Merge pull request #5009 from assimp/kimkulling/refactoring_geoutils
Kimkulling/refactoring geoutilskimkulling/remove-deprecated-badge
commit
da1ec4de91
|
@ -218,6 +218,12 @@ SET( CApi_SRCS
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)
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SOURCE_GROUP(CApi FILES ${CApi_SRCS})
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SET(Geometry_SRCS
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Geometry/GeometryUtils.h
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Geometry/GeometryUtils.cpp
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)
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SOURCE_GROUP(Geometry FILES ${Geometry_SRCS})
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SET( STEPParser_SRCS
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AssetLib/STEPParser/STEPFileReader.h
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AssetLib/STEPParser/STEPFileReader.cpp
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@ -1129,6 +1135,7 @@ SET( assimp_src
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${Core_SRCS}
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${CApi_SRCS}
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${Common_SRCS}
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${Geometry_SRCS}
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${Logging_SRCS}
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${Exporter_SRCS}
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${PostProcessing_SRCS}
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|
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|
@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <unordered_map>
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using namespace Assimp;
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void mydummy() {}
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#ifdef _MSC_VER
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@ -0,0 +1,79 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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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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||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
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||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "GeometryUtils.h"
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#include <assimp/vector3.h>
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namespace Assimp {
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ai_real GeometryUtils::heron( ai_real a, ai_real b, ai_real c ) {
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ai_real s = (a + b + c) / 2;
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ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
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return area;
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}
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ai_real GeometryUtils::distance3D( const aiVector3D &vA, aiVector3D &vB ) {
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const ai_real lx = ( vB.x - vA.x );
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const ai_real ly = ( vB.y - vA.y );
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const ai_real lz = ( vB.z - vA.z );
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ai_real a = lx*lx + ly*ly + lz*lz;
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ai_real d = pow( a, (ai_real)0.5 );
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return d;
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}
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ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
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ai_real area = 0;
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aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
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aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
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aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
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ai_real a( distance3D( vA, vB ) );
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ai_real b( distance3D( vB, vC ) );
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ai_real c( distance3D( vC, vA ) );
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area = heron( a, b, c );
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return area;
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}
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} // namespace Assimp
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@ -0,0 +1,67 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
|
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|
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Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
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|
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* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
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|
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* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include <assimp/types.h>
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#include <assimp/mesh.h>
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/// @brief This helper class supports some basic geometry algorithms.
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// ---------------------------------------------------------------------------
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class GeometryUtils {
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public:
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static ai_real heron( ai_real a, ai_real b, ai_real c );
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/// @brief Will compute the distance between 2 3D-vectors
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/// @param vA Vector a.
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/// @param vB Vector b.
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/// @return The distance.
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static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB );
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/// @brief Will calculate the area of a triangle described by a aiFace.
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/// @param face The face
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/// @param mesh The mesh containing the face
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/// @return The area.
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static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh );
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};
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} // namespace Assimp
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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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|
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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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@ -74,24 +71,21 @@ 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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protected:
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// -------------------------------------------------------------------
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/** Calculates tangents and bitangents for a specific mesh.
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* @param pMesh The mesh to process.
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@ -103,10 +97,9 @@ protected:
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/** Executes the post processing step on the given imported data.
