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C++ MakeLeftHandedProcess::IsActive方法代码示例

本文整理汇总了C++中MakeLeftHandedProcess::IsActive方法的典型用法代码示例。如果您正苦于以下问题:C++ MakeLeftHandedProcess::IsActive方法的具体用法?C++ MakeLeftHandedProcess::IsActive怎么用?C++ MakeLeftHandedProcess::IsActive使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在MakeLeftHandedProcess的用法示例。


在下文中一共展示了MakeLeftHandedProcess::IsActive方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Export

// ------------------------------------------------------------------------------------------------
aiReturn Exporter :: Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing )
{
	ASSIMP_BEGIN_EXCEPTION_REGION();

	pimpl->mError = "";
	for (size_t i = 0; i < pimpl->mExporters.size(); ++i) {
		const Exporter::ExportFormatEntry& exp = pimpl->mExporters[i];
		if (!strcmp(exp.mDescription.id,pFormatId)) {

			try {

				// Always create a full copy of the scene. We might optimize this one day, 
				// but for now it is the most pragmatic way.
				aiScene* scenecopy_tmp;
				SceneCombiner::CopyScene(&scenecopy_tmp,pScene);

				std::auto_ptr<aiScene> scenecopy(scenecopy_tmp);
				const ScenePrivateData* const priv = ScenePriv(pScene);

				// steps that are not idempotent, i.e. we might need to run them again, usually to get back to the
				// original state before the step was applied first. When checking which steps we don't need
				// to run, those are excluded.
				const unsigned int nonIdempotentSteps = aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_MakeLeftHanded;

				// Erase all pp steps that were already applied to this scene
				unsigned int pp = (exp.mEnforcePP | pPreprocessing) & ~(priv 
					? (priv->mPPStepsApplied & ~nonIdempotentSteps)
					: 0u);

				// If no extra postprocessing was specified, and we obtained this scene from an
				// Assimp importer, apply the reverse steps automatically.
				if (!pPreprocessing && priv) {
					pp |= (nonIdempotentSteps & priv->mPPStepsApplied);
				}

				// If the input scene is not in verbose format, but there is at least postprocessing step that relies on it,
				// we need to run the MakeVerboseFormat step first.
				if (scenecopy->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
					
					bool verbosify = false;
					for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
						BaseProcess* const p = pimpl->mPostProcessingSteps[a];

						if (p->IsActive(pp) && p->RequireVerboseFormat()) {
							verbosify = true;
							break;
						}
					}

					if (verbosify || (exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
						DefaultLogger::get()->debug("export: Scene data not in verbose format, applying MakeVerboseFormat step first");

						MakeVerboseFormatProcess proc;
						proc.Execute(scenecopy.get());
					}
				}

				if (pp) {
					// the three 'conversion' steps need to be executed first because all other steps rely on the standard data layout
					{
						FlipWindingOrderProcess step;
						if (step.IsActive(pp)) {
							step.Execute(scenecopy.get());
						}
					}
					
					{
						FlipUVsProcess step;
						if (step.IsActive(pp)) {
							step.Execute(scenecopy.get());
						}
					}

					{
						MakeLeftHandedProcess step;
						if (step.IsActive(pp)) {
							step.Execute(scenecopy.get());
						}
					}

					// dispatch other processes
					for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
						BaseProcess* const p = pimpl->mPostProcessingSteps[a];

						if (p->IsActive(pp) 
							&& !dynamic_cast<FlipUVsProcess*>(p) 
							&& !dynamic_cast<FlipWindingOrderProcess*>(p) 
							&& !dynamic_cast<MakeLeftHandedProcess*>(p)) {

							p->Execute(scenecopy.get());
						}
					}
					ScenePrivateData* const privOut = ScenePriv(scenecopy.get());
					ai_assert(privOut);

					privOut->mPPStepsApplied |= pp;
				}

				exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get());
//.........这里部分代码省略.........
开发者ID:gzorin,项目名称:assimp,代码行数:101,代码来源:Exporter.cpp

示例2: Export

// ------------------------------------------------------------------------------------------------
aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const char* pPath,
        unsigned int pPreprocessing, const ExportProperties* pProperties) {
    ASSIMP_BEGIN_EXCEPTION_REGION();

    // when they create scenes from scratch, users will likely create them not in verbose
    // format. They will likely not be aware that there is a flag in the scene to indicate
    // this, however. To avoid surprises and bug reports, we check for duplicates in
    // meshes upfront.
    const bool is_verbose_format = !(pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) || IsVerboseFormat(pScene);

    pimpl->mProgressHandler->UpdateFileWrite(0, 4);

    pimpl->mError = "";
    for (size_t i = 0; i < pimpl->mExporters.size(); ++i) {
        const Exporter::ExportFormatEntry& exp = pimpl->mExporters[i];
        if (!strcmp(exp.mDescription.id,pFormatId)) {
            try {
                // Always create a full copy of the scene. We might optimize this one day,
                // but for now it is the most pragmatic way.
                aiScene* scenecopy_tmp = nullptr;
                SceneCombiner::CopyScene(&scenecopy_tmp,pScene);

                pimpl->mProgressHandler->UpdateFileWrite(1, 4);

                std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
                const ScenePrivateData* const priv = ScenePriv(pScene);

                // steps that are not idempotent, i.e. we might need to run them again, usually to get back to the
                // original state before the step was applied first. When checking which steps we don't need
                // to run, those are excluded.
                const unsigned int nonIdempotentSteps = aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_MakeLeftHanded;

                // Erase all pp steps that were already applied to this scene
                const unsigned int pp = (exp.mEnforcePP | pPreprocessing) & ~(priv && !priv->mIsCopy
                    ? (priv->mPPStepsApplied & ~nonIdempotentSteps)
                    : 0u);

                // If no extra post-processing was specified, and we obtained this scene from an
                // Assimp importer, apply the reverse steps automatically.
                // TODO: either drop this, or document it. Otherwise it is just a bad surprise.
                //if (!pPreprocessing && priv) {
                //  pp |= (nonIdempotentSteps & priv->mPPStepsApplied);
                //}

                // If the input scene is not in verbose format, but there is at least post-processing step that relies on it,
                // we need to run the MakeVerboseFormat step first.
                bool must_join_again = false;
                if (!is_verbose_format) {
                    bool verbosify = false;
                    for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
                        BaseProcess* const p = pimpl->mPostProcessingSteps[a];

                        if (p->IsActive(pp) && p->RequireVerboseFormat()) {
                            verbosify = true;
                            break;
                        }
                    }

                    if (verbosify || (exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
                        ASSIMP_LOG_DEBUG("export: Scene data not in verbose format, applying MakeVerboseFormat step first");

                        MakeVerboseFormatProcess proc;
                        proc.Execute(scenecopy.get());

                        if(!(exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
                            must_join_again = true;
                        }
                    }
                }

                pimpl->mProgressHandler->UpdateFileWrite(2, 4);

                if (pp) {
                    // the three 'conversion' steps need to be executed first because all other steps rely on the standard data layout
                    {
                        FlipWindingOrderProcess step;
                        if (step.IsActive(pp)) {
                            step.Execute(scenecopy.get());
                        }
                    }

                    {
                        FlipUVsProcess step;
                        if (step.IsActive(pp)) {
                            step.Execute(scenecopy.get());
                        }
                    }

                    {
                        MakeLeftHandedProcess step;
                        if (step.IsActive(pp)) {
                            step.Execute(scenecopy.get());
                        }
                    }

                    bool exportPointCloud(false);
                    if (nullptr != pProperties) {
                        exportPointCloud = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
                    }
//.........这里部分代码省略.........
开发者ID:cofenberg,项目名称:unrimp,代码行数:101,代码来源:Exporter.cpp


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