Refactor: Expand tabs to 4 spaces

This commit is contained in:
Richard
2015-05-18 21:57:13 -06:00
parent a96a595a7a
commit 83de707587
324 changed files with 78951 additions and 78956 deletions

View File

@@ -74,59 +74,59 @@ MakeLeftHandedProcess::~MakeLeftHandedProcess() {
// Returns whether the processing step is present in the given flag field.
bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
{
return 0 != (pFlags & aiProcess_MakeLeftHanded);
return 0 != (pFlags & aiProcess_MakeLeftHanded);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MakeLeftHandedProcess::Execute( aiScene* pScene)
{
// Check for an existent root node to proceed
ai_assert(pScene->mRootNode != NULL);
DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
// Check for an existent root node to proceed
ai_assert(pScene->mRootNode != NULL);
DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
// recursively convert all the nodes
ProcessNode( pScene->mRootNode, aiMatrix4x4());
// recursively convert all the nodes
ProcessNode( pScene->mRootNode, aiMatrix4x4());
// process the meshes accordingly
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
ProcessMesh( pScene->mMeshes[a]);
// process the meshes accordingly
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
ProcessMesh( pScene->mMeshes[a]);
// process the materials accordingly
for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
ProcessMaterial( pScene->mMaterials[a]);
// process the materials accordingly
for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
ProcessMaterial( pScene->mMaterials[a]);
// transform all animation channels as well
for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
{
aiAnimation* anim = pScene->mAnimations[a];
for( unsigned int b = 0; b < anim->mNumChannels; b++)
{
aiNodeAnim* nodeAnim = anim->mChannels[b];
ProcessAnimation( nodeAnim);
}
}
DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
// transform all animation channels as well
for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
{
aiAnimation* anim = pScene->mAnimations[a];
for( unsigned int b = 0; b < anim->mNumChannels; b++)
{
aiNodeAnim* nodeAnim = anim->mChannels[b];
ProcessAnimation( nodeAnim);
}
}
DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Recursively converts a node, all of its children and all of its meshes
void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
{
// mirror all base vectors at the local Z axis
pNode->mTransformation.c1 = -pNode->mTransformation.c1;
pNode->mTransformation.c2 = -pNode->mTransformation.c2;
pNode->mTransformation.c3 = -pNode->mTransformation.c3;
pNode->mTransformation.c4 = -pNode->mTransformation.c4;
// mirror all base vectors at the local Z axis
pNode->mTransformation.c1 = -pNode->mTransformation.c1;
pNode->mTransformation.c2 = -pNode->mTransformation.c2;
pNode->mTransformation.c3 = -pNode->mTransformation.c3;
pNode->mTransformation.c4 = -pNode->mTransformation.c4;
// now invert the Z axis again to keep the matrix determinant positive.
// The local meshes will be inverted accordingly so that the result should look just fine again.
pNode->mTransformation.a3 = -pNode->mTransformation.a3;
pNode->mTransformation.b3 = -pNode->mTransformation.b3;
pNode->mTransformation.c3 = -pNode->mTransformation.c3;
pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
// now invert the Z axis again to keep the matrix determinant positive.
// The local meshes will be inverted accordingly so that the result should look just fine again.
pNode->mTransformation.a3 = -pNode->mTransformation.a3;
pNode->mTransformation.b3 = -pNode->mTransformation.b3;
pNode->mTransformation.c3 = -pNode->mTransformation.c3;
pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
// continue for all children
// continue for all children
for( size_t a = 0; a < pNode->mNumChildren; ++a ) {
ProcessNode( pNode->mChildren[ a ], pParentGlobalRotation * pNode->mTransformation );
}
@@ -136,78 +136,78 @@ void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pPare
// Converts a single mesh to left handed coordinates.
void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
{
// mirror positions, normals and stuff along the Z axis
for( size_t a = 0; a < pMesh->mNumVertices; ++a)
{
pMesh->mVertices[a].z *= -1.0f;
if( pMesh->HasNormals())
pMesh->mNormals[a].z *= -1.0f;
if( pMesh->HasTangentsAndBitangents())
{
pMesh->mTangents[a].z *= -1.0f;
pMesh->mBitangents[a].z *= -1.0f;
}
}
// mirror positions, normals and stuff along the Z axis
for( size_t a = 0; a < pMesh->mNumVertices; ++a)
{
pMesh->mVertices[a].z *= -1.0f;
if( pMesh->HasNormals())
pMesh->mNormals[a].z *= -1.0f;
if( pMesh->HasTangentsAndBitangents())
{
pMesh->mTangents[a].z *= -1.0f;
pMesh->mBitangents[a].z *= -1.0f;
}
}
// mirror offset matrices of all bones
for( size_t a = 0; a < pMesh->mNumBones; ++a)
{
aiBone* bone = pMesh->mBones[a];
bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
}
// mirror offset matrices of all bones
for( size_t a = 0; a < pMesh->mNumBones; ++a)
{
aiBone* bone = pMesh->mBones[a];
bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
}
// mirror bitangents as well as they're derived from the texture coords
if( pMesh->HasTangentsAndBitangents())
{
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
pMesh->mBitangents[a] *= -1.0f;
}
// mirror bitangents as well as they're derived from the texture coords
if( pMesh->HasTangentsAndBitangents())
{
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
pMesh->mBitangents[a] *= -1.0f;
}
}
// ------------------------------------------------------------------------------------------------