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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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/** Configuration option: maximum smoothing angle, in radians*/
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float configMaxAngle;
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unsigned int configSourceUV;
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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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|
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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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// ------------------------------------------------------------------------------------------------
|
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// Destructor, private as well
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FlipWindingOrderProcess::~FlipWindingOrderProcess() = default;
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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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bool FlipWindingOrderProcess::IsActive(unsigned int pFlags) const {
|
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|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -72,22 +71,18 @@ namespace Assimp {
|
|||
*
|
||||
* @note RH-LH and LH-RH is the same, so this class can be used for both
|
||||
*/
|
||||
class MakeLeftHandedProcess : public BaseProcess
|
||||
{
|
||||
|
||||
|
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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;
|
||||
~MakeLeftHandedProcess() override = default;
|
||||
|
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// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Recursively converts a node and all of its children
|
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*/
|
||||
|
@ -120,24 +115,22 @@ protected:
|
|||
// ---------------------------------------------------------------------------
|
||||
/** Postprocessing step to flip the face order of the imported data
|
||||
*/
|
||||
class FlipWindingOrderProcess : public BaseProcess
|
||||
{
|
||||
class FlipWindingOrderProcess : public BaseProcess {
|
||||
friend class Importer;
|
||||
|
||||
public:
|
||||
/** Constructor to be privately used by Importer */
|
||||
FlipWindingOrderProcess();
|
||||
FlipWindingOrderProcess() = default;
|
||||
|
||||
/** Destructor, private as well */
|
||||
~FlipWindingOrderProcess();
|
||||
~FlipWindingOrderProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
public:
|
||||
/** Some other types of post-processing require winding order flips */
|
||||
static void ProcessMesh( aiMesh* pMesh);
|
||||
};
|
||||
|
|
|
@ -43,42 +43,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
/// @file DeboneProcess.cpp
|
||||
/** Implementation of the DeboneProcess post processing step */
|
||||
|
||||
|
||||
|
||||
// internal headers of the post-processing framework
|
||||
#include "ProcessHelper.h"
|
||||
#include "DeboneProcess.h"
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
DeboneProcess::DeboneProcess()
|
||||
{
|
||||
mNumBones = 0;
|
||||
mNumBonesCanDoWithout = 0;
|
||||
|
||||
mThreshold = AI_DEBONE_THRESHOLD;
|
||||
mAllOrNone = false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
DeboneProcess::~DeboneProcess() = default;
|
||||
DeboneProcess::DeboneProcess() : mNumBones(0), mNumBonesCanDoWithout(0), mThreshold(AI_DEBONE_THRESHOLD), mAllOrNone(false) {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool DeboneProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
bool DeboneProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_Debone) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DeboneProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
void DeboneProcess::SetupProperties(const Importer* pImp) {
|
||||
// get the current value of the property
|
||||
mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
|
||||
mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
|
||||
|
@ -86,8 +70,7 @@ void DeboneProcess::SetupProperties(const Importer* pImp)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DeboneProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
void DeboneProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("DeboneProcess begin");
|
||||
|
||||
if(!pScene->mNumMeshes) {
|
||||
|
@ -117,10 +100,8 @@ void DeboneProcess::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<std::pair<aiMesh*,const aiBone*> > newMeshes;
|
||||
|
||||
if(splitList[a]) {
|
||||
|
@ -150,8 +131,7 @@ void DeboneProcess::Execute( aiScene* pScene)
|
|||
|
||||
// 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].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)nullptr);
|
||||
meshes.push_back(srcMesh);
|
||||
|
@ -173,8 +153,7 @@ void DeboneProcess::Execute( aiScene* pScene)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Counts bones total/removable in a given mesh.
|
||||
bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
|
||||
{
|
||||
bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) {
|
||||
if(!pMesh->HasBones()) {
|
||||
return false;
|
||||
}
|
||||
|
@ -193,25 +172,23 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
|
|||
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
||||
for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
|
||||
float w = pMesh->mBones[i]->mWeights[j].mWeight;
|
||||
|
||||
if(w==0.0f) {
|
||||
if (w == 0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
|
||||
if(w>=mThreshold) {
|
||||
|
||||
if(vertexBones[vid]!=cUnowned) {
|
||||
if(vertexBones[vid]==i) //double entry
|
||||
{
|
||||
if (w >= mThreshold) {
|
||||
if (vertexBones[vid] != cUnowned) {
|
||||
//double entry
|
||||
if(vertexBones[vid]==i) {
|
||||
ASSIMP_LOG_WARN("Encountered double entry in bone weights");
|
||||
}
|
||||
else //TODO: track attraction in order to break tie
|
||||
{
|
||||
} else {
|
||||
//TODO: track attraction in order to break tie
|
||||
vertexBones[vid] = cCoowned;
|
||||
}
|
||||
} else {
|
||||
vertexBones[vid] = i;
|
||||
}
|
||||
else vertexBones[vid] = i;
|
||||
}
|
||||
|
||||
if(!isBoneNecessary[i]) {
|
||||
|
@ -227,13 +204,16 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
|
|||
if(isInterstitialRequired) {
|
||||
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
||||
unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
|
||||
|
||||
for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
|
||||
for (unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
|
||||
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
|
||||
|
||||
if(v!=w) {
|
||||
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
|
||||
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
|
||||
if (v != w) {
|
||||
if(v<pMesh->mNumBones) {
|
||||
isBoneNecessary[v] = true;
|
||||
}
|
||||
if (w<pMesh->mNumBones) {
|
||||
isBoneNecessary[w] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -252,8 +232,7 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Splits the given mesh by bone count.
|
||||
void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
|
||||
{
|
||||
void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const {
|
||||
// same deal here as ConsiderMesh basically
|
||||
|
||||
std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
|
||||
|
@ -371,8 +350,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void DeboneProcess::UpdateNode(aiNode* pNode) const
|
||||
{
|
||||
void DeboneProcess::UpdateNode(aiNode* pNode) const {
|
||||
// rebuild the node's mesh index list
|
||||
|
||||
std::vector<unsigned int> newMeshList;
|
||||
|
@ -430,8 +408,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
|
||||
{
|
||||
void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const {
|
||||
// Check whether we need to transform the coordinates at all
|
||||
if (!mat.IsIdentity()) {
|
||||
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace Assimp {
|
|||
class DeboneProcess : public BaseProcess {
|
||||
public:
|
||||
DeboneProcess();
|
||||
~DeboneProcess();
|
||||
~DeboneProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag.
|
||||
|
@ -79,14 +79,14 @@ 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().
|
||||
* The function is a request to the process to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
protected:
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -94,7 +94,7 @@ protected:
|
|||
* 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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Counts bones total/removable in a given mesh.
|
||||
|
|
|
@ -54,14 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
DropFaceNormalsProcess::DropFaceNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
DropFaceNormalsProcess::~DropFaceNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {
|
||||
|
|
|
@ -55,8 +55,8 @@ namespace Assimp {
|
|||
*/
|
||||
class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
DropFaceNormalsProcess();
|
||||
~DropFaceNormalsProcess();
|
||||
DropFaceNormalsProcess() = default;
|
||||
~DropFaceNormalsProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
|
@ -64,15 +64,14 @@ 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;
|
||||
|
||||
private:
|
||||
bool DropMeshFaceNormals(aiMesh* pcMesh);
|
||||
|
|
|
@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
EmbedTexturesProcess::EmbedTexturesProcess() = default;
|
||||
|
||||
EmbedTexturesProcess::~EmbedTexturesProcess() = default;
|
||||
|
||||
bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_EmbedTextures) != 0;
|
||||
}
|
||||
|
|
|
@ -62,19 +62,19 @@ namespace Assimp {
|
|||
class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
EmbedTexturesProcess();
|
||||
EmbedTexturesProcess() = default;
|
||||
|
||||
/// The class destructor.
|
||||
virtual ~EmbedTexturesProcess();
|
||||
~EmbedTexturesProcess() override = default;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual bool IsActive(unsigned int pFlags) const;
|
||||
bool IsActive(unsigned int pFlags) const override;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void Execute(aiScene* pScene);
|
||||
virtual void Execute(aiScene* pScene) override;
|
||||
|
||||
private:
|
||||
// Resolve the path and add the file content to the scene as a texture.
