Refactor: Expand tabs to 4 spaces
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@@ -58,86 +58,86 @@ using namespace Assimp;
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// Constructor to be privately used by Importer
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GenFaceNormalsProcess::GenFaceNormalsProcess()
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{
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// nothing to do here
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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GenFaceNormalsProcess::~GenFaceNormalsProcess()
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{
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// nothing to do here
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_GenNormals) != 0;
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return (pFlags & aiProcess_GenNormals) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void GenFaceNormalsProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("GenFaceNormalsProcess begin");
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DefaultLogger::get()->debug("GenFaceNormalsProcess begin");
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if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
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throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
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}
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if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
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throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
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}
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
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bHas = true;
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}
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}
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if (bHas) {
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DefaultLogger::get()->info("GenFaceNormalsProcess finished. "
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"Face normals have been calculated");
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}
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else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. "
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"Normals are already there");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
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bHas = true;
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}
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}
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if (bHas) {
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DefaultLogger::get()->info("GenFaceNormalsProcess finished. "
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"Face normals have been calculated");
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}
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else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. "
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"Normals are already there");
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
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{
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if (NULL != pMesh->mNormals) {
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return false;
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}
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if (NULL != pMesh->mNormals) {
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return false;
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}
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// If the mesh consists of lines and/or points but not of
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// triangles or higher-order polygons the normal vectors
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// are undefined.
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if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
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DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
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return false;
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}
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// If the mesh consists of lines and/or points but not of
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// triangles or higher-order polygons the normal vectors
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// are undefined.
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if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
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DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
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return false;
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}
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// allocate an array to hold the output normals
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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const float qnan = get_qnan();
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// allocate an array to hold the output normals
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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const float qnan = get_qnan();
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// iterate through all faces and compute per-face normals but store them per-vertex.
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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const aiFace& face = pMesh->mFaces[a];
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if (face.mNumIndices < 3) {
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// either a point or a line -> no well-defined normal vector
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
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}
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continue;
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}
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// iterate through all faces and compute per-face normals but store them per-vertex.
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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const aiFace& face = pMesh->mFaces[a];
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if (face.mNumIndices < 3) {
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// either a point or a line -> no well-defined normal vector
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
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}
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continue;
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}
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const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = vNor;
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}
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}
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return true;
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = vNor;
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}
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}
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return true;
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}
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