AMF: some smaller refactorings to improve readability.

This commit is contained in:
Kim Kulling
2020-09-07 20:52:46 +02:00
parent 689406fbda
commit 0618db1f99
3 changed files with 53 additions and 39 deletions

View File

@@ -124,7 +124,7 @@ void AMFImporter::PostprocessHelper_CreateMeshDataArray(const AMFMesh &pNodeElem
}
}
col_idx++;
++col_idx;
}
}
}
@@ -156,7 +156,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
// R
if (!r.empty()) {
if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) Throw_ID_NotFound(r);
if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(r);
}
src_texture[0] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
@@ -166,7 +168,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
// G
if (!g.empty()) {
if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(g);
if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(g);
}
src_texture[1] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
@@ -176,7 +180,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
// B
if (!b.empty()) {
if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(b);
if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(b);
}
src_texture[2] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
@@ -186,7 +192,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
// A
if (!a.empty()) {
if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(a);
if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(a);
}
src_texture[3] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
@@ -211,8 +219,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
converted_texture.Depth = src_texture_4check[0]->Depth;
// if one of source texture is tiled then converted texture is tiled too.
converted_texture.Tiled = false;
for (uint8_t i = 0; i < src_texture_4check.size(); i++)
for (uint8_t i = 0; i < src_texture_4check.size(); ++i) {
converted_texture.Tiled |= src_texture_4check[i]->Tiled;
}
// Create format hint.
strcpy(converted_texture.FormatHint, "rgba0000"); // copy initial string.
@@ -309,10 +318,11 @@ void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace
} while (!pInputList.empty());
}
void AMFImporter::Postprocess_AddMetadata(const std::list<AMFMetadata *> &metadataList, aiNode &sceneNode) const {
void AMFImporter::Postprocess_AddMetadata(const AMFMetaDataArray &metadataList, aiNode &sceneNode) const {
if (metadataList.empty()) {
return;
}
if (sceneNode.mMetaData != nullptr) {
throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
}
@@ -326,7 +336,7 @@ void AMFImporter::Postprocess_AddMetadata(const std::list<AMFMetadata *> &metada
}
}
void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, std::list<aiMesh *> &pMeshList, aiNode **pSceneNode) {
void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode) {
AMFColor *object_color = nullptr;
// create new aiNode and set name as <object> has.
@@ -346,14 +356,13 @@ void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement,
// Create arrays from children of mesh: vertices.
PostprocessHelper_CreateMeshDataArray(*((AMFMesh *)ne_child), vertex_arr, color_arr);
// Use this arrays as a source when creating every aiMesh
Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, meshList, **pSceneNode);
}
} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
}
void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
const std::vector<AMFColor *> &pVertexColorArray,
const AMFColor *pObjectColor, std::list<aiMesh *> &pMeshList, aiNode &pSceneNode) {
const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor, MeshArray &pMeshList, aiNode &pSceneNode) {
std::list<unsigned int> mesh_idx;
// all data stored in "volume", search for it.
@@ -659,7 +668,7 @@ void AMFImporter::Postprocess_BuildMaterial(const AMFMaterial &pMaterial) {
mMaterial_Converted.push_back(new_mat);
}
void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, std::list<aiNode *> &pNodeList) const {
void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const {
aiNode *con_node;
std::list<aiNode *> ch_node;
@@ -682,7 +691,7 @@ void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellatio
// create alias for conveniance
AMFInstance &als = *((AMFInstance *)ne);
// find referenced object
if (!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);
// create node for applying transformation
t_node = new aiNode;
@@ -711,13 +720,13 @@ void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellatio
con_node->mChildren[ch_idx++] = node;
// and place "root" of <constellation> node to node list
pNodeList.push_back(con_node);
nodeArray.push_back(con_node);
}
void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
std::list<aiNode *> node_list;
std::list<aiMesh *> mesh_list;
std::list<AMFMetadata *> meta_list;
NodeArray nodeArray;
MeshArray mesh_list;
AMFMetaDataArray meta_list;
//
// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
@@ -764,7 +773,9 @@ void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
Postprocess_BuildNodeAndObject(*((AMFObject *)root_child), mesh_list, &tnode);
if (tnode != nullptr) node_list.push_back(tnode);
if (tnode != nullptr) {
nodeArray.push_back(tnode);
}
}
} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
@@ -774,7 +785,7 @@ void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
// 4. <constellation>
if (root_child->Type == AMFNodeElementBase::ENET_Constellation) {
// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
Postprocess_BuildConstellation(*((AMFConstellation *)root_child), node_list);
Postprocess_BuildConstellation(*((AMFConstellation *)root_child), nodeArray);
}
// 5, <metadata>
@@ -792,17 +803,17 @@ void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
// And at this step we are checking that relations.
nl_clean_loop:
if (node_list.size() > 1) {
if (nodeArray.size() > 1) {
// walk through all nodes
for (std::list<aiNode *>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); ++nl_it) {
for (NodeArray::iterator nl_it = nodeArray.begin(); nl_it != nodeArray.end(); ++nl_it) {
// and try to find them in another top nodes.
std::list<aiNode *>::const_iterator next_it = nl_it;
NodeArray::const_iterator next_it = nl_it;
++next_it;
for (; next_it != node_list.end(); ++next_it) {
for (; next_it != nodeArray.end(); ++next_it) {
if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
node_list.erase(nl_it);
nodeArray.erase(nl_it);
goto nl_clean_loop;
}
@@ -815,10 +826,10 @@ nl_clean_loop:
//
//
// Nodes
if (!node_list.empty()) {
std::list<aiNode *>::const_iterator nl_it = node_list.begin();
if (!nodeArray.empty()) {
NodeArray::const_iterator nl_it = nodeArray.begin();
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(node_list.size());
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(nodeArray.size());
pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) {
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
@@ -831,7 +842,7 @@ nl_clean_loop:
//
// Meshes
if (!mesh_list.empty()) {
std::list<aiMesh *>::const_iterator ml_it = mesh_list.begin();
MeshArray::const_iterator ml_it = mesh_list.begin();
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];