Merge branch 'master' into kimkulling-build-ios-doc

pull/2012/head
Kim Kulling 2018-06-12 23:16:15 +02:00 committed by GitHub
commit 6a1c90db41
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5 changed files with 16 additions and 6 deletions

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@ -73,6 +73,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess()
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field. // Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const { bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenNormals) != 0; return (pFlags & aiProcess_GenNormals) != 0;
} }
@ -105,7 +106,8 @@ void GenFaceNormalsProcess::Execute( aiScene* pScene) {
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh) bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{ {
if (NULL != pMesh->mNormals) { if (NULL != pMesh->mNormals) {
return false; if (force_) delete[] pMesh->mNormals;
else return false;
} }
// If the mesh consists of lines and/or points but not of // If the mesh consists of lines and/or points but not of
@ -134,7 +136,7 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]]; const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]]; const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0;i < face.mNumIndices;++i) { for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor; pMesh->mNormals[face.mIndices[i]] = vNor;

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@ -78,7 +78,8 @@ public:
private: private:
bool GenMeshFaceNormals (aiMesh* pcMesh); bool GenMeshFaceNormals(aiMesh* pcMesh);
mutable bool force_ = false;
}; };
} // end of namespace Assimp } // end of namespace Assimp

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@ -72,6 +72,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
// Returns whether the processing step is present in the given flag field. // Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
{ {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenSmoothNormals) != 0; return (pFlags & aiProcess_GenSmoothNormals) != 0;
} }
@ -113,8 +114,10 @@ void GenVertexNormalsProcess::Execute( aiScene* pScene)
// Executes the post processing step on the given imported data. // Executes the post processing step on the given imported data.
bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex) bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
{ {
if (NULL != pMesh->mNormals) if (NULL != pMesh->mNormals) {
return false; if (force_) delete[] pMesh->mNormals;
else return false;
}
// If the mesh consists of lines and/or points but not of // If the mesh consists of lines and/or points but not of
// triangles or higher-order polygons the normal vectors // triangles or higher-order polygons the normal vectors

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@ -107,6 +107,7 @@ private:
/** Configuration option: maximum smoothing angle, in radians*/ /** Configuration option: maximum smoothing angle, in radians*/
ai_real configMaxAngle; ai_real configMaxAngle;
mutable bool force_ = false;
}; };
} // end of namespace Assimp } // end of namespace Assimp

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@ -559,6 +559,9 @@ enum aiPostProcessSteps
// aiProcess_GenEntityMeshes = 0x100000, // aiProcess_GenEntityMeshes = 0x100000,
// aiProcess_OptimizeAnimations = 0x200000 // aiProcess_OptimizeAnimations = 0x200000
// aiProcess_FixTexturePaths = 0x200000 // aiProcess_FixTexturePaths = 0x200000
aiProcess_ForceGenNormals = 0x20000000,
}; };