|
||||
|
|
|
@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "ProcessHelper.h"
|
||||
#include "FindDegenerates.h"
|
||||
#include "Geometry/GeometryUtils.h"
|
||||
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
|
@ -63,10 +64,6 @@ FindDegeneratesProcess::FindDegeneratesProcess() :
|
|||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FindDegeneratesProcess::~FindDegeneratesProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
|
||||
|
@ -132,37 +129,6 @@ static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned in
|
|||
}
|
||||
}
|
||||
|
||||
static ai_real heron( ai_real a, ai_real b, ai_real c ) {
|
||||
ai_real s = (a + b + c) / 2;
|
||||
ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
|
||||
return area;
|
||||
}
|
||||
|
||||
static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) {
|
||||
const ai_real lx = ( vB.x - vA.x );
|
||||
const ai_real ly = ( vB.y - vA.y );
|
||||
const ai_real lz = ( vB.z - vA.z );
|
||||
ai_real a = lx*lx + ly*ly + lz*lz;
|
||||
ai_real d = pow( a, (ai_real)0.5 );
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
|
||||
ai_real area = 0;
|
||||
|
||||
aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
|
||||
aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
|
||||
aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
|
||||
|
||||
ai_real a( distance3D( vA, vB ) );
|
||||
ai_real b( distance3D( vB, vC ) );
|
||||
ai_real c( distance3D( vC, vA ) );
|
||||
area = heron( a, b, c );
|
||||
|
||||
return area;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported mesh
|
||||
bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
||||
|
@ -218,7 +184,7 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
|
||||
if ( mConfigCheckAreaOfTriangle ) {
|
||||
if ( face.mNumIndices == 3 ) {
|
||||
ai_real area = calculateAreaOfTriangle( face, mesh );
|
||||
ai_real area = GeometryUtils::calculateAreaOfTriangle( face, mesh );
|
||||
if (area < ai_epsilon) {
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
|
|
|
@ -59,19 +59,19 @@ namespace Assimp {
|
|||
class ASSIMP_API FindDegeneratesProcess : public BaseProcess {
|
||||
public:
|
||||
FindDegeneratesProcess();
|
||||
~FindDegeneratesProcess();
|
||||
~FindDegeneratesProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// 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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given mesh
|
||||
|
@ -105,23 +105,19 @@ private:
|
|||
bool mConfigCheckAreaOfTriangle;
|
||||
};
|
||||
|
||||
inline
|
||||
void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) {
|
||||
inline void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) {
|
||||
mConfigRemoveDegenerates = enabled;
|
||||
}
|
||||
|
||||
inline
|
||||
bool FindDegeneratesProcess::IsInstantRemoval() const {
|
||||
inline bool FindDegeneratesProcess::IsInstantRemoval() const {
|
||||
return mConfigRemoveDegenerates;
|
||||
}
|
||||
|
||||
inline
|
||||
void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) {
|
||||
inline void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) {
|
||||
mConfigCheckAreaOfTriangle = enabled;
|
||||
}
|
||||
|
||||
inline
|
||||
bool FindDegeneratesProcess::isAreaCheckEnabled() const {
|
||||
inline bool FindDegeneratesProcess::isAreaCheckEnabled() const {
|
||||
return mConfigCheckAreaOfTriangle;
|
||||
}
|
||||
|
||||
|
|
|
@ -58,10 +58,6 @@ FindInstancesProcess::FindInstancesProcess()
|
|||
: configSpeedFlag (false)
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FindInstancesProcess::~FindInstancesProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindInstancesProcess::IsActive( unsigned int pFlags) const
|
||||
|
|
|
@ -50,7 +50,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
class FindInstancesProcessTest;
|
||||
namespace Assimp {
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Get a pseudo(!)-hash representing a mesh.
|
||||
|
@ -60,8 +61,7 @@ namespace Assimp {
|
|||
* @param in Input mesh
|
||||
* @return Hash.
|
||||
*/
|
||||
inline
|
||||
uint64_t GetMeshHash(aiMesh* in) {
|
||||
inline uint64_t GetMeshHash(aiMesh* in) {
|
||||
ai_assert(nullptr != in);
|
||||
|
||||
// ... get an unique value representing the vertex format of the mesh
|
||||
|
@ -83,8 +83,7 @@ uint64_t GetMeshHash(aiMesh* in) {
|
|||
* @param e Epsilon
|
||||
* @return true if the arrays are identical
|
||||
*/
|
||||
inline
|
||||
bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
|
||||
inline bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
|
||||
unsigned int size, float e) {
|
||||
for (const aiVector3D* end = first+size; first != end; ++first,++second) {
|
||||
if ( (*first - *second).SquareLength() >= e)
|
||||
|
@ -107,31 +106,27 @@ inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
|
|||
// ---------------------------------------------------------------------------
|
||||
/** @brief A post-processing steps to search for instanced meshes
|
||||
*/
|
||||
class FindInstancesProcess : public BaseProcess
|
||||
{
|
||||
class FindInstancesProcess : public BaseProcess {
|
||||
public:
|
||||
|
||||
FindInstancesProcess();
|
||||
~FindInstancesProcess();
|
||||
~FindInstancesProcess() override = default;
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active in given flags combination
|
||||
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 properties prior to executing the process
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
private:
|
||||
|
||||
bool configSpeedFlag;
|
||||
|
||||
}; // ! end class FindInstancesProcess
|
||||
|
||||
} // ! end namespace Assimp
|
||||
|
||||
#endif // !! AI_FINDINSTANCES_H_INC
|
||||
|
|
|
@ -60,10 +60,6 @@ FindInvalidDataProcess::FindInvalidDataProcess() :
|
|||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FindInvalidDataProcess::~FindInvalidDataProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindInvalidDataProcess::IsActive(unsigned int pFlags) const {
|
||||
|
|
|
@ -64,35 +64,37 @@ namespace Assimp {
|
|||
* which have zero normal vectors. */
|
||||
class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
FindInvalidDataProcess();
|
||||
~FindInvalidDataProcess();
|
||||
~FindInvalidDataProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//
|
||||
bool IsActive(unsigned int pFlags) const;
|
||||
/// Returns active state.
|
||||
bool IsActive(unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer *pImp);
|
||||
/// Setup import settings
|
||||
void SetupProperties(const Importer *pImp) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Run the step
|
||||
void Execute(aiScene *pScene);
|
||||
/// Run the step
|
||||
void Execute(aiScene *pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post-processing step on the given mesh
|
||||
* @param pMesh The mesh to process.
|
||||
* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
|
||||
/// Executes the post-processing step on the given mesh
|
||||
/// @param pMesh The mesh to process.
|
||||
/// @return 0 - nothing, 1 - removed sth, 2 - please delete me */
|
||||
int ProcessMesh(aiMesh *pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post-processing step on the given animation
|
||||
* @param anim The animation to process. */
|
||||
/// Executes the post-processing step on the given animation
|
||||
/// @param anim The animation to process. */
|
||||
void ProcessAnimation(aiAnimation *anim);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post-processing step on the given anim channel
|
||||
* @param anim The animation channel to process.*/
|
||||
/// Executes the post-processing step on the given anim channel
|
||||
/// @param anim The animation channel to process.*/
|
||||
void ProcessAnimationChannel(aiNodeAnim *anim);
|
||||
|
||||
private:
|
||||
|
|
|
@ -56,26 +56,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FixInfacingNormalsProcess::FixInfacingNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FixInfacingNormalsProcess::~FixInfacingNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_FixInfacingNormals) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FixInfacingNormalsProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
void FixInfacingNormalsProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin");
|
||||
|
||||
bool bHas( false );
|
||||
|
|
|
@ -49,8 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The FixInfacingNormalsProcess tries to determine whether the normal
|
||||
|
@ -59,8 +58,10 @@ namespace Assimp
|
|||
*/
|
||||
class FixInfacingNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
FixInfacingNormalsProcess();
|
||||
~FixInfacingNormalsProcess();
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
FixInfacingNormalsProcess() = default;
|
||||
~FixInfacingNormalsProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
|
@ -68,14 +69,14 @@ 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;
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -48,10 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
GenBoundingBoxesProcess::GenBoundingBoxesProcess() = default;
|
||||
|
||||
GenBoundingBoxesProcess::~GenBoundingBoxesProcess() = default;
|
||||
|
||||
bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const {
|
||||
return 0 != ( pFlags & aiProcess_GenBoundingBoxes );
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@ conditions are met:
|
|||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
s
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
|
@ -54,18 +54,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
/** Post-processing process to find axis-aligned bounding volumes for amm meshes
|
||||
* used in a scene
|
||||
/**
|
||||
* @brief Post-processing process to find axis-aligned bounding volumes for amm meshes
|
||||
* used in a scene.
|
||||
*/
|
||||
class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess {
|
||||
public:
|
||||
/// The class constructor.
|
||||
GenBoundingBoxesProcess();
|
||||
/// The class destructor.
|
||||
~GenBoundingBoxesProcess();
|
||||
/// Will return true, if aiProcess_GenBoundingBoxes is defined.
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
GenBoundingBoxesProcess() = default;
|
||||
~GenBoundingBoxesProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief Will return true, if aiProcess_GenBoundingBoxes is defined.
|
||||
bool IsActive(unsigned int pFlags) const override;
|
||||
/// The execution callback.
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief The execution callback.
|
||||
void Execute(aiScene* pScene) override;
|
||||
};
|
||||
|
||||
|
|
|
@ -54,14 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
GenFaceNormalsProcess::GenFaceNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
GenFaceNormalsProcess::~GenFaceNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
|
||||
|
|
|
@ -47,35 +47,33 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The GenFaceNormalsProcess computes face normals for all faces of all meshes
|
||||
*/
|
||||
class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess
|
||||
{
|
||||
/**
|
||||
* @brief The GenFaceNormalsProcess computes face normals for all faces of all meshes
|
||||
*/
|
||||
class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
GenFaceNormalsProcess() = default;
|
||||
~GenFaceNormalsProcess() override = default;
|
||||
|
||||
GenFaceNormalsProcess();
|
||||
~GenFaceNormalsProcess();
|
||||
|
||||
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
|
||||
* 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;
|
||||
|
||||
private:
|
||||
bool GenMeshFaceNormals(aiMesh* pcMesh);
|
||||
|
|
|
@ -60,10 +60,6 @@ GenVertexNormalsProcess::GenVertexNormalsProcess() :
|
|||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
GenVertexNormalsProcess::~GenVertexNormalsProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
|
||||
|
@ -109,10 +105,10 @@ void GenVertexNormalsProcess::Execute(aiScene *pScene) {
|
|||
// Executes the post processing step on the given imported data.
|
||||
bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) {
|
||||
if (nullptr != pMesh->mNormals) {
|
||||
if (force_)
|
||||
delete[] pMesh->mNormals;
|
||||
else
|
||||
if (!force_) {
|
||||
return false;
|
||||
}
|
||||
delete[] pMesh->mNormals;
|
||||
}
|
||||
|
||||
// If the mesh consists of lines and/or points but not of
|
||||
|
@ -144,8 +140,9 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
|
|||
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
|
||||
// Boolean XOR - if either but not both of these flags is set, then the winding order has
|
||||
// changed and the cross product to calculate the normal needs to be reversed
|
||||
if (flippedWindingOrder_ != leftHanded_)
|
||||
if (flippedWindingOrder_ != leftHanded_) {
|
||||
std::swap(pV2, pV3);
|
||||
}
|
||||
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
|
||||
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
|
|
|
@ -60,8 +60,10 @@ namespace Assimp {
|
|||
*/
|
||||
class ASSIMP_API GenVertexNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
GenVertexNormalsProcess();
|
||||
~GenVertexNormalsProcess();
|
||||
~GenVertexNormalsProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag.
|
||||
|
@ -70,22 +72,21 @@ 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().
|
||||
* The function is a request to the process to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) 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;
|
||||
|
||||
// setter for configMaxAngle
|
||||
inline void SetMaxSmoothAngle(ai_real f) {
|
||||
|
|
|
@ -68,10 +68,6 @@ ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
|
|||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() = default;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {
|
||||
|
|
|
@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The ImproveCacheLocalityProcess reorders all faces for improved vertex
|
||||
|
@ -61,26 +60,24 @@ namespace Assimp
|
|||
*
|
||||
* @note This step expects triagulated input data.
|
||||
*/
|
||||
class ImproveCacheLocalityProcess : public BaseProcess
|
||||
{
|
||||
class ImproveCacheLocalityProcess : public BaseProcess {
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
ImproveCacheLocalityProcess();
|
||||
~ImproveCacheLocalityProcess();
|
||||
|
||||
public:
|
||||
~ImproveCacheLocalityProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether the pp step is active
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Executes the pp step on a given scene
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Configures the pp step
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
protected:
|
||||
// -------------------------------------------------------------------
|
||||
|
|
|
@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The JoinVerticesProcess unites identical vertices in all imported meshes.
