Commit 6fb4609c authored by Jonathan Kunstwald's avatar Jonathan Kunstwald

Fix importer indentation

parent 74d2d2e9
This diff is collapsed.
...@@ -18,12 +18,12 @@ namespace assimp ...@@ -18,12 +18,12 @@ namespace assimp
{ {
constexpr uint32_t importDefaultFlags = constexpr uint32_t importDefaultFlags =
aiProcess_SortByPType | aiProcess_SortByPType |
aiProcess_Triangulate | aiProcess_Triangulate |
aiProcess_CalcTangentSpace | aiProcess_CalcTangentSpace |
aiProcess_GenSmoothNormals | aiProcess_GenSmoothNormals |
aiProcess_GenUVCoords | aiProcess_GenUVCoords |
aiProcess_PreTransformVertices; aiProcess_PreTransformVertices;
constexpr uint32_t importFlipUVFlags = importDefaultFlags | aiProcess_FlipUVs; constexpr uint32_t importFlipUVFlags = importDefaultFlags | aiProcess_FlipUVs;
...@@ -66,7 +66,7 @@ private: // settings ...@@ -66,7 +66,7 @@ private: // settings
/// vec2 aTexCoord is available (hopefully) /// vec2 aTexCoord is available (hopefully)
bool mGenerateUVCoords = true; bool mGenerateUVCoords = true;
bool mFlipUVCoords = false; bool mFlipUVCoords = false;
public: public:
GLOW_PROPERTY(CalculateTangents); GLOW_PROPERTY(CalculateTangents);
...@@ -78,91 +78,91 @@ public: ...@@ -78,91 +78,91 @@ public:
public: public:
struct MeshData struct MeshData
{ {
std::vector<glm::vec3> positions; std::vector<glm::vec3> positions;
std::vector<glm::vec3> normals; std::vector<glm::vec3> normals;
std::vector<glm::vec3> tangents; std::vector<glm::vec3> tangents;
std::vector<std::vector<glm::vec2>> texCoords; std::vector<std::vector<glm::vec2>> texCoords;
std::vector<std::vector<glm::vec4>> colors; std::vector<std::vector<glm::vec4>> colors;
std::vector<uint32_t> indices; std::vector<uint32_t> indices;
std::string filename; std::string filename;
}; };
Importer(); Importer();
/// Importer instance version of LoadAndCreateMesh /// Importer instance version of LoadAndCreateMesh
SharedVertexArray load(std::string const& filename); SharedVertexArray load(std::string const& filename);
/// Importer instance version of LoadData /// Importer instance version of LoadData
MeshData loadDataCustom(std::string const& filename); MeshData loadDataCustom(std::string const& filename);
public: public:
/// Loads and creates a VA from a given filename /// Loads and creates a VA from a given filename
/// Supported file formats at time of writing this are: /// Supported file formats at time of writing this are:
/// ///
/// COMMON INTERCHANGE FORMATS /// COMMON INTERCHANGE FORMATS
/// Autodesk ( .fbx ) /// Autodesk ( .fbx )
/// Collada ( .dae ) /// Collada ( .dae )
/// glTF ( .gltf, .glb ) /// glTF ( .gltf, .glb )
/// Blender 3D ( .blend ) /// Blender 3D ( .blend )
/// 3ds Max 3DS ( .3ds ) /// 3ds Max 3DS ( .3ds )
/// 3ds Max ASE ( .ase ) /// 3ds Max ASE ( .ase )
/// Wavefront Object ( .obj ) /// Wavefront Object ( .obj )
/// Industry Foundation Classes (IFC/Step) ( .ifc ) /// Industry Foundation Classes (IFC/Step) ( .ifc )
/// XGL ( .xgl,.zgl ) /// XGL ( .xgl,.zgl )
/// Stanford Polygon Library ( .ply ) /// Stanford Polygon Library ( .ply )
/// *AutoCAD DXF ( .dxf ) /// *AutoCAD DXF ( .dxf )
