Refactoring: Code cleanup post-processing.
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@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@@ -72,22 +71,18 @@ namespace Assimp {
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*
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* @note RH-LH and LH-RH is the same, so this class can be used for both
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*/
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class MakeLeftHandedProcess : public BaseProcess
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{
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class MakeLeftHandedProcess : public BaseProcess {
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public:
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MakeLeftHandedProcess();
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~MakeLeftHandedProcess();
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MakeLeftHandedProcess() = default;
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~MakeLeftHandedProcess() override = default;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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protected:
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// -------------------------------------------------------------------
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/** Recursively converts a node and all of its children
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*/
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@@ -120,24 +115,22 @@ protected:
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the face order of the imported data
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*/
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class FlipWindingOrderProcess : public BaseProcess
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{
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class FlipWindingOrderProcess : public BaseProcess {
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipWindingOrderProcess();
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FlipWindingOrderProcess() = default;
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/** Destructor, private as well */
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~FlipWindingOrderProcess();
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~FlipWindingOrderProcess() override = default;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene) override;
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public:
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/** Some other types of post-processing require winding order flips */
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static void ProcessMesh( aiMesh* pMesh);
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};
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