From 559e2e0ebb62071ef2885b984630e5ebaf2483b1 Mon Sep 17 00:00:00 2001 From: trent Date: Thu, 20 Jul 2017 13:09:17 -0400 Subject: [PATCH] Fixing formatting issues; renamed ::getVec3Vec3 to ::getVertex. --- libraries/fbx/src/OBJReader.cpp | 23 +++++++++++++---------- libraries/fbx/src/OBJReader.h | 5 +++-- 2 files changed, 16 insertions(+), 12 deletions(-) diff --git a/libraries/fbx/src/OBJReader.cpp b/libraries/fbx/src/OBJReader.cpp index d711ef87a3..a171f92907 100644 --- a/libraries/fbx/src/OBJReader.cpp +++ b/libraries/fbx/src/OBJReader.cpp @@ -123,7 +123,7 @@ glm::vec3 OBJTokenizer::getVec3() { } return v; } -bool OBJTokenizer::getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor) { +bool OBJTokenizer::getVertex(glm::vec3& vertex, glm::vec3& vertexColor) { // Used for vertices which may also have a vertex color (RGB [0,1]) to follow. // NOTE: Returns true if there is a vertex color. auto x = getFloat(); // N.B.: getFloat() has side-effect @@ -134,10 +134,11 @@ bool OBJTokenizer::getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor) { auto r = 1.0f, g = 1.0f, b = 1.0f; bool hasVertexColor = false; if (isNextTokenFloat()) { - // If there's another float it's one of two things: a W component or an R component. The standard OBJ spec doesn't output a W component, - // so we're making the assumption that if a float follows (unless it's only a single value) that it's a vertex color. + // If there's another float it's one of two things: a W component or an R component. The standard OBJ spec + // doesn't output a W component, so we're making the assumption that if a float follows (unless it's + // only a single value) that it's a vertex color. r = getFloat(); - if(isNextTokenFloat()) { + if (isNextTokenFloat()) { // Safe to assume the following values are the green/blue components. g = getFloat(); b = getFloat(); @@ -167,7 +168,8 @@ void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) { } // OBJFace -// NOTE (trent, 7/20/17): The vertexColors vector being passed-in isn't necessary here, but I'm just pairing it with the vertices vector for consistency. +// NOTE (trent, 7/20/17): The vertexColors vector being passed-in isn't necessary here, but I'm just +// pairing it with the vertices vector for consistency. bool OBJFace::add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector& vertices, const QVector& vertexColors) { bool ok; int index = vertexIndex.toInt(&ok); @@ -412,7 +414,7 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi } else if (token == "v") { glm::vec3 vertex, vertexColor; - bool hasVertexColor = tokenizer.getVec3Vec3(vertex, vertexColor); + bool hasVertexColor = tokenizer.getVertex(vertex, vertexColor); vertices.append(vertex); if(hasVertexColor) { @@ -445,7 +447,8 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi assert(parts.count() >= 1); assert(parts.count() <= 3); const QByteArray noData {}; - face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData, vertices, vertexColors); + face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData, + vertices, vertexColors); face.groupName = currentGroup; face.materialName = currentMaterialName; } @@ -576,8 +579,8 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping, glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]); glm::vec3 vc0, vc1, vc2; - bool hasVertexColors = ( vertexColors.size( ) > 0 ); - if(hasVertexColors) { + bool hasVertexColors = (vertexColors.size() > 0); + if (hasVertexColors) { // If there are any vertex colors, it's safe to assume all meshes had them exported. vc0 = checked_at(vertexColors, face.vertexIndices[0]); vc1 = checked_at(vertexColors, face.vertexIndices[1]); @@ -599,7 +602,7 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping, meshPart.triangleIndices.append(mesh.vertices.count()); mesh.vertices << v2; - if( hasVertexColors ) { + if (hasVertexColors) { // Add vertex colors. mesh.colors << vc0; mesh.colors << vc1; diff --git a/libraries/fbx/src/OBJReader.h b/libraries/fbx/src/OBJReader.h index 2b81986361..9a32871590 100644 --- a/libraries/fbx/src/OBJReader.h +++ b/libraries/fbx/src/OBJReader.h @@ -20,7 +20,7 @@ public: void ungetChar(char ch) { _device->ungetChar(ch); } const QString getComment() const { return _comment; } glm::vec3 getVec3(); - bool getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor); + bool getVertex(glm::vec3& vertex, glm::vec3& vertexColor); glm::vec2 getVec2(); float getFloat() { return std::stof((nextToken() != OBJTokenizer::DATUM_TOKEN) ? nullptr : getDatum().data()); } @@ -39,7 +39,8 @@ public: QString groupName; // We don't make use of hierarchical structure, but it can be preserved for debugging and future use. QString materialName; // Add one more set of vertex data. Answers true if successful - bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector& vertices, const QVector& vertexColors); + bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, + const QVector& vertices, const QVector& vertexColors); // Return a set of one or more OBJFaces from this one, in which each is just a triangle. // 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 triangulate();