/// LightWave ( .lwo ) /// LightWave ( .lwo )
/// LightWave Scene ( .lws ) /// LightWave Scene ( .lws )
/// Modo ( .lxo ) /// Modo ( .lxo )
/// Stereolithography ( .stl ) /// Stereolithography ( .stl )
/// DirectX X ( .x ) /// DirectX X ( .x )
/// AC3D ( .ac ) /// AC3D ( .ac )
/// Milkshape 3D ( .ms3d ) /// Milkshape 3D ( .ms3d )
/// * TrueSpace ( .cob,.scn ) /// * TrueSpace ( .cob,.scn )
/// ///
/// MOTION CAPTURE FORMATS /// MOTION CAPTURE FORMATS
/// Biovision BVH ( .bvh ) /// Biovision BVH ( .bvh )
/// * CharacterStudio Motion ( .csm ) /// * CharacterStudio Motion ( .csm )
/// GRAPHICS ENGINE FORMATS /// GRAPHICS ENGINE FORMATS
/// Ogre XML ( .xml ) /// Ogre XML ( .xml )
/// Irrlicht Mesh ( .irrmesh ) /// Irrlicht Mesh ( .irrmesh )
/// * Irrlicht Scene ( .irr ) /// * Irrlicht Scene ( .irr )
/// GAME FILE FORMATS /// GAME FILE FORMATS
/// Quake I ( .mdl ) /// Quake I ( .mdl )
/// Quake II ( .md2 ) /// Quake II ( .md2 )
/// Quake III Mesh ( .md3 ) /// Quake III Mesh ( .md3 )
/// Quake III Map/BSP ( .pk3 ) /// Quake III Map/BSP ( .pk3 )
/// * Return to Castle Wolfenstein ( .mdc ) /// * Return to Castle Wolfenstein ( .mdc )
/// Doom 3 ( .md5* ) /// Doom 3 ( .md5* )
/// *Valve Model ( .smd,.vta ) /// *Valve Model ( .smd,.vta )
/// *Open Game Engine Exchange ( .ogex ) /// *Open Game Engine Exchange ( .ogex )
/// *Unreal ( .3d ) /// *Unreal ( .3d )
/// ///
/// OTHER FILE FORMATS /// OTHER FILE FORMATS
/// BlitzBasic 3D ( .b3d ) /// BlitzBasic 3D ( .b3d )
/// Quick3D ( .q3d,.q3s ) /// Quick3D ( .q3d,.q3s )
/// Neutral File Format ( .nff ) /// Neutral File Format ( .nff )
/// Sense8 WorldToolKit ( .nff ) /// Sense8 WorldToolKit ( .nff )
/// Object File Format ( .off ) /// Object File Format ( .off )
/// PovRAY Raw ( .raw ) /// PovRAY Raw ( .raw )
/// Terragen Terrain ( .ter ) /// Terragen Terrain ( .ter )
/// 3D GameStudio (3DGS) ( .mdl ) /// 3D GameStudio (3DGS) ( .mdl )
/// 3D GameStudio (3DGS) Terrain ( .hmp ) /// 3D GameStudio (3DGS) Terrain ( .hmp )
/// Izware Nendo ( .ndo ) /// Izware Nendo ( .ndo )
/// ///
/// Each attribute gets their own buffer. /// Each attribute gets their own buffer.
static SharedVertexArray LoadAndCreateMesh(std::string const& filename, uint32_t flags = importDefaultFlags); static SharedVertexArray LoadAndCreateMesh(std::string const& filename, uint32_t flags = importDefaultFlags);
/// Creates a VA from MeshData /// Creates a VA from MeshData
/// Requires OGL context and initialized GLOW on the same thread /// Requires OGL context and initialized GLOW on the same thread
static SharedVertexArray CreateMeshFromData(const MeshData& data); static SharedVertexArray CreateMeshFromData(const MeshData& data);
/// Loads MeshData from a given filename with the given importer flags /// Loads MeshData from a given filename with the given importer flags
/// Can be run on any thread /// Can be run on any thread
static MeshData LoadData(std::string const& filename, uint32_t flags = importDefaultFlags); static MeshData LoadData(std::string const& filename, uint32_t flags = importDefaultFlags);
}; };
} }
}; }
\ No newline at end of file
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment