diff options
Diffstat (limited to 'thirdparty/assimp/code/PostProcessing/PretransformVertices.h')
-rw-r--r-- | thirdparty/assimp/code/PostProcessing/PretransformVertices.h | 164 |
1 files changed, 82 insertions, 82 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/PretransformVertices.h b/thirdparty/assimp/code/PostProcessing/PretransformVertices.h index 4a958def4e..b2982951e0 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) 2006-2020, assimp team +Copyright (c) 2006-2019, 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 override; + // ------------------------------------------------------------------- + // Check whether step is active + bool IsActive( unsigned int pFlags) const; - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute(aiScene *pScene) override; + // ------------------------------------------------------------------- + // Execute step on a given scene + void Execute( aiScene* pScene); - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer *pImp) override; + // ------------------------------------------------------------------- + // Setup import settings + void SetupProperties(const Importer* pImp); - // ------------------------------------------------------------------- - /** @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(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; + // ------------------------------------------------------------------- + // 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; }; } // end of namespace Assimp |