Refactoring: Cleanup post-processing steps.
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@@ -76,6 +76,10 @@ public:
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/// basing on the Importer's configuration property list.
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virtual void SetupProperties(const Importer* pImp) override;
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/// @brief Will return the maximal number of bones.
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/// @return The maximal number of bones.
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size_t getMaxNumberOfBones() const;
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protected:
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/// Executes the post processing step on the given imported data.
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/// At the moment a process is not supposed to fail.
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@@ -90,14 +94,19 @@ protected:
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/// Recursively updates the node's mesh list to account for the changed mesh list
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void UpdateNode( aiNode* pNode) const;
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public:
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private:
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/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
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size_t mMaxBoneCount;
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/// Per mesh index: Array of indices of the new submeshes.
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std::vector< std::vector<unsigned int> > mSubMeshIndices;
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using IndexArray = std::vector<unsigned int>;
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std::vector<IndexArray> mSubMeshIndices;
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};
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inline size_t SplitByBoneCountProcess::getMaxNumberOfBones() const {
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return mMaxBoneCount;
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}
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} // end of namespace Assimp
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#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
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