Rename to avoid overloading problems.
parent
212903e935
commit
fff6396e3c
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@ -298,7 +298,7 @@ void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
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}
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}
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static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, unsigned int a) {
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static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) {
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if (a >= numVertices) {
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return;
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}
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@ -308,7 +308,7 @@ static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, un
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++face;
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}
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static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b) {
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static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b) {
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if ((a >= numVertices) || (b >= numVertices)) {
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return;
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}
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@ -319,7 +319,7 @@ static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, un
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++face;
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}
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static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b, unsigned int c) {
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static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b, unsigned int c) {
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if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) {
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return;
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}
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@ -512,7 +512,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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nFaces = count;
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i));
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SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
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}
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break;
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}
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@ -525,7 +525,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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}
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@ -534,12 +534,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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facePtr = faces = new aiFace[nFaces];
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
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for (unsigned int i = 2; i < count; ++i) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[i - 2].mIndices[1], data.GetUInt(i));
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, faces[i - 2].mIndices[1], data.GetUInt(i));
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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@ -552,7 +552,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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break;
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}
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@ -563,10 +563,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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//The ordering is to ensure that the triangles are all drawn with the same orientation
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if ((i + 1) % 2 == 0) {
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//For even n, vertices n + 1, n, and n + 2 define triangle n
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
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} else {
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//For odd n, vertices n, n+1, and n+2 define triangle n
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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}
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break;
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@ -574,9 +574,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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facePtr = faces = new aiFace[nFaces];
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SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 1; i < nFaces; ++i) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
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}
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break;
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}
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@ -590,7 +590,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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nFaces = count;
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, i);
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SetFaceAndAdvance1(facePtr, aim->mNumVertices, i);
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}
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break;
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}
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@ -603,7 +603,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, i, i + 1);
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1);
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}
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break;
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}
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@ -612,12 +612,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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facePtr = faces = new aiFace[nFaces];
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SetFaceAndAdvance(facePtr, aim->mNumVertices, 0, 1);
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1);
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for (unsigned int i = 2; i < count; ++i) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[i - 2].mIndices[1], i);
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, faces[i - 2].mIndices[1], i);
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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@ -630,7 +630,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, i, i + 1, i + 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
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}
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break;
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}
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@ -641,10 +641,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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//The ordering is to ensure that the triangles are all drawn with the same orientation
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if ((i + 1) % 2 == 0) {
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//For even n, vertices n + 1, n, and n + 2 define triangle n
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SetFaceAndAdvance(facePtr, aim->mNumVertices, i + 1, i, i + 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
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} else {
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//For odd n, vertices n, n+1, and n+2 define triangle n
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SetFaceAndAdvance(facePtr, aim->mNumVertices, i, i + 1, i + 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
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}
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}
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break;
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@ -652,9 +652,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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facePtr = faces = new aiFace[nFaces];
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SetFaceAndAdvance(facePtr, aim->mNumVertices, 0, 1, 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2);
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for (unsigned int i = 1; i < nFaces; ++i) {
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SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
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}
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break;
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}
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