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Merge branch 'master' into MemoryOptimizationForGLTFWithSharedAttr

Kim Kulling 2 년 전
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19ff57a6c3
100개의 변경된 파일1232개의 추가작업 그리고 899개의 파일을 삭제
  1. 128 0
      CODE_OF_CONDUCT.md
  2. 18 23
      Readme.md
  3. 1 0
      code/AssetLib/AMF/AMFImporter_Postprocess.cpp
  4. 1 1
      code/AssetLib/Blender/BlenderScene.cpp
  5. 21 14
      code/AssetLib/FBX/FBXConverter.cpp
  6. 8 4
      code/AssetLib/FBX/FBXDeformer.cpp
  7. 5 4
      code/AssetLib/FBX/FBXDocument.h
  8. 5 2
      code/AssetLib/FBX/FBXMeshGeometry.cpp
  9. 5 4
      code/AssetLib/FBX/FBXMeshGeometry.h
  10. 39 5
      code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp
  11. 11 1
      code/AssetLib/MDL/HalfLife/HL1MDLLoader.h
  12. 0 2
      code/CApi/AssimpCExport.cpp
  13. 10 10
      code/CApi/CInterfaceIOWrapper.cpp
  14. 33 22
      code/CApi/CInterfaceIOWrapper.h
  15. 71 1
      code/CMakeLists.txt
  16. 2 20
      code/Common/PolyTools.h
  17. 1 0
      code/Common/Subdivision.cpp
  18. 79 0
      code/Geometry/GeometryUtils.cpp
  19. 67 0
      code/Geometry/GeometryUtils.h
  20. 0 4
      code/PostProcessing/CalcTangentsProcess.cpp
  21. 6 13
      code/PostProcessing/CalcTangentsProcess.h
  22. 0 8
      code/PostProcessing/ComputeUVMappingProcess.cpp
  23. 7 12
      code/PostProcessing/ComputeUVMappingProcess.h
  24. 0 16
      code/PostProcessing/ConvertToLHProcess.cpp
  25. 10 17
      code/PostProcessing/ConvertToLHProcess.h
  26. 28 51
      code/PostProcessing/DeboneProcess.cpp
  27. 4 4
      code/PostProcessing/DeboneProcess.h
  28. 0 8
      code/PostProcessing/DropFaceNormalsProcess.cpp
  29. 4 5
      code/PostProcessing/DropFaceNormalsProcess.h
  30. 0 4
      code/PostProcessing/EmbedTexturesProcess.cpp
  31. 5 5
      code/PostProcessing/EmbedTexturesProcess.h
  32. 2 36
      code/PostProcessing/FindDegenerates.cpp
  33. 8 12
      code/PostProcessing/FindDegenerates.h
  34. 0 4
      code/PostProcessing/FindInstancesProcess.cpp
  35. 10 15
      code/PostProcessing/FindInstancesProcess.h
  36. 0 4
      code/PostProcessing/FindInvalidDataProcess.cpp
  37. 16 14
      code/PostProcessing/FindInvalidDataProcess.h
  38. 2 13
      code/PostProcessing/FixNormalsStep.cpp
  39. 7 6
      code/PostProcessing/FixNormalsStep.h
  40. 0 4
      code/PostProcessing/GenBoundingBoxesProcess.cpp
  41. 14 9
      code/PostProcessing/GenBoundingBoxesProcess.h
  42. 0 8
      code/PostProcessing/GenFaceNormalsProcess.cpp
  43. 11 13
      code/PostProcessing/GenFaceNormalsProcess.h
  44. 5 8
      code/PostProcessing/GenVertexNormalsProcess.cpp
  45. 6 5
      code/PostProcessing/GenVertexNormalsProcess.h
  46. 0 4
      code/PostProcessing/ImproveCacheLocality.cpp
  47. 8 11
      code/PostProcessing/ImproveCacheLocality.h
  48. 6 10
      code/PostProcessing/JoinVerticesProcess.h
  49. 3 5
      code/PostProcessing/LimitBoneWeightsProcess.cpp
  50. 12 10
      code/PostProcessing/LimitBoneWeightsProcess.h
  51. 0 4
      code/PostProcessing/MakeVerboseFormat.cpp
  52. 7 10
      code/PostProcessing/MakeVerboseFormat.h
  53. 0 4
      code/PostProcessing/OptimizeGraph.cpp
  54. 3 1
      code/PostProcessing/OptimizeGraph.h
  55. 0 4
      code/PostProcessing/OptimizeMeshes.cpp
  56. 6 9
      code/PostProcessing/OptimizeMeshes.h
  57. 0 4
      code/PostProcessing/PretransformVertices.cpp
  58. 3 1
      code/PostProcessing/PretransformVertices.h
  59. 0 4
      code/PostProcessing/RemoveRedundantMaterials.cpp
  60. 6 7
      code/PostProcessing/RemoveRedundantMaterials.h
  61. 0 4
      code/PostProcessing/RemoveVCProcess.cpp
  62. 8 11
      code/PostProcessing/RemoveVCProcess.h
  63. 19 24
      code/PostProcessing/ScaleProcess.cpp
  64. 6 7
      code/PostProcessing/ScaleProcess.h
  65. 0 4
      code/PostProcessing/SortByPTypeProcess.cpp
  66. 6 4
      code/PostProcessing/SortByPTypeProcess.h
  67. 63 121
      code/PostProcessing/SplitByBoneCountProcess.cpp
  68. 19 27
      code/PostProcessing/SplitByBoneCountProcess.h
  69. 0 6
      code/PostProcessing/SplitLargeMeshes.cpp
  70. 12 24
      code/PostProcessing/SplitLargeMeshes.h
  71. 10 24
      code/PostProcessing/TextureTransform.cpp
  72. 9 15
      code/PostProcessing/TextureTransform.h
  73. 15 9
      code/PostProcessing/TriangulateProcess.cpp
  74. 6 4
      code/PostProcessing/TriangulateProcess.h
  75. 7 7
      code/PostProcessing/ValidateDataStructure.cpp
  76. 6 8
      code/PostProcessing/ValidateDataStructure.h
  77. 326 98
      contrib/stb/stb_image.h
  78. 2 1
      contrib/unzip/crypt.c
  79. 9 1
      contrib/zlib/CMakeLists.txt
  80. 5 1
      port/PyAssimp/pyassimp/core.py
  81. BIN
      test/models-nonbsd/BLEND/guard1_body.png
  82. BIN
      test/models-nonbsd/BLEND/guard1_face.png
  83. BIN
      test/models-nonbsd/BLEND/guard1_helmet.png
  84. BIN
      test/models-nonbsd/BLEND/iron_grill.png
  85. BIN
      test/models-nonbsd/BLEND/round_grill.png
  86. BIN
      test/models-nonbsd/IRR/skybox.xml
  87. BIN
      test/models-nonbsd/IRR/skybox_UTF16LE.xml
  88. BIN
      test/models/COB/axe.jpg
  89. BIN
      test/models/COB/dwarf.jpg
  90. BIN
      test/models/COB/dwarf2.jpg
  91. BIN
      test/models/IRR/1.png
  92. BIN
      test/models/IRR/EpisodeII_TheDwarfesStrikeBack.irr
  93. BIN
      test/models/IRR/EpisodeII_TheDwarfesStrikeBack_UTF16LE.irr
  94. BIN
      test/models/IRR/EpisodeI_ANewDwarf.irr
  95. BIN
      test/models/IRR/EpisodeI_ANewDwarf_UTF16LE.irr
  96. BIN
      test/models/IRR/animMesh.irr
  97. BIN
      test/models/IRR/animMesh_UTF16LE.irr
  98. BIN
      test/models/IRR/box.irr
  99. BIN
      test/models/IRR/box_UTF16LE.irr
  100. BIN
      test/models/IRR/brownground_1-1.jpg

+ 128 - 0
CODE_OF_CONDUCT.md

@@ -0,0 +1,128 @@
+# Contributor Covenant Code of Conduct
+
+## Our Pledge
+
+We as members, contributors, and leaders pledge to make participation in our
+community a harassment-free experience for everyone, regardless of age, body
+size, visible or invisible disability, ethnicity, sex characteristics, gender
+identity and expression, level of experience, education, socio-economic status,
+nationality, personal appearance, race, religion, or sexual identity
+and orientation.
+
+We pledge to act and interact in ways that contribute to an open, welcoming,
+diverse, inclusive, and healthy community.
+
+## Our Standards
+
+Examples of behavior that contributes to a positive environment for our
+community include:
+
+* Demonstrating empathy and kindness toward other people
+* Being respectful of differing opinions, viewpoints, and experiences
+* Giving and gracefully accepting constructive feedback
+* Accepting responsibility and apologizing to those affected by our mistakes,
+  and learning from the experience
+* Focusing on what is best not just for us as individuals, but for the
+  overall community
+
+Examples of unacceptable behavior include:
+
+* The use of sexualized language or imagery, and sexual attention or
+  advances of any kind
+* Trolling, insulting or derogatory comments, and personal or political attacks
+* Public or private harassment
+* Publishing others' private information, such as a physical or email
+  address, without their explicit permission
+* Other conduct which could reasonably be considered inappropriate in a
+  professional setting
+
+## Enforcement Responsibilities
+
+Community leaders are responsible for clarifying and enforcing our standards of
+acceptable behavior and will take appropriate and fair corrective action in
+response to any behavior that they deem inappropriate, threatening, offensive,
+or harmful.
+
+Community leaders have the right and responsibility to remove, edit, or reject
+comments, commits, code, wiki edits, issues, and other contributions that are
+not aligned to this Code of Conduct, and will communicate reasons for moderation
+decisions when appropriate.
+
+## Scope
+
+This Code of Conduct applies within all community spaces, and also applies when
+an individual is officially representing the community in public spaces.
+Examples of representing our community include using an official e-mail address,
+posting via an official social media account, or acting as an appointed
+representative at an online or offline event.
+
+## Enforcement
+
+Instances of abusive, harassing, or otherwise unacceptable behavior may be
+reported to the community leaders responsible for enforcement at
+.
+All complaints will be reviewed and investigated promptly and fairly.
+
+All community leaders are obligated to respect the privacy and security of the
+reporter of any incident.
+
+## Enforcement Guidelines
+
+Community leaders will follow these Community Impact Guidelines in determining
+the consequences for any action they deem in violation of this Code of Conduct:
+
+### 1. Correction
+
+**Community Impact**: Use of inappropriate language or other behavior deemed
+unprofessional or unwelcome in the community.
+
+**Consequence**: A private, written warning from community leaders, providing
+clarity around the nature of the violation and an explanation of why the
+behavior was inappropriate. A public apology may be requested.
+
+### 2. Warning
+
+**Community Impact**: A violation through a single incident or series
+of actions.
+
+**Consequence**: A warning with consequences for continued behavior. No
+interaction with the people involved, including unsolicited interaction with
+those enforcing the Code of Conduct, for a specified period of time. This
+includes avoiding interactions in community spaces as well as external channels
+like social media. Violating these terms may lead to a temporary or
+permanent ban.
+
+### 3. Temporary Ban
+
+**Community Impact**: A serious violation of community standards, including
+sustained inappropriate behavior.
+
+**Consequence**: A temporary ban from any sort of interaction or public
+communication with the community for a specified period of time. No public or
+private interaction with the people involved, including unsolicited interaction
+with those enforcing the Code of Conduct, is allowed during this period.
+Violating these terms may lead to a permanent ban.
+
+### 4. Permanent Ban
+
+**Community Impact**: Demonstrating a pattern of violation of community
+standards, including sustained inappropriate behavior,  harassment of an
+individual, or aggression toward or disparagement of classes of individuals.
+
+**Consequence**: A permanent ban from any sort of public interaction within
+the community.
+
+## Attribution
+
+This Code of Conduct is adapted from the [Contributor Covenant][homepage],
+version 2.0, available at
+https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
+
+Community Impact Guidelines were inspired by [Mozilla's code of conduct
+enforcement ladder](https://github.com/mozilla/diversity).
+
+[homepage]: https://www.contributor-covenant.org
+
+For answers to common questions about this code of conduct, see the FAQ at
+https://www.contributor-covenant.org/faq. Translations are available at
+https://www.contributor-covenant.org/translations.

+ 18 - 23
Readme.md

@@ -1,6 +1,8 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ==================================
 ==================================
-A library to import and export various 3d-model-formats including scene-post-processing to generate missing render data.
+
+Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
+
 ### Current project status ###
 ### Current project status ###
 [![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp) 
 [![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp) 
 ![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
 ![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
@@ -14,7 +16,6 @@ A library to import and export various 3d-model-formats including scene-post-pro
 [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
 [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
 [![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Average time to resolve an issue")
 [![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Average time to resolve an issue")
 [![Percentage of issues still open](http://isitmaintained.com/badge/open/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Percentage of issues still open")
 [![Percentage of issues still open](http://isitmaintained.com/badge/open/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Percentage of issues still open")
-[![Total alerts](https://img.shields.io/lgtm/alerts/g/assimp/assimp.svg?logo=lgtm&logoWidth=18)](https://lgtm.com/projects/g/assimp/assimp/alerts/)
 <br>
 <br>
 
 
 APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
 APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
@@ -23,15 +24,19 @@ Additionally, assimp features various __mesh post processing tools__: normals an
 ### Latest Doc's ###
 ### Latest Doc's ###
 Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/). 
 Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/). 
 
 
-### Get involved ###
-This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
-<br>
-You find a bug in the docs? Use [Doc-Repo](https://github.com/assimp/assimp-docs).
-<br>
-Please check our Wiki as well: https://github.com/assimp/assimp/wiki
+### Prebuild binaries ###
+Please check our [Itchi Projectspace](https://kimkulling.itch.io/the-asset-importer-lib)
 
 
 If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
 If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
 
 
+### Communities ###
+- Ask a question at [The Assimp-Discussion Board](https://github.com/assimp/assimp/discussions)
+- Ask on [Assimp-Community on Reddit](https://www.reddit.com/r/Assimp/)
+- Ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). 
+- Nothing has worked? File a question or an issue-report at [The Assimp-Issue Tracker](https://github.com/assimp/assimp/issues)
+
+And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
+
 #### Supported file formats ####
 #### Supported file formats ####
 You can find the complete list of supported file-formats [here](https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
 You can find the complete list of supported file-formats [here](https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
 
 
@@ -66,28 +71,18 @@ Open Asset Import Library is implemented in C++. The directory structure looks l
 	/port		Ports to other languages and scripts to maintain those.
 	/port		Ports to other languages and scripts to maintain those.
 	/test		Unit- and regression tests, test suite of models
 	/test		Unit- and regression tests, test suite of models
 	/tools		Tools (old assimp viewer, command line `assimp`)
 	/tools		Tools (old assimp viewer, command line `assimp`)
-	/samples	A small number of samples to illustrate possible
-                        use cases for Assimp
+	/samples	A small number of samples to illustrate possible use-cases for Assimp
 
 
 The source code is organized in the following way:
 The source code is organized in the following way:
 
 
 	code/Common			The base implementation for importers and the infrastructure
 	code/Common			The base implementation for importers and the infrastructure
+	code/CApi                       Special implementations which are only used for the C-API
+	code/Geometry                   A collection of geometry tools
+	code/Material                   The material system
+	code/PBR                        An exporter for physical based models
 	code/PostProcessing		The post-processing steps
 	code/PostProcessing		The post-processing steps
 	code/AssetLib/<FormatName>	Implementation for import and export for the format
 	code/AssetLib/<FormatName>	Implementation for import and export for the format
 
 
-### Where to get help ###
-To find our documentation, visit [our website](https://assimp.org/) or check out [Wiki](https://github.com/assimp/assimp/wiki)
-
-If the docs don't solve your problem, you can:
-- Ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). 
-- Ask on [Assimp-Community on Reddit](https://www.reddit.com/r/Assimp/)
-- Ask a question at [The Assimp-Discussion Board](https://github.com/assimp/assimp/discussions)
-- Nothing has worked? File a question or an issue-report at [The Assimp-Issue Tracker](https://github.com/assimp/assimp/issues)
-
-Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
-
-And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
-
 ### Contributing ###
 ### Contributing ###
 Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
 Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
 a pull request with your changes against the main repository's `master` branch.
 a pull request with your changes against the main repository's `master` branch.

+ 1 - 0
code/AssetLib/AMF/AMFImporter_Postprocess.cpp

@@ -815,6 +815,7 @@ nl_clean_loop:
             for (; next_it != nodeArray.end(); ++next_it) {
             for (; next_it != nodeArray.end(); ++next_it) {
                 if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
                 if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
                     // if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
                     // if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
+                    // FIXME: this leaks memory on test models test8.amf and test9.amf
                     nodeArray.erase(nl_it);
                     nodeArray.erase(nl_it);
 
 
                     goto nl_clean_loop;
                     goto nl_clean_loop;

+ 1 - 1
code/AssetLib/Blender/BlenderScene.cpp

@@ -569,7 +569,7 @@ void Structure ::Convert<MVert>(
         const FileDatabase &db) const {
         const FileDatabase &db) const {
 
 
     ReadFieldArray<ErrorPolicy_Fail>(dest.co, "co", db);
     ReadFieldArray<ErrorPolicy_Fail>(dest.co, "co", db);
-    ReadFieldArray<ErrorPolicy_Fail>(dest.no, "no", db);
+    ReadFieldArray<ErrorPolicy_Warn>(dest.no, "no", db);
     ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
     ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
     //ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
     //ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
     ReadField<ErrorPolicy_Igno>(dest.bweight, "bweight", db);
     ReadField<ErrorPolicy_Igno>(dest.bweight, "bweight", db);

+ 21 - 14
code/AssetLib/FBX/FBXConverter.cpp

@@ -640,7 +640,7 @@ void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rot
 bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
 bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
     const PropertyTable &props = model.Props();
     const PropertyTable &props = model.Props();
 
 
-    const auto zero_epsilon = ai_epsilon;
+    const auto zero_epsilon = Math::getEpsilon<ai_real>();
     const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
     const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
     for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
     for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
         const TransformationComp comp = static_cast<TransformationComp>(i);
         const TransformationComp comp = static_cast<TransformationComp>(i);
@@ -1180,15 +1180,23 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
     std::vector<aiAnimMesh *> animMeshes;
     std::vector<aiAnimMesh *> animMeshes;
     for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
     for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
         for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
         for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
-            const std::vector<const ShapeGeometry *> &shapeGeometries = blendShapeChannel->GetShapeGeometries();
-            for (size_t i = 0; i < shapeGeometries.size(); i++) {
+            const auto& shapeGeometries = blendShapeChannel->GetShapeGeometries();
+            for (const ShapeGeometry *shapeGeometry : shapeGeometries) {
                 aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
                 aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
-                const ShapeGeometry *shapeGeometry = shapeGeometries.at(i);
-                const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
-                const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
-                const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
+                const auto &curVertices = shapeGeometry->GetVertices();
+                const auto &curNormals = shapeGeometry->GetNormals();
+                const auto &curIndices = shapeGeometry->GetIndices();
                 //losing channel name if using shapeGeometry->Name()
                 //losing channel name if using shapeGeometry->Name()
-                animMesh->mName.Set(FixAnimMeshName(blendShapeChannel->Name()));
+                // if blendShapeChannel Name is empty or don't have a ".", add geoMetryName;
+                auto aniName = FixAnimMeshName(blendShapeChannel->Name());
+                auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
+                if (aniName.empty()) {
+                    aniName = geoMetryName;
+                }
+                else if (aniName.find('.') == aniName.npos) {
+                    aniName += "." + geoMetryName;
+                }
+                animMesh->mName.Set(aniName);
                 for (size_t j = 0; j < curIndices.size(); j++) {
                 for (size_t j = 0; j < curIndices.size(); j++) {
                     const unsigned int curIndex = curIndices.at(j);
                     const unsigned int curIndex = curIndices.at(j);
                     aiVector3D vertex = curVertices.at(j);
                     aiVector3D vertex = curVertices.at(j);
@@ -1410,13 +1418,12 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
     std::vector<aiAnimMesh *> animMeshes;
     std::vector<aiAnimMesh *> animMeshes;
     for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
     for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
         for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
         for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
-            const std::vector<const ShapeGeometry *> &shapeGeometries = blendShapeChannel->GetShapeGeometries();
-            for (size_t i = 0; i < shapeGeometries.size(); i++) {
+            const auto& shapeGeometries = blendShapeChannel->GetShapeGeometries();
+            for (const ShapeGeometry *shapeGeometry : shapeGeometries) {
                 aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
                 aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
-                const ShapeGeometry *shapeGeometry = shapeGeometries.at(i);
-                const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
-                const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
-                const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
+                const auto& curVertices = shapeGeometry->GetVertices();
+                const auto& curNormals = shapeGeometry->GetNormals();
+                const auto& curIndices = shapeGeometry->GetIndices();
                 animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
                 animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
                 for (size_t j = 0; j < curIndices.size(); j++) {
                 for (size_t j = 0; j < curIndices.size(); j++) {
                     unsigned int curIndex = curIndices.at(j);
                     unsigned int curIndex = curIndices.at(j);