// Converts a single material to left handed coordinates.
void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
{
aiMaterial* mat = (aiMaterial*)_mat;
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
aiMaterialProperty* prop = mat->mProperties[a];
aiMaterial* mat = (aiMaterial*)_mat;
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
aiMaterialProperty* prop = mat->mProperties[a];
// Mapping axis for UV mappings?
if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
aiVector3D* pff = (aiVector3D*)prop->mData;
// Mapping axis for UV mappings?
if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
aiVector3D* pff = (aiVector3D*)prop->mData;
pff->z *= -1.f;
}
}
pff->z *= -1.f;
}
}
}
// ------------------------------------------------------------------------------------------------
// Converts the given animation to LH coordinates.
void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
{
// position keys
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
pAnim->mPositionKeys[a].mValue.z *= -1.0f;
// position keys
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
pAnim->mPositionKeys[a].mValue.z *= -1.0f;
// rotation keys
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
{
/* That's the safe version, but the float errors add up. So we try the short version instead
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
aiQuaternion rotquat( rotmat);
pAnim->mRotationKeys[a].mValue = rotquat;
*/
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
}
// rotation keys
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
{
/* That's the safe version, but the float errors add up. So we try the short version instead
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
aiQuaternion rotquat( rotmat);
pAnim->mRotationKeys[a].mValue = rotquat;
*/
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
}
}
#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
@@ -228,52 +228,52 @@ FlipUVsProcess::~FlipUVsProcess()
// Returns whether the processing step is present in the given flag field.
bool FlipUVsProcess::IsActive( unsigned int pFlags) const
{
return 0 != (pFlags & aiProcess_FlipUVs);
return 0 != (pFlags & aiProcess_FlipUVs);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FlipUVsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("FlipUVsProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
ProcessMesh(pScene->mMeshes[i]);
DefaultLogger::get()->debug("FlipUVsProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
ProcessMesh(pScene->mMeshes[i]);
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
ProcessMaterial(pScene->mMaterials[i]);
DefaultLogger::get()->debug("FlipUVsProcess finished");
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
ProcessMaterial(pScene->mMaterials[i]);
DefaultLogger::get()->debug("FlipUVsProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Converts a single material
void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
{
aiMaterial* mat = (aiMaterial*)_mat;
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
aiMaterialProperty* prop = mat->mProperties[a];
aiMaterial* mat = (aiMaterial*)_mat;
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
aiMaterialProperty* prop = mat->mProperties[a];
if( !prop ) {
DefaultLogger::get()->debug( "Property is null" );
continue;
}
// UV transformation key?
if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
aiUVTransform* uv = (aiUVTransform*)prop->mData;
// UV transformation key?
if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
aiUVTransform* uv = (aiUVTransform*)prop->mData;
// just flip it, that's everything
uv->mTranslation.y *= -1.f;
uv->mRotation *= -1.f;
}
}
// just flip it, that's everything
uv->mTranslation.y *= -1.f;
uv->mRotation *= -1.f;
}
}
}
// ------------------------------------------------------------------------------------------------
// Converts a single mesh
void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
{
// mirror texture y coordinate
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
// mirror texture y coordinate
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
if( !pMesh->HasTextureCoords( a ) ) {
break;
}
@@ -281,7 +281,7 @@ void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
for( unsigned int b = 0; b < pMesh->mNumVertices; b++ ) {
pMesh->mTextureCoords[ a ][ b ].y = 1.0f - pMesh->mTextureCoords[ a ][ b ].y;
}
}
}
}
#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
@@ -302,30 +302,30 @@ FlipWindingOrderProcess::~FlipWindingOrderProcess()
// Returns whether the processing step is present in the given flag field.
bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
{
return 0 != (pFlags & aiProcess_FlipWindingOrder);
return 0 != (pFlags & aiProcess_FlipWindingOrder);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FlipWindingOrderProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
ProcessMesh(pScene->mMeshes[i]);
DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
ProcessMesh(pScene->mMeshes[i]);
DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Converts a single mesh
void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
{
// invert the order of all faces in this mesh
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
aiFace& face = pMesh->mFaces[a];
for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
}
// invert the order of all faces in this mesh
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
aiFace& face = pMesh->mFaces[a];
for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
}
}
#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS