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-rw-r--r--thirdparty/assimp/code/PostProcessing/PretransformVertices.h164
1 files changed, 82 insertions, 82 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/PretransformVertices.h b/thirdparty/assimp/code/PostProcessing/PretransformVertices.h
index b2982951e0..4a958def4e 100644
--- a/thirdparty/assimp/code/PostProcessing/PretransformVertices.h
+++ b/thirdparty/assimp/code/PostProcessing/PretransformVertices.h
@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
All rights reserved.
@@ -59,7 +59,7 @@ struct aiNode;
class PretransformVerticesTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** The PretransformVertices pre-transforms all vertices in the node tree
@@ -68,97 +68,97 @@ namespace Assimp {
*/
class ASSIMP_API PretransformVertices : public BaseProcess {
public:
- PretransformVertices ();
- ~PretransformVertices ();
+ PretransformVertices();
+ ~PretransformVertices();
- // -------------------------------------------------------------------
- // Check whether step is active
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ // Check whether step is active
+ bool IsActive(unsigned int pFlags) const override;
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ // Execute step on a given scene
+ void Execute(aiScene *pScene) override;
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Setup import settings
+ void SetupProperties(const Importer *pImp) override;
- // -------------------------------------------------------------------
- /** @brief Toggle the 'keep hierarchy' option
+ // -------------------------------------------------------------------
+ /** @brief Toggle the 'keep hierarchy' option
* @param keep true for keep configuration.
*/
- void KeepHierarchy(bool keep) {
- configKeepHierarchy = keep;
- }
+ void KeepHierarchy(bool keep) {
+ configKeepHierarchy = keep;
+ }
- // -------------------------------------------------------------------
- /** @brief Check whether 'keep hierarchy' is currently enabled.
+ // -------------------------------------------------------------------
+ /** @brief Check whether 'keep hierarchy' is currently enabled.
* @return ...
*/
- bool IsHierarchyKept() const {
- return configKeepHierarchy;
- }
+ bool IsHierarchyKept() const {
+ return configKeepHierarchy;
+ }
private:
- // -------------------------------------------------------------------
- // Count the number of nodes
- unsigned int CountNodes( aiNode* pcNode );
-
- // -------------------------------------------------------------------
- // Get a bitwise combination identifying the vertex format of a mesh
- unsigned int GetMeshVFormat(aiMesh* pcMesh);
-
- // -------------------------------------------------------------------
- // Count the number of vertices in the whole scene and a given
- // material index
- void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- unsigned int* piFaces,
- unsigned int* piVertices);
-
- // -------------------------------------------------------------------
- // Collect vertex/face data
- void CollectData( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- aiMesh* pcMeshOut,
- unsigned int aiCurrent[2],
- unsigned int* num_refs);
-
- // -------------------------------------------------------------------
- // Get a list of all vertex formats that occur for a given material
- // The output list contains duplicate elements
- void GetVFormatList( aiScene* pcScene, unsigned int iMat,
- std::list<unsigned int>& aiOut);
-
- // -------------------------------------------------------------------
- // Compute the absolute transformation matrices of each node
- void ComputeAbsoluteTransform( aiNode* pcNode );
-
- // -------------------------------------------------------------------
- // Simple routine to build meshes in worldspace, no further optimization
- void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
- unsigned int numIn, aiNode* node);
-
- // -------------------------------------------------------------------
- // Apply the node transformation to a mesh
- void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
-
- // -------------------------------------------------------------------
- // Reset transformation matrices to identity
- void MakeIdentityTransform(aiNode* nd);
-
- // -------------------------------------------------------------------
- // Build reference counters for all meshes
- void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
-
- //! Configuration option: keep scene hierarchy as long as possible
- bool configKeepHierarchy;
- bool configNormalize;
- bool configTransform;
- aiMatrix4x4 configTransformation;
- bool mConfigPointCloud;
+ // -------------------------------------------------------------------
+ // Count the number of nodes
+ unsigned int CountNodes(const aiNode *pcNode) const;
+
+ // -------------------------------------------------------------------
+ // Get a bitwise combination identifying the vertex format of a mesh
+ unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
+
+ // -------------------------------------------------------------------
+ // Count the number of vertices in the whole scene and a given
+ // material index
+ void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
+ unsigned int iMat,
+ unsigned int iVFormat,
+ unsigned int *piFaces,
+ unsigned int *piVertices) const;
+
+ // -------------------------------------------------------------------
+ // Collect vertex/face data
+ void CollectData(const aiScene *pcScene, const aiNode *pcNode,
+ unsigned int iMat,
+ unsigned int iVFormat,
+ aiMesh *pcMeshOut,
+ unsigned int aiCurrent[2],
+ unsigned int *num_refs) const;
+
+ // -------------------------------------------------------------------
+ // Get a list of all vertex formats that occur for a given material
+ // The output list contains duplicate elements
+ void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
+ std::list<unsigned int> &aiOut) const;
+
+ // -------------------------------------------------------------------
+ // Compute the absolute transformation matrices of each node
+ void ComputeAbsoluteTransform(aiNode *pcNode);
+
+ // -------------------------------------------------------------------
+ // Simple routine to build meshes in worldspace, no further optimization
+ void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
+ unsigned int numIn, aiNode *node) const;
+
+ // -------------------------------------------------------------------
+ // Apply the node transformation to a mesh
+ void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
+
+ // -------------------------------------------------------------------
+ // Reset transformation matrices to identity
+ void MakeIdentityTransform(aiNode *nd) const;
+
+ // -------------------------------------------------------------------
+ // Build reference counters for all meshes
+ void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
+
+ //! Configuration option: keep scene hierarchy as long as possible
+ bool configKeepHierarchy;
+ bool configNormalize;
+ bool configTransform;
+ aiMatrix4x4 configTransformation;
+ bool mConfigPointCloud;
};
} // end of namespace Assimp