Update ArmaturePopulate.cpp

- Introduce tabs width of 4.
- Add missing brackets
- Use c++ comment blocks
pull/2987/head
Kim Kulling 2020-02-09 11:14:42 +01:00 committed by GitHub
parent 407c550240
commit 8fd053315c
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1 changed files with 138 additions and 145 deletions

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#include "ArmaturePopulate.h" #include "ArmaturePopulate.h"
@ -50,12 +48,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp { namespace Assimp {
/// The default class constructor. /// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess() ArmaturePopulate::ArmaturePopulate() :
{} BaseProcess() {
// do nothing
}
/// The class destructor. /// The class destructor.
ArmaturePopulate::~ArmaturePopulate() ArmaturePopulate::~ArmaturePopulate() {
{} // do nothing
}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const { bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0; return (pFlags & aiProcess_PopulateArmatureData) != 0;
@ -99,12 +100,12 @@ void ArmaturePopulate::Execute(aiScene *out) {
} }
/* Reprocess all nodes to calculate bone transforms properly based on the REAL // Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */ // mOffsetMatrix not the local.
/* Before this would use mesh transforms which is wrong for bone transforms */ // Before this would use mesh transforms which is wrong for bone transforms
/* Before this would work for simple character skeletons but not complex meshes // Before this would work for simple character skeletons but not complex meshes
* with multiple origins */ // with multiple origins
/* Source: sketch fab log cutter fbx */ // Source: sketch fab log cutter fbx
void ArmaturePopulate::BuildBoneList(aiNode *current_node, void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node, const aiNode *root_node,
const aiScene *scene, const aiScene *scene,
@ -125,7 +126,7 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
aiBone *bone = mesh->mBones[boneId]; aiBone *bone = mesh->mBones[boneId];
ai_assert(bone); ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :) // duplicate mehes exist with the same bones sometimes :)
// so this must be detected // so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) { if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once // add the element once
@ -141,7 +142,7 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
} }
} }
/* Prepare flat node list which can be used for non recursive lookups later */ // Prepare flat node list which can be used for non recursive lookups later
void ArmaturePopulate::BuildNodeList(const aiNode *current_node, void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) { std::vector<aiNode *> &nodes) {
ai_assert(current_node); ai_assert(current_node);
@ -150,17 +151,17 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
aiNode *child = current_node->mChildren[nodeId]; aiNode *child = current_node->mChildren[nodeId];
ai_assert(child); ai_assert(child);
if (child->mNumMeshes == 0) if (child->mNumMeshes == 0) {
nodes.push_back(child); nodes.push_back(child);
}
BuildNodeList(child, nodes); BuildNodeList(child, nodes);
} }
} }
/* A bone stack allows us to have multiple armatures, with the same bone names // A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with // A bone stack allows us also to retrieve bones true transform even with
* duplicate names :) // duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node, void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node, const aiNode *root_node,
const aiScene *scene, const aiScene *scene,
@ -193,12 +194,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
} }
} }
// Returns the armature root node
/* Returns the armature root node */ // This is required to be detected for a bone initially, it will recurse up
/* This is required to be detected for a bone initially, it will recurse up // until it cannot find another bone and return the node No known failure
* until it cannot find another bone and return the node No known failure // points. (yet)
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) { std::vector<aiBone *> &bone_list) {
while (bone_node) { while (bone_node) {
@ -215,9 +214,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
return nullptr; return nullptr;
} }
// Simple IsBoneNode check if this could be a bone
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name, bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) { std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) { for (aiBone *bone : bones) {
@ -229,12 +226,11 @@ bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
return false; return false;
} }
/* Pop this node by name from the stack if found */ // Pop this node by name from the stack if found
/* Used in multiple armature situations with duplicate node / bone names */ // Used in multiple armature situations with duplicate node / bone names
/* Known flaw: cannot have nodes with bone names, will be fixed in later release // Known flaw: cannot have nodes with bone names, will be fixed in later release
*/ // (serious to be fixed) Known flaw: nodes which have more than one bone could
/* (serious to be fixed) Known flaw: nodes which have more than one bone could // be prematurely dropped from stack
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name, aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) { std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter; std::vector<aiNode *>::iterator iter;
@ -263,7 +259,4 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
return nullptr; return nullptr;
} }
} // Namespace Assimp } // Namespace Assimp