+ 8 - 4
code/AssetLib/FBX/FBXDeformer.cpp

@@ -154,8 +154,10 @@ BlendShape::BlendShape(uint64_t id, const Element& element, const Document& doc,
     for (const Connection* con : conns) {
     for (const Connection* con : conns) {
         const BlendShapeChannel* const bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
         const BlendShapeChannel* const bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
         if (bspc) {
         if (bspc) {
-            blendShapeChannels.push_back(bspc);
-            continue;
+            auto pr = blendShapeChannels.insert(bspc);
+            if (!pr.second) {
+                FBXImporter::LogWarn("there is the same blendShapeChannel id ", bspc->ID());
+            }
         }
         }
     }
     }
 }
 }
@@ -179,8 +181,10 @@ BlendShapeChannel::BlendShapeChannel(uint64_t id, const Element& element, const
     for (const Connection* con : conns) {
     for (const Connection* con : conns) {
         const ShapeGeometry* const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
         const ShapeGeometry* const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
         if (sg) {
         if (sg) {
-            shapeGeometries.push_back(sg);
-            continue;
+            auto pr = shapeGeometries.insert(sg);
+            if (!pr.second) {
+                FBXImporter::LogWarn("there is the same shapeGeometrie id ", sg->ID());
+            }
         }
         }
     }
     }
 }
 }

+ 5 - 4
code/AssetLib/FBX/FBXDocument.h

@@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #define INCLUDED_AI_FBX_DOCUMENT_H
 #define INCLUDED_AI_FBX_DOCUMENT_H
 
 
 #include <numeric>
 #include <numeric>
+#include <unordered_set>
 #include <stdint.h>
 #include <stdint.h>
 #include <assimp/mesh.h>
 #include <assimp/mesh.h>
 #include "FBXProperties.h"
 #include "FBXProperties.h"
@@ -855,14 +856,14 @@ public:
         return fullWeights;
         return fullWeights;
     }
     }
 
 
-    const std::vector<const ShapeGeometry*>& GetShapeGeometries() const {
+    const std::unordered_set<const ShapeGeometry*>& GetShapeGeometries() const {
         return shapeGeometries;
         return shapeGeometries;
     }
     }
 
 
 private:
 private:
     float percent;
     float percent;
     WeightArray fullWeights;
     WeightArray fullWeights;
-    std::vector<const ShapeGeometry*> shapeGeometries;
+    std::unordered_set<const ShapeGeometry*> shapeGeometries;
 };
 };
 
 
 /** DOM class for BlendShape deformers */
 /** DOM class for BlendShape deformers */
@@ -872,12 +873,12 @@ public:
 
 
     virtual ~BlendShape();
     virtual ~BlendShape();
 
 
-    const std::vector<const BlendShapeChannel*>& BlendShapeChannels() const {
+    const std::unordered_set<const BlendShapeChannel*>& BlendShapeChannels() const {
         return blendShapeChannels;
         return blendShapeChannels;
     }
     }
 
 
 private:
 private:
-    std::vector<const BlendShapeChannel*> blendShapeChannels;
+    std::unordered_set<const BlendShapeChannel*> blendShapeChannels;
 };
 };
 
 
 /** DOM class for skin deformer clusters (aka sub-deformers) */
 /** DOM class for skin deformer clusters (aka sub-deformers) */

+ 5 - 2
code/AssetLib/FBX/FBXMeshGeometry.cpp

@@ -69,13 +69,16 @@ Geometry::Geometry(uint64_t id, const Element& element, const std::string& name,
         }
         }
         const BlendShape* const bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry", element);
         const BlendShape* const bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry", element);
         if (bsp) {
         if (bsp) {
-            blendShapes.push_back(bsp);
+            auto pr = blendShapes.insert(bsp);
+            if (!pr.second) {
+                FBXImporter::LogWarn("there is the same blendShape id ", bsp->ID());
+            }
         }
         }
     }
     }
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const {
+const std::unordered_set<const BlendShape*>& Geometry::GetBlendShapes() const {
     return blendShapes;
     return blendShapes;
 }
 }
 
 

+ 5 - 4
code/AssetLib/FBX/FBXMeshGeometry.h

@@ -62,7 +62,7 @@ public:
     /// @param name     The name instance
     /// @param name     The name instance
     /// @param doc      The document instance
     /// @param doc      The document instance
     Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
     Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
-    
+
     /// @brief The class destructor, default.
     /// @brief The class destructor, default.
     virtual ~Geometry() = default;
     virtual ~Geometry() = default;
 
 
@@ -72,11 +72,12 @@ public:
 
 
     /// @brief Get the BlendShape attached to this geometry or nullptr
     /// @brief Get the BlendShape attached to this geometry or nullptr
     /// @return The blendshape arrays.
     /// @return The blendshape arrays.
-    const std::vector<const BlendShape*>& GetBlendShapes() const;
+    const std::unordered_set<const BlendShape*>& GetBlendShapes() const;
 
 
 private:
 private:
     const Skin* skin;
     const Skin* skin;
-    std::vector<const BlendShape*> blendShapes;
+    std::unordered_set<const BlendShape*> blendShapes;
+
 };
 };
 
 
 typedef std::vector<int> MatIndexArray;
 typedef std::vector<int> MatIndexArray;
@@ -112,7 +113,7 @@ public:
     /// @return The binomal vector.
     /// @return The binomal vector.
     const std::vector<aiVector3D>& GetBinormals() const;
     const std::vector<aiVector3D>& GetBinormals() const;
 
 
-    /// @brief Return list of faces - each entry denotes a face and specifies how many vertices it has. 
+    /// @brief Return list of faces - each entry denotes a face and specifies how many vertices it has.
     ///        Vertices are taken from the vertex data arrays in sequential order.
     ///        Vertices are taken from the vertex data arrays in sequential order.
     /// @return The face indices vector.
     /// @return The face indices vector.
     const std::vector<unsigned int>& GetFaceIndexCounts() const;
     const std::vector<unsigned int>& GetFaceIndexCounts() const;

+ 39 - 5
code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp

@@ -470,14 +470,16 @@ void HL1MDLLoader::read_bones() {
 
 
     temp_bones_.resize(header_->numbones);
     temp_bones_.resize(header_->numbones);
 
 
+    // Create the main 'bones' node that will contain all MDL root bones.
     aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
     aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
     rootnode_children_.push_back(bones_node);
     rootnode_children_.push_back(bones_node);
-    bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
-    bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
+
+    // Store roots bones IDs temporarily.
+    std::vector<int> roots;
 
 
     // Create bone matrices in local space.
     // Create bone matrices in local space.
     for (int i = 0; i < header_->numbones; ++i) {
     for (int i = 0; i < header_->numbones; ++i) {
-        aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
+        aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]);
 
 
         aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
         aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
         temp_bones_[i].absolute_transform = bone_node->mTransformation =
         temp_bones_[i].absolute_transform = bone_node->mTransformation =
@@ -485,9 +487,11 @@ void HL1MDLLoader::read_bones() {
                         aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
                         aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
 
 
         if (pbone[i].parent == -1) {
         if (pbone[i].parent == -1) {
-            bone_node->mParent = scene_->mRootNode;
+            bone_node->mParent = bones_node;
+            roots.push_back(i); // This bone has no parent. Add it to the roots list.
         } else {
         } else {
-            bone_node->mParent = bones_node->mChildren[pbone[i].parent];
+            bone_node->mParent = temp_bones_[pbone[i].parent].node;
+            temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list.
 
 
             temp_bones_[i].absolute_transform =
             temp_bones_[i].absolute_transform =
                     temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
                     temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
@@ -496,6 +500,36 @@ void HL1MDLLoader::read_bones() {
         temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
         temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
         temp_bones_[i].offset_matrix.Inverse();
         temp_bones_[i].offset_matrix.Inverse();
     }
     }
+
+    // Allocate memory for each MDL root bone.
+    bones_node->mNumChildren = static_cast<unsigned int>(roots.size());
+    bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
+
+    // Build all bones children hierarchy starting from each MDL root bone.
+    for (size_t i = 0; i < roots.size(); ++i)
+    {
+        const TempBone &root_bone = temp_bones_[roots[i]];
+        bones_node->mChildren[i] = root_bone.node;
+        build_bone_children_hierarchy(root_bone);
+    }
+}
+
+void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone)
+{
+    if (bone.children.empty())
+        return;
+
+    aiNode* bone_node = bone.node;
+    bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size());
+    bone_node->mChildren = new aiNode *[bone_node->mNumChildren];
+
+    // Build each child bone's hierarchy recursively.
+    for (size_t i = 0; i < bone.children.size(); ++i)
+    {
+        const TempBone &child_bone = temp_bones_[bone.children[i]];
+        bone_node->mChildren[i] = child_bone.node;
+        build_bone_children_hierarchy(child_bone);
+    }
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------

+ 11 - 1
code/AssetLib/MDL/HalfLife/HL1MDLLoader.h

@@ -143,6 +143,14 @@ private:
      */
      */
     static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
     static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
 
 
+    /**
+     *  \brief Build a bone's node children hierarchy.
+     *
+     * \param[in] bone The bone for which we must build all children hierarchy.
+     */
+    struct TempBone;
+    void build_bone_children_hierarchy(const TempBone& bone);
+
     /** Output scene to be filled */
     /** Output scene to be filled */
     aiScene *scene_;
     aiScene *scene_;
 
 
@@ -198,11 +206,13 @@ private:
         TempBone() :
         TempBone() :
             node(nullptr),
             node(nullptr),
             absolute_transform(),
             absolute_transform(),
-            offset_matrix() {}
+            offset_matrix(),
+            children() {}
 
 
         aiNode *node;
         aiNode *node;
         aiMatrix4x4 absolute_transform;
         aiMatrix4x4 absolute_transform;
         aiMatrix4x4 offset_matrix;
         aiMatrix4x4 offset_matrix;
+        std::vector<int> children; // Bone children
     };
     };
 
 
     std::vector<TempBone> temp_bones_;
     std::vector<TempBone> temp_bones_;

