Rename to avoid overloading problems.

pull/3329/head
Malcolm Tyrrell 2020-07-15 12:22:28 +01:00
parent 212903e935
commit fff6396e3c
1 changed files with 23 additions and 23 deletions

View File

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