Refactoring: Code cleanup post-processing.

This commit is contained in:
Kim Kulling
2023-03-14 23:32:03 +01:00
parent 1147f0c8bd
commit 31ae9cde1c
29 changed files with 93 additions and 149 deletions
+10 -17
View File
@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -72,22 +71,18 @@ namespace Assimp {
*
* @note RH-LH and LH-RH is the same, so this class can be used for both
*/
class MakeLeftHandedProcess : public BaseProcess
{
class MakeLeftHandedProcess : public BaseProcess {
public:
MakeLeftHandedProcess();
~MakeLeftHandedProcess();
MakeLeftHandedProcess() = default;
~MakeLeftHandedProcess() override = default;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
bool IsActive( unsigned int pFlags) const override;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
void Execute( aiScene* pScene) override;
protected:
// -------------------------------------------------------------------
/** Recursively converts a node and all of its children
*/
@@ -120,24 +115,22 @@ protected:
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the face order of the imported data
*/
class FlipWindingOrderProcess : public BaseProcess
{
class FlipWindingOrderProcess : public BaseProcess {
friend class Importer;
public:
/** Constructor to be privately used by Importer */
FlipWindingOrderProcess();
FlipWindingOrderProcess() = default;
/** Destructor, private as well */
~FlipWindingOrderProcess();
~FlipWindingOrderProcess() override = default;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
bool IsActive( unsigned int pFlags) const override;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
void Execute( aiScene* pScene) override;
public:
/** Some other types of post-processing require winding order flips */
static void ProcessMesh( aiMesh* pMesh);
};