenBoundingBoxesProcess() = default;
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/// The class destructor.
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~GenBoundingBoxesProcess() = default;
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/// Will return true, if aiProcess_GenBoundingBoxes is defined.
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~GenBoundingBoxesProcess() override = default;
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// -------------------------------------------------------------------
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/// @brief Will return true, if aiProcess_GenBoundingBoxes is defined.
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bool IsActive(unsigned int pFlags) const override;
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/// The execution callback.
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// -------------------------------------------------------------------
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/// @brief The execution callback.
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void Execute(aiScene* pScene) override;
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};
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@ -55,8 +55,10 @@ namespace Assimp {
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*/
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class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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GenFaceNormalsProcess() = default;
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~GenFaceNormalsProcess() = default;
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~GenFaceNormalsProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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@ -60,8 +60,10 @@ namespace Assimp {
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*/
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class ASSIMP_API GenVertexNormalsProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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GenVertexNormalsProcess();
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~GenVertexNormalsProcess() = default;
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~GenVertexNormalsProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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@ -68,10 +68,6 @@ ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {
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@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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struct aiMesh;
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namespace Assimp
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{
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** The ImproveCacheLocalityProcess reorders all faces for improved vertex
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*
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* @note This step expects triagulated input data.
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*/
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class ImproveCacheLocalityProcess : public BaseProcess
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{
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class ImproveCacheLocalityProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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ImproveCacheLocalityProcess();
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~ImproveCacheLocalityProcess();
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public:
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~ImproveCacheLocalityProcess() override = default;
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// -------------------------------------------------------------------
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// Check whether the pp step is active
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@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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struct aiMesh;
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namespace Assimp
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{
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** The JoinVerticesProcess unites identical vertices in all imported meshes.
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class ASSIMP_API JoinVerticesProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// @brief The default class constructor.
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JoinVerticesProcess() = default;
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// -------------------------------------------------------------------
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/// @brief The default class destructor.
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~JoinVerticesProcess() = default;
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/// The default class constructor / destructor.
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JoinVerticesProcess() = default;
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~JoinVerticesProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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@ -53,11 +53,9 @@ namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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LimitBoneWeightsProcess::~LimitBoneWeightsProcess() = default;
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LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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@ -74,8 +74,10 @@ namespace Assimp {
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*/
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class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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LimitBoneWeightsProcess();
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~LimitBoneWeightsProcess();
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~LimitBoneWeightsProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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MakeVerboseFormatProcess::MakeVerboseFormatProcess() = default;
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// ------------------------------------------------------------------------------------------------
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MakeVerboseFormatProcess::~MakeVerboseFormatProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void MakeVerboseFormatProcess::Execute(aiScene *pScene) {
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|
|
@ -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.
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
*/
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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");
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue