Apply clang-format

pull/4425/head
Sergio Acereda 2022-03-03 15:42:23 +01:00
parent bbcefbd034
commit 52008ec989
1 changed files with 186 additions and 188 deletions

View File

@ -42,23 +42,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include "AssetLib/glTF2/glTF2Asset.h"
#include "PostProcessing/MakeVerboseFormat.h"
#if !defined(ASSIMP_BUILD_NO_EXPORT)
#include "AssetLib/glTF2/glTF2AssetWriter.h"
#endif
#include <assimp/CreateAnimMesh.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/ai_assert.h>
#include <assimp/commonMetaData.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/commonMetaData.h>
#include <assimp/DefaultIOSystem.h>
#include <memory>
#include <unordered_map>
@ -111,7 +111,7 @@ const aiImporterDesc *glTF2Importer::GetInfo() const {
return &desc;
}
bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig ) const {
bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig) const {
const std::string extension = GetExtension(filename);
if (!checkSig && (extension != "gltf") && (extension != "glb")) {
return false;
@ -127,16 +127,16 @@ bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, b
static inline aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) {
switch (gltfWrapMode) {
case SamplerWrap::Mirrored_Repeat:
return aiTextureMapMode_Mirror;
case SamplerWrap::Mirrored_Repeat:
return aiTextureMapMode_Mirror;
case SamplerWrap::Clamp_To_Edge:
return aiTextureMapMode_Clamp;
case SamplerWrap::Clamp_To_Edge:
return aiTextureMapMode_Clamp;
case SamplerWrap::UNSET:
case SamplerWrap::Repeat:
default:
return aiTextureMapMode_Wrap;
case SamplerWrap::UNSET:
case SamplerWrap::Repeat:
default:
return aiTextureMapMode_Wrap;
}
}
@ -185,8 +185,9 @@ static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
// coordinate of the actual meshes during import.
const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-transform.mRotation));
transform.mTranslation.x = (static_cast<ai_real>( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
transform.mTranslation.x = (static_cast<ai_real>(0.5) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>(0.5) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];
;
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}
@ -305,7 +306,6 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
// KHR_materials_sheen
if (mat.materialSheen.isPresent) {
MaterialSheen &sheen = mat.materialSheen.value;
@ -378,7 +378,7 @@ void glTF2Importer::ImportMaterials(Asset &r) {
}
}
static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) {
static inline void SetFaceAndAdvance1(aiFace *&face, unsigned int numVertices, unsigned int a) {
if (a >= numVertices) {
return;
}
@ -388,7 +388,7 @@ static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, u
++face;
}
static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
static inline void SetFaceAndAdvance2(aiFace *&face, unsigned int numVertices,
unsigned int a, unsigned int b) {
if ((a >= numVertices) || (b >= numVertices)) {
return;
@ -400,7 +400,7 @@ static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
++face;
}
static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a,
static inline void SetFaceAndAdvance3(aiFace *&face, unsigned int numVertices, unsigned int a,
unsigned int b, unsigned int c) {
if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) {
return;
@ -427,17 +427,16 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
}
#endif // ASSIMP_BUILD_DEBUG
template<typename T>
aiColor4D* GetVertexColorsForType(Ref<Accessor> input) {
template <typename T>
aiColor4D *GetVertexColorsForType(Ref<Accessor> input) {
constexpr float max = std::numeric_limits<T>::max();
aiColor4t<T>* colors;
aiColor4t<T> *colors;
input->ExtractData(colors);
auto output = new aiColor4D[input->count];
for (size_t i = 0; i < input->count; i++) {
output[i] = aiColor4D(
colors[i].r / max, colors[i].g / max,
colors[i].b / max, colors[i].a / max
);
colors[i].r / max, colors[i].g / max,
colors[i].b / max, colors[i].a / max);
}
delete[] colors;
return output;
@ -471,21 +470,21 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
switch (prim.mode) {
case PrimitiveMode_POINTS:
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case PrimitiveMode_POINTS:
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case PrimitiveMode_LINES:
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP:
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case PrimitiveMode_LINES:
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP:
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case PrimitiveMode_TRIANGLES:
case PrimitiveMode_TRIANGLE_STRIP:
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
case PrimitiveMode_TRIANGLES:
case PrimitiveMode_TRIANGLE_STRIP:
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
}
Mesh::Primitive::Attributes &attr = prim.attributes;
@ -528,7 +527,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
if (attr.color[c]->count != aim->mNumVertices) {
DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
"\" does not match the vertex count");
"\" does not match the vertex count");
continue;
}
@ -551,7 +550,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
if (attr.texcoord[tc]->count != aim->mNumVertices) {
DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
"\" does not match the vertex count");
"\" does not match the vertex count");
continue;
}
@ -644,77 +643,77 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
}
break;
case PrimitiveMode_POINTS: {
nFaces = count;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
}
break;
}
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
}
break;
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
}
break;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
}
break;
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 1; i < nFaces; ++i) {
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 1; i < nFaces; ++i) {
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
break;
}
} else { // no indices provided so directly generate from counts
@ -722,77 +721,77 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
unsigned int count = aim->mNumVertices;
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFaceAndAdvance1(facePtr, aim->mNumVertices, i);
}
break;
case PrimitiveMode_POINTS: {
nFaces = count;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFaceAndAdvance1(facePtr, aim->mNumVertices, i);
}
break;
}
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = (unsigned int)nFaces * 2;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1);
}
break;
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = (unsigned int)nFaces * 2;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1);
for (unsigned int i = 2; i < count; ++i) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i);
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 0);
}
break;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = (unsigned int)nFaces * 3;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1);
for (unsigned int i = 2; i < count; ++i) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i);
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 0);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = (unsigned int)nFaces * 3;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
}
}
break;
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2);
for (unsigned int i = 1; i < nFaces; ++i) {
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2);
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2);
for (unsigned int i = 1; i < nFaces; ++i) {
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2);
}
break;
break;
}
}
@ -876,15 +875,15 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
aiLight *ail = mScene->mLights[i] = new aiLight();
switch (light.type) {
case Light::Directional:
ail->mType = aiLightSource_DIRECTIONAL;
break;
case Light::Point:
ail->mType = aiLightSource_POINT;
break;
case Light::Spot:
ail->mType = aiLightSource_SPOT;
break;
case Light::Directional:
ail->mType = aiLightSource_DIRECTIONAL;
break;
case Light::Point:
ail->mType = aiLightSource_POINT;
break;
case Light::Spot:
ail->mType = aiLightSource_SPOT;
break;
}
if (ail->mType != aiLightSource_POINT) {
@ -1021,7 +1020,7 @@ void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) {
metadata->Add(extension.name, extension.mBoolValue.value);
} else if (extension.mValues.isPresent) {
aiMetadata val;
for (auto const & subExtension : extension.mValues.value) {
for (auto const &subExtension : extension.mValues.value) {
ParseExtensions(&val, subExtension);
}
metadata->Add(extension.name, val);
@ -1030,7 +1029,7 @@ void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) {
void ParseExtras(aiMetadata *metadata, const CustomExtension &extension) {
if (extension.mValues.isPresent) {
for (auto const & subExtension : extension.mValues.value) {
for (auto const &subExtension : extension.mValues.value) {
ParseExtensions(metadata, subExtension);
}
}
@ -1068,11 +1067,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (!node.meshes.empty()) {
// GLTF files contain at most 1 mesh per node.
if (node.meshes.size() > 1)
{
if (node.meshes.size() > 1) {
throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(),
" meshes in ", getContextForErrorMessages(node.id, node.name),
", but only 1 mesh per node allowed.");
" meshes in ", getContextForErrorMessages(node.id, node.name),
", but only 1 mesh per node allowed.");
}
int mesh_idx = node.meshes[0].GetIndex();
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
@ -1083,7 +1081,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (node.skin) {
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size());
unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size());
std::vector<std::vector<aiVertexWeight>> weighting(numBones);
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
@ -1222,7 +1220,7 @@ struct AnimationSamplers {
Animation::Sampler *weight;
};
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *anim = new aiNodeAnim();
try {
@ -1313,7 +1311,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
}
}
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
auto *anim = new aiMeshMorphAnim();
try {
@ -1366,7 +1364,7 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &an
continue;
}
auto& animsampler = anim.samplers[channel.sampler];
auto &animsampler = anim.samplers[channel.sampler];
if (!animsampler.input) {
ASSIMP_LOG_WARN("Animation ", anim.name, ": Missing sampler input. Skipping.");
@ -1555,9 +1553,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
if (ext) {
if (strcmp(ext, "jpeg") == 0) {
ext = "jpg";
} else if(strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
} else if (strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
ext = "kx2";
} else if(strcmp(ext, "basis") == 0) { //basisu
} else if (strcmp(ext, "basis") == 0) { //basisu
ext = "bu";
}
@ -1570,7 +1568,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
}
}
void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) {
void glTF2Importer::ImportCommonMetadata(glTF2::Asset &a) {
ASSIMP_LOG_DEBUG("Importing metadata");
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
@ -1604,7 +1602,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
this->mScene = pScene;
// read the asset file
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(mSchemaDocumentProvider));
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(mSchemaDocumentProvider));
asset.Load(pFile, GetExtension(pFile) == "glb");
if (asset.scene) {
pScene->mName = asset.scene->name;
@ -1631,7 +1629,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
}
void glTF2Importer::SetupProperties(const Importer *pImp) {
mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER));
mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER));
}
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER