coding standard: type formatting and variable names

This commit is contained in:
Howard Stearns 2015-04-29 15:19:40 -07:00
parent 59ed63027b
commit 1255d46140
3 changed files with 17 additions and 17 deletions

View file

@ -108,7 +108,7 @@ glm::vec2 OBJTokenizer::getVec2() {
} }
void setMeshPartDefaults(FBXMeshPart &meshPart, QString materialID) { void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) {
meshPart.diffuseColor = glm::vec3(1, 1, 1); meshPart.diffuseColor = glm::vec3(1, 1, 1);
meshPart.specularColor = glm::vec3(1, 1, 1); meshPart.specularColor = glm::vec3(1, 1, 1);
meshPart.emissiveColor = glm::vec3(0, 0, 0); meshPart.emissiveColor = glm::vec3(0, 0, 0);
@ -165,21 +165,21 @@ QVector<OBJFace> OBJFace::triangulate() {
} }
return newFaces; return newFaces;
} }
void OBJFace::addFrom(OBJFace const * f, int i) { // add using data from f at index i void OBJFace::addFrom(const OBJFace* face, int index) { // add using data from f at index i
vertexIndices.append(f->vertexIndices[i]); vertexIndices.append(face->vertexIndices[index]);
if (f->textureUVIndices.count() > 0) { // Any at all. Runtime error if not consistent. if (face->textureUVIndices.count() > 0) { // Any at all. Runtime error if not consistent.
textureUVIndices.append(f->textureUVIndices[i]); textureUVIndices.append(face->textureUVIndices[index]);
} }
if (f->normalIndices.count() > 0) { if (face->normalIndices.count() > 0) {
normalIndices.append(f->normalIndices[i]); normalIndices.append(face->normalIndices[index]);
} }
} }
bool OBJReader::parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeometry &geometry, float& scaleGuess) { bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess) {
FaceGroup faces; FaceGroup faces;
FBXMesh &mesh = geometry.meshes[0]; FBXMesh& mesh = geometry.meshes[0];
mesh.parts.append(FBXMeshPart()); mesh.parts.append(FBXMeshPart());
FBXMeshPart &meshPart = mesh.parts.last(); FBXMeshPart& meshPart = mesh.parts.last();
bool sawG = false; bool sawG = false;
bool result = true; bool result = true;
int originalFaceCountForDebugging = 0; int originalFaceCountForDebugging = 0;
@ -292,7 +292,7 @@ FBXGeometry OBJReader::readOBJ(QIODevice* device, const QVariantHash& mapping) {
// add a new meshPart to the geometry's single mesh. // add a new meshPart to the geometry's single mesh.
while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {} while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {}
FBXMesh &mesh = geometry.meshes[0]; FBXMesh& mesh = geometry.meshes[0];
mesh.meshIndex = 0; mesh.meshIndex = 0;
geometry.joints.resize(1); geometry.joints.resize(1);
@ -320,7 +320,7 @@ FBXGeometry OBJReader::readOBJ(QIODevice* device, const QVariantHash& mapping) {
int meshPartCount = 0; int meshPartCount = 0;
for (int i = 0; i < mesh.parts.count(); i++) { for (int i = 0; i < mesh.parts.count(); i++) {
FBXMeshPart & meshPart = mesh.parts[i]; FBXMeshPart& meshPart = mesh.parts[i];
//qCDebug(modelformat) << "part:" << meshPartCount << " faces:" << faceGroups[meshPartCount].count() << "triangle indices will start with:" << mesh.vertices.count(); //qCDebug(modelformat) << "part:" << meshPartCount << " faces:" << faceGroups[meshPartCount].count() << "triangle indices will start with:" << mesh.vertices.count();
foreach(OBJFace face, faceGroups[meshPartCount]) { foreach(OBJFace face, faceGroups[meshPartCount]) {
glm::vec3 v0 = vertices[face.vertexIndices[0]]; glm::vec3 v0 = vertices[face.vertexIndices[0]];

View file

@ -41,7 +41,7 @@ public:
// Even though FBXMeshPart can handle quads, it would be messy to try to keep track of mixed-size faces, so we treat everything as triangles. // Even though FBXMeshPart can handle quads, it would be messy to try to keep track of mixed-size faces, so we treat everything as triangles.
QVector<OBJFace> triangulate(); QVector<OBJFace> triangulate();
private: private:
void addFrom(OBJFace const * f, int i); void addFrom(const OBJFace* face, int index);
}; };
class OBJReader { class OBJReader {
@ -54,5 +54,5 @@ public:
FBXGeometry readOBJ(const QByteArray& model, const QVariantHash& mapping); FBXGeometry readOBJ(const QByteArray& model, const QVariantHash& mapping);
FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping); FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping);
void fbxDebugDump(const FBXGeometry& fbxgeo); void fbxDebugDump(const FBXGeometry& fbxgeo);
bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeometry &geometry, float& scaleGuess); bool parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess);
}; };

View file

@ -2106,7 +2106,7 @@ void GeometryReader::run() {
fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel); fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel);
} else if (_url.path().toLower().endsWith(".obj")) { } else if (_url.path().toLower().endsWith(".obj")) {
fbxgeo = OBJReader().readOBJ(_reply, _mapping); fbxgeo = OBJReader().readOBJ(_reply, _mapping);
FBXMesh & mesh = fbxgeo.meshes[0]; // only one, by construction FBXMesh& mesh = fbxgeo.meshes[0]; // only one, by construction
if (mesh.texCoords.count() > 0) { // If we have uv texture coordinates.... if (mesh.texCoords.count() > 0) { // If we have uv texture coordinates....
// ... then ensure that every meshPart has a texture filename. // ... then ensure that every meshPart has a texture filename.
// For now, that's defined directly, using the popular .obj convention that // For now, that's defined directly, using the popular .obj convention that
@ -2117,9 +2117,9 @@ void GeometryReader::run() {
QString basename = filename.remove(extIndex + 1, sizeof("obj")); QString basename = filename.remove(extIndex + 1, sizeof("obj"));
QByteArray defaultTexture = basename.toUtf8() + "jpg"; QByteArray defaultTexture = basename.toUtf8() + "jpg";
//qCDebug(renderutils) << "basename for " << filename << " is " << basename << ", default:" << defaultTexture; //qCDebug(renderutils) << "basename for " << filename << " is " << basename << ", default:" << defaultTexture;
QVector<FBXMeshPart> & meshParts = mesh.parts; QVector<FBXMeshPart>& meshParts = mesh.parts;
for (int i = 0; i < meshParts.count(); i++) { for (int i = 0; i < meshParts.count(); i++) {
FBXMeshPart & meshPart = meshParts[i]; FBXMeshPart& meshPart = meshParts[i];
if (meshPart.diffuseTexture.filename.count() == 0) { if (meshPart.diffuseTexture.filename.count() == 0) {
meshPart.diffuseTexture.filename = defaultTexture; meshPart.diffuseTexture.filename = defaultTexture;
} }