|
||||
|
@ -65,12 +64,9 @@ namespace Assimp
|
|||
class ASSIMP_API JoinVerticesProcess : public BaseProcess {
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief The default class constructor.
|
||||
/// The default class constructor / destructor.
|
||||
JoinVerticesProcess() = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief The default class destructor.
|
||||
~JoinVerticesProcess() = default;
|
||||
~JoinVerticesProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
|
@ -78,14 +74,14 @@ 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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Unites identical vertices in the given mesh.
|
||||
|
|
|
@ -53,11 +53,9 @@ namespace Assimp {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
LimitBoneWeightsProcess::~LimitBoneWeightsProcess() = default;
|
||||
LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
|
|
|
@ -74,8 +74,10 @@ namespace Assimp {
|
|||
*/
|
||||
class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/// The default class constructor / destructor.
|
||||
LimitBoneWeightsProcess();
|
||||
~LimitBoneWeightsProcess();
|
||||
~LimitBoneWeightsProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag.
|
||||
|
@ -84,27 +86,27 @@ 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().
|
||||
* The function is a request to the process to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Limits the bone weight count for all vertices in the given mesh.
|
||||
* @param pMesh The mesh to process.
|
||||
*/
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
void SetupProperties(const Importer* pImp) 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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Limits the bone weight count for all vertices in the given mesh.
|
||||
* @param pMesh The mesh to process.
|
||||
*/
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Describes a bone weight on a vertex */
|
||||
|
|
|
@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
MakeVerboseFormatProcess::MakeVerboseFormatProcess() = default;
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
MakeVerboseFormatProcess::~MakeVerboseFormatProcess() = default;
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void MakeVerboseFormatProcess::Execute(aiScene *pScene) {
|
||||
|
|
|
@ -66,22 +66,19 @@ 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.
|
||||
* @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
|
||||
bool IsActive( unsigned int /*pFlags*/ ) const override
|
||||
{
|
||||
// NOTE: There is no direct flag that corresponds to
|
||||
// this postprocess step.
|
||||
|
@ -92,7 +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:
|
||||
|
||||
|
|
|
@ -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
|
||||
*/
|
||||
|
@ -94,16 +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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -59,23 +59,22 @@ 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
|
||||
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
|
||||
|
|
|
@ -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.
|
||||
|
@ -70,37 +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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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 );
|
||||
|
@ -75,13 +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 );
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -60,17 +60,19 @@ 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;
|
||||
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;
|
||||
|
|
|
@ -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]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -51,9 +50,7 @@ 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.
|
||||
|
@ -61,34 +58,29 @@ 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.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
/// @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 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);
|
||||
/// @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) override;
|
||||
|
||||
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.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
/// 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) override;
|
||||
|
||||
/// Splits the given mesh by bone count.
|
||||
/// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
|
||||
|
|
|
@ -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
|
||||
|
@ -100,16 +99,14 @@ 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().
|
||||
* 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)
|
||||
|
@ -119,14 +116,12 @@ 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.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Apply the algorithm to a given mesh
|
||||
|
@ -144,36 +139,31 @@ 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
|
||||
* 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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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)
|
||||
|
@ -183,14 +173,12 @@ 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.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Apply the algorithm to a given mesh
|
||||
|
|
|
@ -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");
|
||||
|
||||
|
||||
|
|
|
@ -193,28 +193,23 @@ 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;
|
||||
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:
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Preprocess a specific UV transformation setup
|
||||
*
|
||||
|
@ -223,10 +218,9 @@ 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.
|
||||
|
@ -70,14 +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.
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -69,22 +69,20 @@ 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.
|
||||
ValidateDSProcess();
|
||||
~ValidateDSProcess();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
~ValidateDSProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Report a validation error. This will throw an exception,
|
||||
* control won't return.
|
||||
|
|
Loading…
Reference in New Issue