Refactoring: Code cleanup post-processing.
parent
1147f0c8bd
commit
31ae9cde1c
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@ -60,10 +60,6 @@ CalcTangentsProcess::CalcTangentsProcess() :
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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CalcTangentsProcess::~CalcTangentsProcess() = 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 CalcTangentsProcess::IsActive(unsigned int pFlags) const {
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@ -59,14 +59,11 @@ namespace Assimp
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* because the joining of vertices also considers tangents and bitangents for
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* uniqueness.
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*/
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class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess
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{
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class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess {
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public:
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CalcTangentsProcess();
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~CalcTangentsProcess();
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~CalcTangentsProcess() override = default;
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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* @param pFlags The processing flags the importer was called with.
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@ -74,19 +71,17 @@ public:
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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// setter for configMaxAngle
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inline void SetMaxSmoothAngle(float f)
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{
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void SetMaxSmoothAngle(float f) {
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configMaxAngle =f;
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}
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@ -57,14 +57,6 @@ namespace {
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const static ai_real angle_epsilon = ai_real( 0.95 );
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ComputeUVMappingProcess::ComputeUVMappingProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ComputeUVMappingProcess::~ComputeUVMappingProcess() = 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 ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
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@ -59,13 +59,10 @@ namespace Assimp {
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/** ComputeUVMappingProcess - converts special mappings, such as spherical,
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* cylindrical or boxed to proper UV coordinates for rendering.
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*/
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class ComputeUVMappingProcess : public BaseProcess
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{
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public:
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ComputeUVMappingProcess();
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~ComputeUVMappingProcess();
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class ComputeUVMappingProcess : public BaseProcess {
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public:
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ComputeUVMappingProcess() = default;
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~ComputeUVMappingProcess() 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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@ -73,14 +70,14 @@ public:
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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protected:
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@ -125,8 +122,7 @@ protected:
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private:
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// temporary structure to describe a mapping
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struct MappingInfo
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{
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struct MappingInfo {
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explicit MappingInfo(aiTextureMapping _type)
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: type (_type)
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, axis (0.f,1.f,0.f)
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@ -137,8 +133,7 @@ private:
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aiVector3D axis;
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unsigned int uv;
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bool operator== (const MappingInfo& other)
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{
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bool operator== (const MappingInfo& other) {
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return type == other.type && axis == other.axis;
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}
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};
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@ -79,14 +79,6 @@ void flipUVs(aiMeshType *pMesh) {
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MakeLeftHandedProcess::MakeLeftHandedProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MakeLeftHandedProcess::~MakeLeftHandedProcess() = 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 MakeLeftHandedProcess::IsActive(unsigned int pFlags) const {
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@ -305,14 +297,6 @@ void FlipUVsProcess::ProcessMesh(aiMesh *pMesh) {
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#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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// # FlipWindingOrderProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipWindingOrderProcess::FlipWindingOrderProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipWindingOrderProcess::~FlipWindingOrderProcess() = 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 FlipWindingOrderProcess::IsActive(unsigned int pFlags) const {
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -72,22 +71,18 @@ namespace Assimp {
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*
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* @note RH-LH and LH-RH is the same, so this class can be used for both
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*/
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class MakeLeftHandedProcess : public BaseProcess
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{
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class MakeLeftHandedProcess : public BaseProcess {
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public:
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MakeLeftHandedProcess();
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~MakeLeftHandedProcess();
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MakeLeftHandedProcess() = default;
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~MakeLeftHandedProcess() override = default;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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protected:
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// -------------------------------------------------------------------
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/** Recursively converts a node and all of its children
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*/
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@ -120,24 +115,22 @@ protected:
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the face order of the imported data
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*/
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class FlipWindingOrderProcess : public BaseProcess
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{
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class FlipWindingOrderProcess : public BaseProcess {
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipWindingOrderProcess();
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FlipWindingOrderProcess() = default;
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/** Destructor, private as well */
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~FlipWindingOrderProcess();
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~FlipWindingOrderProcess() override = default;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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public:
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/** Some other types of post-processing require winding order flips */
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static void ProcessMesh( aiMesh* pMesh);
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};
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@ -79,14 +79,14 @@ public:
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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protected:
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// -------------------------------------------------------------------
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@ -64,15 +64,14 @@ public:
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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private:
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bool DropMeshFaceNormals(aiMesh* pcMesh);
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@ -68,13 +68,13 @@ public:
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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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bool IsActive(unsigned int pFlags) const override;
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/// Overwritten, @see BaseProcess
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virtual void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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/// Overwritten, @see BaseProcess
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virtual void Execute(aiScene* pScene);
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virtual void Execute(aiScene* pScene) override;
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private:
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// Resolve the path and add the file content to the scene as a texture.
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@ -63,15 +63,15 @@ public:
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// -------------------------------------------------------------------
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// Check whether step is active
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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// Execute step on a given scene
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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// Setup import settings
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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// -------------------------------------------------------------------
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// Execute step on a given mesh
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@ -50,7 +50,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "PostProcessing/ProcessHelper.h"
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class FindInstancesProcessTest;
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namespace Assimp {
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namespace Assimp {
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// -------------------------------------------------------------------------------
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/** @brief Get a pseudo(!)-hash representing a mesh.
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* @param in Input mesh
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* @return Hash.
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*/
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inline
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uint64_t GetMeshHash(aiMesh* in) {
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inline uint64_t GetMeshHash(aiMesh* in) {
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ai_assert(nullptr != in);
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// ... get an unique value representing the vertex format of the mesh
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@ -83,8 +83,7 @@ uint64_t GetMeshHash(aiMesh* in) {
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* @param e Epsilon
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* @return true if the arrays are identical
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*/
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inline
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bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
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inline bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
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unsigned int size, float e) {
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for (const aiVector3D* end = first+size; first != end; ++first,++second) {
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if ( (*first - *second).SquareLength() >= e)
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@ -114,15 +113,15 @@ public:
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// -------------------------------------------------------------------
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// Check whether step is active in given flags combination
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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// Execute step on a given scene
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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// Setup properties prior to executing the process
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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private:
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bool configSpeedFlag;
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@ -71,15 +71,15 @@ public:
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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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bool IsActive(unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/// Setup import settings
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void SetupProperties(const Importer *pImp);
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void SetupProperties(const Importer *pImp) override;
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// -------------------------------------------------------------------
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/// Run the step
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void Execute(aiScene *pScene);
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void Execute(aiScene *pScene) override;
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// -------------------------------------------------------------------
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/// Executes the post-processing step on the given mesh
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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protected:
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@ -66,15 +66,14 @@ public:
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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private:
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bool GenMeshFaceNormals(aiMesh* pcMesh);
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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// setter for configMaxAngle
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inline void SetMaxSmoothAngle(ai_real f) {
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// -------------------------------------------------------------------
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// Check whether the pp step is active
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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// Executes the pp step on a given scene
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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// Configures the pp step
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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protected:
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// -------------------------------------------------------------------
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@ -74,14 +74,14 @@ public:
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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/** Unites identical vertices in the given mesh.
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** Limits the bone weight count for all vertices in the given mesh.
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* @param pMesh The mesh to process.
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*/
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void ProcessMesh( aiMesh* pMesh);
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void SetupProperties(const Importer* pImp) override;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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/** Limits the bone weight count for all vertices in the given mesh.
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* @param pMesh The mesh to process.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Describes a bone weight on a vertex */
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* @param pFlags The processing flags the importer was called with. A bitwise
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not */
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bool IsActive( unsigned int /*pFlags*/ ) const
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bool IsActive( unsigned int /*pFlags*/ ) const override
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||||
{
|
||||
// NOTE: There is no direct flag that corresponds to
|
||||
// this postprocess step.
|
||||
|
@ -89,7 +89,7 @@ public:
|
|||
/** 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);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
public:
|
||||
|
||||
|
|
|
@ -93,16 +93,14 @@ public:
|
|||
unsigned int output_id;
|
||||
};
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Specify whether you want meshes with different
|
||||
|
|
|
@ -66,15 +66,15 @@ public:
|
|||
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given scene
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Set list of fixed (inmutable) materials
|
||||
|
|
|
@ -69,37 +69,35 @@ public:
|
|||
* combination of #aiPostProcessSteps.
|
||||
* @return true if the process is present in this flag fields, false if not.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
virtual void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Manually setup the configuration flags for the step
|
||||
*
|
||||
* @param Bitwise combination of the #aiComponent enumerated values.
|
||||
*/
|
||||
void SetDeleteFlags(unsigned int f)
|
||||
{
|
||||
void SetDeleteFlags(unsigned int f) {
|
||||
configDeleteFlags = f;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Query the current configuration.
|
||||
*/
|
||||
unsigned int GetDeleteFlags() const
|
||||
{
|
||||
unsigned int GetDeleteFlags() const {
|
||||
return configDeleteFlags;
|
||||
}
|
||||
|
||||
|
|
|
@ -74,13 +74,13 @@ public:
|
|||
ai_real getScale() const;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual bool IsActive( unsigned int pFlags ) const;
|
||||
virtual bool IsActive( unsigned int pFlags ) const override;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void SetupProperties( const Importer* pImp );
|
||||
virtual void SetupProperties( const Importer* pImp ) override;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void Execute( aiScene* pScene );
|
||||
virtual void Execute( aiScene* pScene ) override;
|
||||
|
||||
private:
|
||||
void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
|
||||
|
|
|
@ -66,13 +66,13 @@ public:
|
|||
~SortByPTypeProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
private:
|
||||
int mConfigRemoveMeshes;
|
||||
|
|
|
@ -75,7 +75,7 @@ public:
|
|||
/// @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);
|
||||
virtual void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
protected:
|
||||
/// Executes the post processing step on the given imported data.
|
||||
|
|
|
@ -99,7 +99,7 @@ public:
|
|||
* @return true if the process is present in this flag fields,
|
||||
* false if not.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called prior to ExecuteOnScene().
|
||||
|
@ -121,7 +121,7 @@ public:
|
|||
* At the moment a process is not supposed to fail.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Apply the algorithm to a given mesh
|
||||
|
|
|
@ -201,14 +201,13 @@ public:
|
|||
~TextureTransformStep() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
protected:
|
||||
// -------------------------------------------------------------------
|
||||
|
|
|
@ -72,14 +72,14 @@ public:
|
|||
* combination of #aiPostProcessSteps.
|
||||
* @return true if the process is present in this flag fields, false if not.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Triangulates the given mesh.
|
||||
|
|
|
@ -69,8 +69,7 @@ namespace Assimp {
|
|||
/** Validates the whole ASSIMP scene data structure for correctness.
|
||||
* ImportErrorException is thrown of the scene is corrupt.*/
|
||||
// --------------------------------------------------------------------------------------
|
||||
class ValidateDSProcess : public BaseProcess
|
||||
{
|
||||
class ValidateDSProcess : public BaseProcess {
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
|
@ -78,13 +77,12 @@ public:
|
|||
~ValidateDSProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Report a validation error. This will throw an exception,
|
||||
* control won't return.
|
||||
|
|
Loading…
Reference in New Issue