+ 0 - 2
code/CApi/AssimpCExport.cpp

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
 
 
 Copyright (c) 2006-2022, assimp team
 Copyright (c) 2006-2022, assimp team
 
 
-
-
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 10 - 10
code/CApi/CInterfaceIOWrapper.cpp

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
 
 
 Copyright (c) 2006-2022, assimp team
 Copyright (c) 2006-2022, assimp team
 
 
-
-
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,
@@ -47,14 +45,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 namespace Assimp {
 namespace Assimp {
 
 
+// ------------------------------------------------------------------------------------------------
 CIOStreamWrapper::~CIOStreamWrapper() {
 CIOStreamWrapper::~CIOStreamWrapper() {
-    /* Various places depend on this destructor to close the file */
-    if (mFile) {
+    // Various places depend on this destructor to close the file
+    if (mFile != nullptr) {
+        
         mIO->mFileSystem->CloseProc(mIO->mFileSystem, mFile);
         mIO->mFileSystem->CloseProc(mIO->mFileSystem, mFile);
     }
     }
 }
 }
 
 
-// ...................................................................
+// ------------------------------------------------------------------------------------------------
 size_t CIOStreamWrapper::Read(void *pvBuffer,
 size_t CIOStreamWrapper::Read(void *pvBuffer,
         size_t pSize,
         size_t pSize,
         size_t pCount) {
         size_t pCount) {
@@ -62,7 +62,7 @@ size_t CIOStreamWrapper::Read(void *pvBuffer,
     return mFile->ReadProc(mFile, (char *)pvBuffer, pSize, pCount);
     return mFile->ReadProc(mFile, (char *)pvBuffer, pSize, pCount);
 }
 }
 
 
-// ...................................................................
+// ------------------------------------------------------------------------------------------------
 size_t CIOStreamWrapper::Write(const void *pvBuffer,
 size_t CIOStreamWrapper::Write(const void *pvBuffer,
         size_t pSize,
         size_t pSize,
         size_t pCount) {
         size_t pCount) {
@@ -70,23 +70,23 @@ size_t CIOStreamWrapper::Write(const void *pvBuffer,
     return mFile->WriteProc(mFile, (const char *)pvBuffer, pSize, pCount);
     return mFile->WriteProc(mFile, (const char *)pvBuffer, pSize, pCount);
 }
 }
 
 
-// ...................................................................
+// ------------------------------------------------------------------------------------------------
 aiReturn CIOStreamWrapper::Seek(size_t pOffset,
 aiReturn CIOStreamWrapper::Seek(size_t pOffset,
         aiOrigin pOrigin) {
         aiOrigin pOrigin) {
     return mFile->SeekProc(mFile, pOffset, pOrigin);
     return mFile->SeekProc(mFile, pOffset, pOrigin);
 }
 }
 
 
-// ...................................................................
+// ------------------------------------------------------------------------------------------------
 size_t CIOStreamWrapper::Tell() const {
 size_t CIOStreamWrapper::Tell() const {
     return mFile->TellProc(mFile);
     return mFile->TellProc(mFile);
 }
 }
 
 
-// ...................................................................
+// ------------------------------------------------------------------------------------------------
 size_t CIOStreamWrapper::FileSize() const {
 size_t CIOStreamWrapper::FileSize() const {
     return mFile->FileSizeProc(mFile);
     return mFile->FileSizeProc(mFile);
 }
 }
 
 
-// ...................................................................
+// ------------------------------------------------------------------------------------------------
 void CIOStreamWrapper::Flush() {
 void CIOStreamWrapper::Flush() {
     return mFile->FlushProc(mFile);
     return mFile->FlushProc(mFile);
 }
 }

+ 33 - 22
code/CApi/CInterfaceIOWrapper.h

@@ -47,48 +47,59 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/cfileio.h>
 #include <assimp/cfileio.h>
 #include <assimp/IOStream.hpp>
 #include <assimp/IOStream.hpp>
 #include <assimp/IOSystem.hpp>
 #include <assimp/IOSystem.hpp>
+#include <assimp/ai_assert.h>
 
 
 namespace Assimp {
 namespace Assimp {
 
 
 class CIOSystemWrapper;
 class CIOSystemWrapper;
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-// Custom IOStream implementation for the C-API
-class CIOStreamWrapper : public IOStream {
+/// @brief Custom IOStream implementation for the C-API-
+// ------------------------------------------------------------------------------------------------
+class CIOStreamWrapper final : public IOStream {
 public:
 public:
-    explicit CIOStreamWrapper(aiFile *pFile, CIOSystemWrapper *io) :
-            mFile(pFile),
-            mIO(io) {}
-    ~CIOStreamWrapper(void);
-
-    size_t Read(void *pvBuffer, size_t pSize, size_t pCount);
-    size_t Write(const void *pvBuffer, size_t pSize, size_t pCount);
-    aiReturn Seek(size_t pOffset, aiOrigin pOrigin);
-    size_t Tell(void) const;
-    size_t FileSize() const;
-    void Flush();
+    explicit CIOStreamWrapper(aiFile *pFile, CIOSystemWrapper *io);
+    ~CIOStreamWrapper() override;
+    size_t Read(void *pvBuffer, size_t pSize, size_t pCount) override;
+    size_t Write(const void *pvBuffer, size_t pSize, size_t pCount) override;
+    aiReturn Seek(size_t pOffset, aiOrigin pOrigin) override;
+    size_t Tell(void) const override;
+    size_t FileSize() const override;
+    void Flush() override;
 
 
 private:
 private:
     aiFile *mFile;
     aiFile *mFile;
     CIOSystemWrapper *mIO;
     CIOSystemWrapper *mIO;
 };
 };
 
 
-class CIOSystemWrapper : public IOSystem {
+inline CIOStreamWrapper::CIOStreamWrapper(aiFile *pFile, CIOSystemWrapper *io) :
+        mFile(pFile),
+        mIO(io) {
+    ai_assert(io != nullptr);
+}
+
+// ------------------------------------------------------------------------------------------------
+/// @brief Custom IO-System wrapper implementation for the C-API.
+// ------------------------------------------------------------------------------------------------
+class CIOSystemWrapper final : public IOSystem {
     friend class CIOStreamWrapper;
     friend class CIOStreamWrapper;
 
 
 public:
 public:
-    explicit CIOSystemWrapper(aiFileIO *pFile) :
-            mFileSystem(pFile) {}
-
-    bool Exists(const char *pFile) const;
-    char getOsSeparator() const;
-    IOStream *Open(const char *pFile, const char *pMode = "rb");
-    void Close(IOStream *pFile);
+    explicit CIOSystemWrapper(aiFileIO *pFile);
+    ~CIOSystemWrapper() override = default;
+    bool Exists(const char *pFile) const override;
+    char getOsSeparator() const override;
+    IOStream *Open(const char *pFile, const char *pMode = "rb") override;
+    void Close(IOStream *pFile) override;
 
 
 private:
 private:
     aiFileIO *mFileSystem;
     aiFileIO *mFileSystem;
 };
 };
 
 
+inline CIOSystemWrapper::CIOSystemWrapper(aiFileIO *pFile) : mFileSystem(pFile) {
+    ai_assert(pFile != nullptr);
+}
+
 } // namespace Assimp
 } // namespace Assimp
 
 
-#endif
+#endif // AI_CIOSYSTEM_H_INCLUDED

+ 71 - 1
code/CMakeLists.txt

@@ -218,6 +218,12 @@ SET( CApi_SRCS
 )
 )
 SOURCE_GROUP(CApi FILES ${CApi_SRCS})
 SOURCE_GROUP(CApi FILES ${CApi_SRCS})
 
 
+SET(Geometry_SRCS
+  Geometry/GeometryUtils.h
+  Geometry/GeometryUtils.cpp
+)
+SOURCE_GROUP(Geometry FILES ${Geometry_SRCS})
+
 SET( STEPParser_SRCS
 SET( STEPParser_SRCS
   AssetLib/STEPParser/STEPFileReader.h
   AssetLib/STEPParser/STEPFileReader.h
   AssetLib/STEPParser/STEPFileReader.cpp
   AssetLib/STEPParser/STEPFileReader.cpp
@@ -1129,6 +1135,7 @@ SET( assimp_src
   ${Core_SRCS}
   ${Core_SRCS}
   ${CApi_SRCS}
   ${CApi_SRCS}
   ${Common_SRCS}
   ${Common_SRCS}
+  ${Geometry_SRCS}
   ${Logging_SRCS}
   ${Logging_SRCS}
   ${Exporter_SRCS}
   ${Exporter_SRCS}
   ${PostProcessing_SRCS}
   ${PostProcessing_SRCS}
@@ -1188,7 +1195,70 @@ TARGET_USE_COMMON_OUTPUT_DIRECTORY(assimp)
 IF (ASSIMP_WARNINGS_AS_ERRORS)
 IF (ASSIMP_WARNINGS_AS_ERRORS)
   MESSAGE(STATUS "Treating all warnings as errors (for assimp library only)")
   MESSAGE(STATUS "Treating all warnings as errors (for assimp library only)")
   IF (MSVC)
   IF (MSVC)
-    TARGET_COMPILE_OPTIONS(assimp PRIVATE /W4 /WX)
+
+    IF(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
+      TARGET_COMPILE_OPTIONS(assimp PRIVATE -Wall -Werror
+        -Wno-unused-function
+        -Wno-microsoft-enum-value
+        -Wno-switch-enum
+        -Wno-covered-switch-default
+        -Wno-reserved-identifier
+        -Wno-c++98-compat-pedantic
+        -Wno-c++98-compat
+        -Wno-documentation
+        -Wno-documentation-unknown-command
+        -Wno-deprecated-dynamic-exception-spec
+        -Wno-undef
+        -Wno-suggest-destructor-override
+        -Wno-suggest-override
+        -Wno-inconsistent-missing-destructor-override
+        -Wno-zero-as-null-pointer-constant
+        -Wno-global-constructors
+        -Wno-exit-time-destructors
+        -Wno-extra-semi-stmt
+        -Wno-missing-prototypes
+        -Wno-old-style-cast
+        -Wno-cast-align
+        -Wno-cast-qual
+        -Wno-float-equal
+        -Wno-implicit-int-float-conversion
+        -Wno-sign-conversion
+        -Wno-implicit-float-conversion
+        -Wno-implicit-int-conversion
+        -Wno-float-conversion
+        -Wno-double-promotion
+        -Wno-unused-macros
+        -Wno-disabled-macro-expansion
+        -Wno-shadow-field
+        -Wno-shadow
+        -Wno-language-extension-token
+        -Wno-header-hygiene
+        -Wno-tautological-value-range-compare
+        -Wno-tautological-type-limit-compare
+        -Wno-missing-noreturn
+        -Wno-missing-variable-declarations
+        -Wno-extra-semi
+        -Wno-nonportable-system-include-path
+        -Wno-undefined-reinterpret-cast
+        -Wno-shift-sign-overflow
+        -Wno-deprecated-copy-with-user-provided-dtor
+        -Wno-deprecated-copy-with-dtor
+        -Wno-deprecated
+        -Wno-format-nonliteral
+        -Wno-format-non-iso
+        -Wno-comma
+        -Wno-unreachable-code-break
+        -Wno-unreachable-code-return
+        -Wno-unreachable-code
+        -Wno-implicit-fallthrough
+        -Wno-unused-template
+        -Wno-undefined-func-template
+        -Wno-nested-anon-types
+        -Wno-declaration-after-statement
+      )
+    ELSE()
+      TARGET_COMPILE_OPTIONS(assimp PRIVATE /W4 /WX)
+    ENDIF()
   ELSE()
   ELSE()
     TARGET_COMPILE_OPTIONS(assimp PRIVATE -Wall -Werror)
     TARGET_COMPILE_OPTIONS(assimp PRIVATE -Wall -Werror)
   ENDIF()
   ENDIF()

+ 2 - 20
code/Common/PolyTools.h

@@ -74,26 +74,8 @@ inline bool OnLeftSideOfLine2D(const T& p0, const T& p1,const T& p2) {
  *  both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
  *  both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
 template <typename T>
 template <typename T>
 inline bool PointInTriangle2D(const T& p0, const T& p1,const T& p2, const T& pp) {
 inline bool PointInTriangle2D(const T& p0, const T& p1,const T& p2, const T& pp) {
-    // Point in triangle test using baryzentric coordinates
-    const aiVector2D v0 = p1 - p0;
-    const aiVector2D v1 = p2 - p0;
-    const aiVector2D v2 = pp - p0;
-
-    double dot00 = v0 * v0;
-    double dot11 = v1 * v1;
-    const double dot01 = v0 * v1;
-    const double dot02 = v0 * v2;
-    const double dot12 = v1 * v2;
-    const double denom = dot00 * dot11 - dot01 * dot01;
-    if (denom == 0.0) {
-        return false;
-    }
-
-    const double invDenom = 1.0 / denom;
-    dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
-    dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
-
-    return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
+    // pp should be left side of the three triangle side, by ccw arrow
+    return OnLeftSideOfLine2D(p0, p1, pp) && OnLeftSideOfLine2D(p1, p2, pp) && OnLeftSideOfLine2D(p2, p0, pp);
 }
 }
 
 
 
 

+ 1 - 0
code/Common/Subdivision.cpp

@@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <unordered_map>
 #include <unordered_map>
 
 
 using namespace Assimp;
 using namespace Assimp;
+
 void mydummy() {}
 void mydummy() {}
 
 
 #ifdef _MSC_VER
 #ifdef _MSC_VER

+ 79 - 0
code/Geometry/GeometryUtils.cpp

@@ -0,0 +1,79 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+  copyright notice, this list of conditions and the
+  following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+  copyright notice, this list of conditions and the
+  following disclaimer in the documentation and/or other
+  materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+  contributors may be used to endorse or promote products
+  derived from this software without specific prior
+  written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "GeometryUtils.h"
+
+#include <assimp/vector3.h>
+
+namespace Assimp {
+
+ai_real GeometryUtils::heron( ai_real a, ai_real b, ai_real c ) {
+    ai_real s = (a + b + c) / 2;
+    ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
+    return area;
+}
+
+ai_real GeometryUtils::distance3D( const aiVector3D &vA, aiVector3D &vB ) {
+    const ai_real lx = ( vB.x - vA.x );
+    const ai_real ly = ( vB.y - vA.y );
+    const ai_real lz = ( vB.z - vA.z );
+    ai_real a = lx*lx + ly*ly + lz*lz;
+    ai_real d = pow( a, (ai_real)0.5 );
+
+    return d;
+}
+
+ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
+    ai_real area = 0;
+
+    aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
+    aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
+    aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
+
+    ai_real a( distance3D( vA, vB ) );
+    ai_real b( distance3D( vB, vC ) );
+    ai_real c( distance3D( vC, vA ) );
+    area = heron( a, b, c );
+
+    return area;
+}
+
+} // namespace Assimp

+ 67 - 0
code/Geometry/GeometryUtils.h

@@ -0,0 +1,67 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+  copyright notice, this list of conditions and the
+  following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+  copyright notice, this list of conditions and the
+  following disclaimer in the documentation and/or other
+  materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+  contributors may be used to endorse or promote products
+  derived from this software without specific prior
+  written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include <assimp/types.h>
+#include <assimp/mesh.h>
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/// @brief This helper class supports some basic geometry algorithms.
+// ---------------------------------------------------------------------------
+class GeometryUtils {
+public:
+    static ai_real heron( ai_real a, ai_real b, ai_real c );
+    
+    /// @brief Will compute the distance between 2 3D-vectors
+    /// @param vA  Vector a.
+    /// @param vB  Vector b.
+    /// @return The distance.
+    static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB );
+
+    /// @brief Will calculate the area of a triangle described by a aiFace.
+    /// @param face   The face
+    /// @param mesh   The mesh containing the face
+    /// @return The area.
+    static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh );
+};
+
+} // namespace Assimp

+ 0 - 4
code/PostProcessing/CalcTangentsProcess.cpp

@@ -60,10 +60,6 @@ CalcTangentsProcess::CalcTangentsProcess() :
     // nothing to do here
     // nothing to do here
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-CalcTangentsProcess::~CalcTangentsProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool CalcTangentsProcess::IsActive(unsigned int pFlags) const {
 bool CalcTangentsProcess::IsActive(unsigned int pFlags) const {

+ 6 - 13
code/PostProcessing/CalcTangentsProcess.h

@@ -59,14 +59,11 @@ namespace Assimp
  * because the joining of vertices also considers tangents and bitangents for
  * because the joining of vertices also considers tangents and bitangents for
  * uniqueness.
  * uniqueness.
  */
  */
-class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess
-{
+class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess {
 public:
 public:
-
     CalcTangentsProcess();
     CalcTangentsProcess();
-    ~CalcTangentsProcess();
+    ~CalcTangentsProcess() override = default;
 
 
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag.
     /** Returns whether the processing step is present in the given flag.
     * @param pFlags The processing flags the importer was called with.
     * @param pFlags The processing flags the importer was called with.
@@ -74,24 +71,21 @@ public:
     * @return true if the process is present in this flag fields,
     * @return true if the process is present in this flag fields,
     *   false if not.
     *   false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    void SetupProperties(const Importer* pImp);
-
+    void SetupProperties(const Importer* pImp) override;
 
 
     // setter for configMaxAngle
     // setter for configMaxAngle
-    inline void SetMaxSmoothAngle(float f)
-    {
+    void SetMaxSmoothAngle(float f) {
         configMaxAngle =f;
         configMaxAngle =f;
     }
     }
 
 
 protected:
 protected:
-
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Calculates tangents and bitangents for a specific mesh.
     /** Calculates tangents and bitangents for a specific mesh.
     * @param pMesh The mesh to process.
     * @param pMesh The mesh to process.
@@ -103,10 +97,9 @@ protected:
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
 private:
 private:
-
     /** Configuration option: maximum smoothing angle, in radians*/
     /** Configuration option: maximum smoothing angle, in radians*/
     float configMaxAngle;
     float configMaxAngle;
     unsigned int configSourceUV;
     unsigned int configSourceUV;

+ 0 - 8
code/PostProcessing/ComputeUVMappingProcess.cpp

@@ -57,14 +57,6 @@ namespace {
     const static ai_real angle_epsilon = ai_real( 0.95 );
     const static ai_real angle_epsilon = ai_real( 0.95 );
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-ComputeUVMappingProcess::ComputeUVMappingProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-ComputeUVMappingProcess::~ComputeUVMappingProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
 bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const

+ 7 - 12
code/PostProcessing/ComputeUVMappingProcess.h

@@ -59,13 +59,10 @@ namespace Assimp {
 /** ComputeUVMappingProcess - converts special mappings, such as spherical,
 /** ComputeUVMappingProcess - converts special mappings, such as spherical,
  *  cylindrical or boxed to proper UV coordinates for rendering.
  *  cylindrical or boxed to proper UV coordinates for rendering.
 */
 */
-class ComputeUVMappingProcess : public BaseProcess
-{
-public:
-    ComputeUVMappingProcess();
-    ~ComputeUVMappingProcess();
-
+class ComputeUVMappingProcess : public BaseProcess {
 public:
 public:
+    ComputeUVMappingProcess() = default;
+    ~ComputeUVMappingProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
@@ -73,14 +70,14 @@ public:
     *   combination of #aiPostProcessSteps.
     *   combination of #aiPostProcessSteps.
     * @return true if the process is present in this flag fields, false if not.
     * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
 protected:
 protected:
 
 
@@ -125,8 +122,7 @@ protected:
 private:
 private:
 
 
     // temporary structure to describe a mapping
     // temporary structure to describe a mapping
-    struct MappingInfo
-    {
+    struct MappingInfo {
         explicit MappingInfo(aiTextureMapping _type)
         explicit MappingInfo(aiTextureMapping _type)
             : type  (_type)
             : type  (_type)
             , axis  (0.f,1.f,0.f)
             , axis  (0.f,1.f,0.f)
@@ -137,8 +133,7 @@ private:
         aiVector3D axis;
         aiVector3D axis;
         unsigned int uv;
         unsigned int uv;
 
 
-        bool operator== (const MappingInfo& other)
-        {
+        bool operator== (const MappingInfo& other) {
             return type == other.type && axis == other.axis;
             return type == other.type && axis == other.axis;
         }
         }
     };
     };

+ 0 - 16
code/PostProcessing/ConvertToLHProcess.cpp

@@ -79,14 +79,6 @@ void flipUVs(aiMeshType *pMesh) {
 
 
 } // namespace
 } // namespace
 
 
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-MakeLeftHandedProcess::MakeLeftHandedProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-MakeLeftHandedProcess::~MakeLeftHandedProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool MakeLeftHandedProcess::IsActive(unsigned int pFlags) const {
 bool MakeLeftHandedProcess::IsActive(unsigned int pFlags) const {
@@ -305,14 +297,6 @@ void FlipUVsProcess::ProcessMesh(aiMesh *pMesh) {
 #ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
 #ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
 // # FlipWindingOrderProcess
 // # FlipWindingOrderProcess
 
 
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-FlipWindingOrderProcess::FlipWindingOrderProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-FlipWindingOrderProcess::~FlipWindingOrderProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool FlipWindingOrderProcess::IsActive(unsigned int pFlags) const {
 bool FlipWindingOrderProcess::IsActive(unsigned int pFlags) const {

+ 10 - 17
code/PostProcessing/ConvertToLHProcess.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 
 Copyright (c) 2006-2022, assimp team
 Copyright (c) 2006-2022, assimp team
 
 
-
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,
@@ -72,22 +71,18 @@ namespace Assimp    {
  *
  *
  * @note RH-LH and LH-RH is the same, so this class can be used for both
  * @note RH-LH and LH-RH is the same, so this class can be used for both
  */
  */
-class MakeLeftHandedProcess : public BaseProcess
-{
-
-
+class MakeLeftHandedProcess : public BaseProcess {
 public:
 public:
-    MakeLeftHandedProcess();
-    ~MakeLeftHandedProcess();
+    MakeLeftHandedProcess() = default;
+    ~MakeLeftHandedProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
 protected:
 protected:
-
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Recursively converts a node and all of its children
     /** Recursively converts a node and all of its children
      */
      */
@@ -120,24 +115,22 @@ protected:
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** Postprocessing step to flip the face order of the imported data
 /** Postprocessing step to flip the face order of the imported data
  */
  */
-class FlipWindingOrderProcess : public BaseProcess
-{
+class FlipWindingOrderProcess : public BaseProcess {
     friend class Importer;
     friend class Importer;
 
 
 public:
 public:
     /** Constructor to be privately used by Importer */
     /** Constructor to be privately used by Importer */
-    FlipWindingOrderProcess();
+    FlipWindingOrderProcess() = default;
 
 
     /** Destructor, private as well */
     /** Destructor, private as well */
-    ~FlipWindingOrderProcess();
+    ~FlipWindingOrderProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
-public:
     /** Some other types of post-processing require winding order flips */
     /** Some other types of post-processing require winding order flips */
     static void ProcessMesh( aiMesh* pMesh);
     static void ProcessMesh( aiMesh* pMesh);
 };
 };

+ 28 - 51
code/PostProcessing/DeboneProcess.cpp

@@ -43,42 +43,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 /// @file DeboneProcess.cpp
 /// @file DeboneProcess.cpp
 /** Implementation of the DeboneProcess post processing step */
 /** Implementation of the DeboneProcess post processing step */
 
 
-
-
 // internal headers of the post-processing framework
 // internal headers of the post-processing framework
 #include "ProcessHelper.h"
 #include "ProcessHelper.h"
 #include "DeboneProcess.h"
 #include "DeboneProcess.h"
 #include <stdio.h>
 #include <stdio.h>
 
 
-
 using namespace Assimp;
 using namespace Assimp;
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 // Constructor to be privately used by Importer
-DeboneProcess::DeboneProcess()
-{
-    mNumBones = 0;
-    mNumBonesCanDoWithout = 0;
-
-    mThreshold = AI_DEBONE_THRESHOLD;
-    mAllOrNone = false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-DeboneProcess::~DeboneProcess() = default;
+DeboneProcess::DeboneProcess() : mNumBones(0), mNumBonesCanDoWithout(0), mThreshold(AI_DEBONE_THRESHOLD), mAllOrNone(false) {}
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
-bool DeboneProcess::IsActive( unsigned int pFlags) const
-{
+bool DeboneProcess::IsActive( unsigned int pFlags) const {
     return (pFlags & aiProcess_Debone) != 0;
     return (pFlags & aiProcess_Debone) != 0;
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
 // Executes the post processing step on the given imported data.
-void DeboneProcess::SetupProperties(const Importer* pImp)
-{
+void DeboneProcess::SetupProperties(const Importer* pImp) {
     // get the current value of the property
     // get the current value of the property
     mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
     mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
     mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
     mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
@@ -86,8 +70,7 @@ void DeboneProcess::SetupProperties(const Importer* pImp)
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
 // Executes the post processing step on the given imported data.
-void DeboneProcess::Execute( aiScene* pScene)
-{
+void DeboneProcess::Execute( aiScene* pScene) {
     ASSIMP_LOG_DEBUG("DeboneProcess begin");
     ASSIMP_LOG_DEBUG("DeboneProcess begin");
 
 
     if(!pScene->mNumMeshes) {
     if(!pScene->mNumMeshes) {
@@ -117,10 +100,8 @@ void DeboneProcess::Execute( aiScene* pScene)
         // build a new array of meshes for the scene
         // build a new array of meshes for the scene
         std::vector<aiMesh*> meshes;
         std::vector<aiMesh*> meshes;
 
 
-        for(unsigned int a=0;a<pScene->mNumMeshes;a++)
-        {
+        for (unsigned int a=0;a<pScene->mNumMeshes; ++a) {
             aiMesh* srcMesh = pScene->mMeshes[a];
             aiMesh* srcMesh = pScene->mMeshes[a];
-
             std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
             std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
 
 
             if(splitList[a]) {
             if(splitList[a]) {
@@ -150,8 +131,7 @@ void DeboneProcess::Execute( aiScene* pScene)
 
 
                 // and destroy the source mesh. It should be completely contained inside the new submeshes
                 // and destroy the source mesh. It should be completely contained inside the new submeshes
                 delete srcMesh;
                 delete srcMesh;
-            }
-            else    {
+            } else {
                 // Mesh is kept unchanged - store it's new place in the mesh array
                 // Mesh is kept unchanged - store it's new place in the mesh array
                 mSubMeshIndices[a].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)nullptr);
                 mSubMeshIndices[a].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)nullptr);
                 meshes.push_back(srcMesh);
                 meshes.push_back(srcMesh);
@@ -173,8 +153,7 @@ void DeboneProcess::Execute( aiScene* pScene)
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Counts bones total/removable in a given mesh.
 // Counts bones total/removable in a given mesh.
-bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
-{
+bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) {
     if(!pMesh->HasBones()) {
     if(!pMesh->HasBones()) {
         return false;
         return false;
     }
     }
@@ -193,25 +172,23 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
     for(unsigned int i=0;i<pMesh->mNumBones;i++)    {
     for(unsigned int i=0;i<pMesh->mNumBones;i++)    {
         for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++)   {
         for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++)   {
             float w = pMesh->mBones[i]->mWeights[j].mWeight;
             float w = pMesh->mBones[i]->mWeights[j].mWeight;
-
-            if(w==0.0f) {
+            if (w == 0.0f) {
                 continue;
                 continue;
             }
             }
 
 
             unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
             unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
-            if(w>=mThreshold)   {
-
-                if(vertexBones[vid]!=cUnowned)  {
-                    if(vertexBones[vid]==i) //double entry
-                    {
+            if (w >= mThreshold)   {
+                if (vertexBones[vid] != cUnowned) {
+                    //double entry
+                    if(vertexBones[vid]==i)  {
                         ASSIMP_LOG_WARN("Encountered double entry in bone weights");
                         ASSIMP_LOG_WARN("Encountered double entry in bone weights");
-                    }
-                    else //TODO: track attraction in order to break tie
-                    {
+                    } else  {
+                        //TODO: track attraction in order to break tie
                         vertexBones[vid] = cCoowned;
                         vertexBones[vid] = cCoowned;
                     }
                     }
-                }
-                else vertexBones[vid] = i;
+                } else {
+                    vertexBones[vid] = i;
+                } 
             }
             }
 
 
             if(!isBoneNecessary[i]) {
             if(!isBoneNecessary[i]) {
@@ -227,13 +204,16 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
     if(isInterstitialRequired) {
     if(isInterstitialRequired) {
         for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
         for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
             unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
             unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
-
-            for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
+            for (unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
                 unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
                 unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
 
 
-                if(v!=w)    {
-                    if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
-                    if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
+                if (v != w) {
+                    if(v<pMesh->mNumBones) {
+                        isBoneNecessary[v] = true;
+                    }
+                    if (w<pMesh->mNumBones) {
+                        isBoneNecessary[w] = true;
+                    }
                 }
                 }
             }
             }
         }
         }
@@ -252,8 +232,7 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Splits the given mesh by bone count.
 // Splits the given mesh by bone count.
-void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
-{
+void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const {
     // same deal here as ConsiderMesh basically
     // same deal here as ConsiderMesh basically
 
 
     std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
     std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
@@ -371,8 +350,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Recursively updates the node's mesh list to account for the changed mesh list
 // Recursively updates the node's mesh list to account for the changed mesh list
-void DeboneProcess::UpdateNode(aiNode* pNode) const
-{
+void DeboneProcess::UpdateNode(aiNode* pNode) const {
     // rebuild the node's mesh index list
     // rebuild the node's mesh index list
 
 
     std::vector<unsigned int> newMeshList;
     std::vector<unsigned int> newMeshList;
@@ -430,8 +408,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Apply the node transformation to a mesh
 // Apply the node transformation to a mesh
-void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
-{
+void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const {
     // Check whether we need to transform the coordinates at all
     // Check whether we need to transform the coordinates at all
     if (!mat.IsIdentity()) {
     if (!mat.IsIdentity()) {
 
 

+ 4 - 4
code/PostProcessing/DeboneProcess.h

@@ -70,7 +70,7 @@ namespace Assimp {
 class DeboneProcess : public BaseProcess {
 class DeboneProcess : public BaseProcess {
 public:
 public:
     DeboneProcess();
     DeboneProcess();
-    ~DeboneProcess();
+    ~DeboneProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag.
     /** Returns whether the processing step is present in the given flag.
@@ -79,14 +79,14 @@ public:
     * @return true if the process is present in this flag fields,
     * @return true if the process is present in this flag fields,
     *   false if not.
     *   false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
 protected:
 protected:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
@@ -94,7 +94,7 @@ protected:
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Counts bones total/removable in a given mesh.
     /** Counts bones total/removable in a given mesh.

+ 0 - 8
code/PostProcessing/DropFaceNormalsProcess.cpp

@@ -54,14 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 using namespace Assimp;
 using namespace Assimp;
 
 
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-DropFaceNormalsProcess::DropFaceNormalsProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-DropFaceNormalsProcess::~DropFaceNormalsProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {
 bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {

+ 4 - 5
code/PostProcessing/DropFaceNormalsProcess.h

@@ -55,8 +55,8 @@ namespace Assimp {
 */
 */
 class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
 class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
 public:
 public:
-    DropFaceNormalsProcess();
-    ~DropFaceNormalsProcess();
+    DropFaceNormalsProcess() = default;
+    ~DropFaceNormalsProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
@@ -64,15 +64,14 @@ public:
     *   combination of #aiPostProcessSteps.
     *   combination of #aiPostProcessSteps.
     * @return true if the process is present in this flag fields, false if not.
     * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
-
+    void Execute( aiScene* pScene) override;
 
 
 private:
 private:
     bool DropMeshFaceNormals(aiMesh* pcMesh);
     bool DropMeshFaceNormals(aiMesh* pcMesh);

+ 0 - 4
code/PostProcessing/EmbedTexturesProcess.cpp

@@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 using namespace Assimp;
 using namespace Assimp;
 
 
-EmbedTexturesProcess::EmbedTexturesProcess() = default;
-
-EmbedTexturesProcess::~EmbedTexturesProcess() = default;
-
 bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
 bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
     return (pFlags & aiProcess_EmbedTextures) != 0;
     return (pFlags & aiProcess_EmbedTextures) != 0;
 }
 }

+ 5 - 5
code/PostProcessing/EmbedTexturesProcess.h

@@ -62,19 +62,19 @@ namespace Assimp {
 class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
 class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
 public:
 public:
     /// The default class constructor.
     /// The default class constructor.
-    EmbedTexturesProcess();
+    EmbedTexturesProcess() = default;
 
 
     /// The class destructor.
     /// The class destructor.
-    virtual ~EmbedTexturesProcess();
+    ~EmbedTexturesProcess() override = default;
 
 
     /// Overwritten, @see BaseProcess
     /// Overwritten, @see BaseProcess
-    virtual bool IsActive(unsigned int pFlags) const;
+    bool IsActive(unsigned int pFlags) const override;
 
 
     /// Overwritten, @see BaseProcess
     /// Overwritten, @see BaseProcess
-    virtual void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
     /// Overwritten, @see BaseProcess
     /// Overwritten, @see BaseProcess
-    virtual void Execute(aiScene* pScene);
+    virtual void Execute(aiScene* pScene) override;
 
 
 private:
 private:
     // Resolve the path and add the file content to the scene as a texture.
     // Resolve the path and add the file content to the scene as a texture.

+ 2 - 36
code/PostProcessing/FindDegenerates.cpp

@@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 #include "ProcessHelper.h"
 #include "ProcessHelper.h"
 #include "FindDegenerates.h"
 #include "FindDegenerates.h"
+#include "Geometry/GeometryUtils.h"
 
 
 #include <assimp/Exceptional.h>
 #include <assimp/Exceptional.h>
 
 
@@ -63,10 +64,6 @@ FindDegeneratesProcess::FindDegeneratesProcess() :
     // empty
     // empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-FindDegeneratesProcess::~FindDegeneratesProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
 bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
@@ -132,37 +129,6 @@ static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned in
     }
     }
 }
 }
 
 
-static ai_real heron( ai_real a, ai_real b, ai_real c ) {
-    ai_real s = (a + b + c) / 2;
-    ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
-    return area;
-}
-
-static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) {
-    const ai_real lx = ( vB.x - vA.x );
-    const ai_real ly = ( vB.y - vA.y );
-    const ai_real lz = ( vB.z - vA.z );
-    ai_real a = lx*lx + ly*ly + lz*lz;
-    ai_real d = pow( a, (ai_real)0.5 );
-
-    return d;
-}
-
-static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
-    ai_real area = 0;
-
-    aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
-    aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
-    aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
-
-    ai_real a( distance3D( vA, vB ) );
-    ai_real b( distance3D( vB, vC ) );
-    ai_real c( distance3D( vC, vA ) );
-    area = heron( a, b, c );
-
-    return area;
-}
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported mesh
 // Executes the post processing step on the given imported mesh
 bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
 bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
@@ -218,7 +184,7 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
 
 
             if ( mConfigCheckAreaOfTriangle ) {
             if ( mConfigCheckAreaOfTriangle ) {
                 if ( face.mNumIndices == 3 ) {
                 if ( face.mNumIndices == 3 ) {
-                    ai_real area = calculateAreaOfTriangle( face, mesh );
+                    ai_real area = GeometryUtils::calculateAreaOfTriangle( face, mesh );
                     if (area < ai_epsilon) {
                     if (area < ai_epsilon) {
                         if ( mConfigRemoveDegenerates ) {
                         if ( mConfigRemoveDegenerates ) {
                             remove_me[ a ] = true;
                             remove_me[ a ] = true;

+ 8 - 12
code/PostProcessing/FindDegenerates.h

@@ -59,19 +59,19 @@ namespace Assimp    {
 class ASSIMP_API FindDegeneratesProcess : public BaseProcess {
 class ASSIMP_API FindDegeneratesProcess : public BaseProcess {
 public:
 public:
     FindDegeneratesProcess();
     FindDegeneratesProcess();
-    ~FindDegeneratesProcess();
+    ~FindDegeneratesProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Check whether step is active
     // Check whether step is active
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Execute step on a given scene
     // Execute step on a given scene
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Setup import settings
     // Setup import settings
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Execute step on a given mesh
     // Execute step on a given mesh
@@ -105,23 +105,19 @@ private:
     bool mConfigCheckAreaOfTriangle;
     bool mConfigCheckAreaOfTriangle;
 };
 };
 
 
-inline
-void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) {
+inline void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) {
     mConfigRemoveDegenerates = enabled;
     mConfigRemoveDegenerates = enabled;
 }
 }
 
 
-inline
-bool FindDegeneratesProcess::IsInstantRemoval() const {
+inline bool FindDegeneratesProcess::IsInstantRemoval() const {
     return mConfigRemoveDegenerates;
     return mConfigRemoveDegenerates;
 }
 }
 
 
-inline
-void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) {
+inline void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) {
     mConfigCheckAreaOfTriangle = enabled;
     mConfigCheckAreaOfTriangle = enabled;
 }
 }
 
 
-inline
-bool FindDegeneratesProcess::isAreaCheckEnabled() const {
+inline bool FindDegeneratesProcess::isAreaCheckEnabled() const {
     return mConfigCheckAreaOfTriangle;
     return mConfigCheckAreaOfTriangle;
 }
 }
 
 

+ 0 - 4
code/PostProcessing/FindInstancesProcess.cpp

@@ -58,10 +58,6 @@ FindInstancesProcess::FindInstancesProcess()
 :   configSpeedFlag (false)
 :   configSpeedFlag (false)
 {}
 {}
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-FindInstancesProcess::~FindInstancesProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool FindInstancesProcess::IsActive( unsigned int pFlags) const
 bool FindInstancesProcess::IsActive( unsigned int pFlags) const

+ 10 - 15
code/PostProcessing/FindInstancesProcess.h

@@ -50,7 +50,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "PostProcessing/ProcessHelper.h"
 #include "PostProcessing/ProcessHelper.h"
 
 
 class FindInstancesProcessTest;
 class FindInstancesProcessTest;
-namespace Assimp    {
+
+namespace Assimp {
 
 
 // -------------------------------------------------------------------------------
 // -------------------------------------------------------------------------------
 /** @brief Get a pseudo(!)-hash representing a mesh.
 /** @brief Get a pseudo(!)-hash representing a mesh.
@@ -60,8 +61,7 @@ namespace Assimp    {
  *  @param in Input mesh
  *  @param in Input mesh
  *  @return Hash.
  *  @return Hash.
  */
  */
-inline
-uint64_t GetMeshHash(aiMesh* in) {
+inline uint64_t GetMeshHash(aiMesh* in) {
     ai_assert(nullptr != in);
     ai_assert(nullptr != in);
 
 
     // ... get an unique value representing the vertex format of the mesh
     // ... get an unique value representing the vertex format of the mesh
@@ -83,8 +83,7 @@ uint64_t GetMeshHash(aiMesh* in) {
  *  @param e Epsilon
  *  @param e Epsilon
  *  @return true if the arrays are identical
  *  @return true if the arrays are identical
  */
  */
-inline
-bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
+inline bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
         unsigned int size, float e) {
         unsigned int size, float e) {
     for (const aiVector3D* end = first+size; first != end; ++first,++second) {
     for (const aiVector3D* end = first+size; first != end; ++first,++second) {
         if ( (*first - *second).SquareLength() >= e)
         if ( (*first - *second).SquareLength() >= e)
@@ -107,31 +106,27 @@ inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** @brief A post-processing steps to search for instanced meshes
 /** @brief A post-processing steps to search for instanced meshes
 */
 */
-class FindInstancesProcess : public BaseProcess
-{
+class FindInstancesProcess : public BaseProcess {
 public:
 public:
-
     FindInstancesProcess();
     FindInstancesProcess();
-    ~FindInstancesProcess();
+    ~FindInstancesProcess() override = default;
 
 
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Check whether step is active in given flags combination
     // Check whether step is active in given flags combination
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Execute step on a given scene
     // Execute step on a given scene
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Setup properties prior to executing the process
     // Setup properties prior to executing the process
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
 private:
 private:
-
     bool configSpeedFlag;
     bool configSpeedFlag;
-
 }; // ! end class FindInstancesProcess
 }; // ! end class FindInstancesProcess
+
 }  // ! end namespace Assimp
 }  // ! end namespace Assimp
 
 
 #endif // !! AI_FINDINSTANCES_H_INC
 #endif // !! AI_FINDINSTANCES_H_INC

+ 0 - 4
code/PostProcessing/FindInvalidDataProcess.cpp

@@ -60,10 +60,6 @@ FindInvalidDataProcess::FindInvalidDataProcess() :
     // nothing to do here
     // nothing to do here
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-FindInvalidDataProcess::~FindInvalidDataProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool FindInvalidDataProcess::IsActive(unsigned int pFlags) const {
 bool FindInvalidDataProcess::IsActive(unsigned int pFlags) const {

+ 16 - 14
code/PostProcessing/FindInvalidDataProcess.h

@@ -64,35 +64,37 @@ namespace Assimp {
  *  which have zero normal vectors. */
  *  which have zero normal vectors. */
 class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
 class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     FindInvalidDataProcess();
     FindInvalidDataProcess();
-    ~FindInvalidDataProcess();
+    ~FindInvalidDataProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    //
-    bool IsActive(unsigned int pFlags) const;
+    /// Returns active state.
+    bool IsActive(unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    // Setup import settings
-    void SetupProperties(const Importer *pImp);
+    /// Setup import settings
+    void SetupProperties(const Importer *pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    // Run the step
-    void Execute(aiScene *pScene);
+    /// Run the step
+    void Execute(aiScene *pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    /** Executes the post-processing step on the given mesh
-     * @param pMesh The mesh to process.
-     * @return 0 - nothing, 1 - removed sth, 2 - please delete me  */
+    /// Executes the post-processing step on the given mesh
+    /// @param pMesh The mesh to process.
+    /// @return 0 - nothing, 1 - removed sth, 2 - please delete me  */
     int ProcessMesh(aiMesh *pMesh);
     int ProcessMesh(aiMesh *pMesh);
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    /** Executes the post-processing step on the given animation
-     * @param anim The animation to process.  */
+    /// Executes the post-processing step on the given animation
+    /// @param anim The animation to process.  */
     void ProcessAnimation(aiAnimation *anim);
     void ProcessAnimation(aiAnimation *anim);
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    /** Executes the post-processing step on the given anim channel
-     * @param anim The animation channel to process.*/
+    /// Executes the post-processing step on the given anim channel
+    /// @param anim The animation channel to process.*/
     void ProcessAnimationChannel(aiNodeAnim *anim);
     void ProcessAnimationChannel(aiNodeAnim *anim);
 
 
 private:
 private:

+ 2 - 13
code/PostProcessing/FixNormalsStep.cpp

@@ -56,26 +56,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 using namespace Assimp;
 using namespace Assimp;
 
 
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-FixInfacingNormalsProcess::FixInfacingNormalsProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-FixInfacingNormalsProcess::~FixInfacingNormalsProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
-bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
-{
+bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const {
     return (pFlags & aiProcess_FixInfacingNormals) != 0;
     return (pFlags & aiProcess_FixInfacingNormals) != 0;
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
 // Executes the post processing step on the given imported data.
-void FixInfacingNormalsProcess::Execute( aiScene* pScene)
-{
+void FixInfacingNormalsProcess::Execute( aiScene* pScene) {
     ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin");
     ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin");
 
 
     bool bHas( false );
     bool bHas( false );

+ 7 - 6
code/PostProcessing/FixNormalsStep.h

@@ -49,8 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 struct aiMesh;
 struct aiMesh;
 
 
-namespace Assimp
-{
+namespace Assimp {
 
 
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** The FixInfacingNormalsProcess tries to determine whether the normal
 /** The FixInfacingNormalsProcess tries to determine whether the normal
@@ -59,8 +58,10 @@ namespace Assimp
  */
  */
 class FixInfacingNormalsProcess : public BaseProcess {
 class FixInfacingNormalsProcess : public BaseProcess {
 public:
 public:
-    FixInfacingNormalsProcess();
-    ~FixInfacingNormalsProcess();
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
+    FixInfacingNormalsProcess() = default;
+    ~FixInfacingNormalsProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
@@ -68,14 +69,14 @@ public:
      *   combination of #aiPostProcessSteps.
      *   combination of #aiPostProcessSteps.
      * @return true if the process is present in this flag fields, false if not.
      * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
 protected:
 protected:
 
 

+ 0 - 4
code/PostProcessing/GenBoundingBoxesProcess.cpp

@@ -48,10 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 namespace Assimp {
 namespace Assimp {
 
 
-GenBoundingBoxesProcess::GenBoundingBoxesProcess() = default;
-
-GenBoundingBoxesProcess::~GenBoundingBoxesProcess() = default;
-
 bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const {
 bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const {
     return 0 != ( pFlags & aiProcess_GenBoundingBoxes );
     return 0 != ( pFlags & aiProcess_GenBoundingBoxes );
 }
 }

+ 14 - 9
code/PostProcessing/GenBoundingBoxesProcess.h

@@ -19,7 +19,7 @@ conditions are met:
   copyright notice, this list of conditions and the
   copyright notice, this list of conditions and the
   following disclaimer in the documentation and/or other
   following disclaimer in the documentation and/or other
   materials provided with the distribution.
   materials provided with the distribution.
-
+s
 * Neither the name of the assimp team, nor the names of its
 * Neither the name of the assimp team, nor the names of its
   contributors may be used to endorse or promote products
   contributors may be used to endorse or promote products
   derived from this software without specific prior
   derived from this software without specific prior
@@ -54,18 +54,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 namespace Assimp {
 namespace Assimp {
 
 
-/** Post-processing process to find axis-aligned bounding volumes for amm meshes
- *  used in a scene
+/** 
+ * @brief Post-processing process to find axis-aligned bounding volumes for amm meshes
+ *        used in a scene.
  */
  */
 class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess {
 class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess {
 public:
 public:
-    /// The class constructor.
-    GenBoundingBoxesProcess();
-    /// The class destructor.
-    ~GenBoundingBoxesProcess();
-    /// Will return true, if aiProcess_GenBoundingBoxes is defined.
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
+    GenBoundingBoxesProcess() = default;
+    ~GenBoundingBoxesProcess() override = default;
+
+    // -------------------------------------------------------------------
+    /// @brief Will return true, if aiProcess_GenBoundingBoxes is defined.
     bool IsActive(unsigned int pFlags) const override;
     bool IsActive(unsigned int pFlags) const override;
-    /// The execution callback.
+
+    // -------------------------------------------------------------------
+    /// @brief The execution callback.
     void Execute(aiScene* pScene) override;
     void Execute(aiScene* pScene) override;
 };
 };
 
 

+ 0 - 8
code/PostProcessing/GenFaceNormalsProcess.cpp

@@ -54,14 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 using namespace Assimp;
 using namespace Assimp;
 
 
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-GenFaceNormalsProcess::GenFaceNormalsProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-GenFaceNormalsProcess::~GenFaceNormalsProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
 bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {

+ 11 - 13
code/PostProcessing/GenFaceNormalsProcess.h

@@ -47,35 +47,33 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "Common/BaseProcess.h"
 #include "Common/BaseProcess.h"
 #include <assimp/mesh.h>
 #include <assimp/mesh.h>
 
 
-namespace Assimp
-{
+namespace Assimp {
 
 
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
-/** The GenFaceNormalsProcess computes face normals for all faces of all meshes
-*/
-class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess
-{
+/** 
+ * @brief The GenFaceNormalsProcess computes face normals for all faces of all meshes
+ */
+class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
+    GenFaceNormalsProcess() = default;
+    ~GenFaceNormalsProcess() override = default;
 
 
-    GenFaceNormalsProcess();
-    ~GenFaceNormalsProcess();
-
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
     * @param pFlags The processing flags the importer was called with. A bitwise
     * @param pFlags The processing flags the importer was called with. A bitwise
     *   combination of #aiPostProcessSteps.
     *   combination of #aiPostProcessSteps.
     * @return true if the process is present in this flag fields, false if not.
     * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
-
+    void Execute( aiScene* pScene) override;
 
 
 private:
 private:
     bool GenMeshFaceNormals(aiMesh* pcMesh);
     bool GenMeshFaceNormals(aiMesh* pcMesh);

+ 5 - 8
code/PostProcessing/GenVertexNormalsProcess.cpp

@@ -60,10 +60,6 @@ GenVertexNormalsProcess::GenVertexNormalsProcess() :
     // empty
     // empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-GenVertexNormalsProcess::~GenVertexNormalsProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
 bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
@@ -109,10 +105,10 @@ void GenVertexNormalsProcess::Execute(aiScene *pScene) {
 // Executes the post processing step on the given imported data.
 // Executes the post processing step on the given imported data.
 bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) {
 bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) {
     if (nullptr != pMesh->mNormals) {
     if (nullptr != pMesh->mNormals) {
-        if (force_)
-            delete[] pMesh->mNormals;
-        else
+        if (!force_) {
             return false;
             return false;
+        }
+        delete[] pMesh->mNormals;
     }
     }
 
 
     // If the mesh consists of lines and/or points but not of
     // If the mesh consists of lines and/or points but not of
@@ -144,8 +140,9 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
         const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
         const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
         // Boolean XOR - if either but not both of these flags is set, then the winding order has
         // Boolean XOR - if either but not both of these flags is set, then the winding order has
         // changed and the cross product to calculate the normal needs to be reversed
         // changed and the cross product to calculate the normal needs to be reversed
-        if (flippedWindingOrder_ != leftHanded_)
+        if (flippedWindingOrder_ != leftHanded_) {
             std::swap(pV2, pV3);
             std::swap(pV2, pV3);
+        }
         const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
         const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
 
 
         for (unsigned int i = 0; i < face.mNumIndices; ++i) {
         for (unsigned int i = 0; i < face.mNumIndices; ++i) {

+ 6 - 5
code/PostProcessing/GenVertexNormalsProcess.h

@@ -60,8 +60,10 @@ namespace Assimp {
 */
 */
 class ASSIMP_API GenVertexNormalsProcess : public BaseProcess {
 class ASSIMP_API GenVertexNormalsProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     GenVertexNormalsProcess();
     GenVertexNormalsProcess();
-    ~GenVertexNormalsProcess();
+    ~GenVertexNormalsProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag.
     /** Returns whether the processing step is present in the given flag.
@@ -70,22 +72,21 @@ public:
     * @return true if the process is present in this flag fields,
     * @return true if the process is present in this flag fields,
     *   false if not.
     *   false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
-
+    void Execute( aiScene* pScene) override;
 
 
     // setter for configMaxAngle
     // setter for configMaxAngle
     inline void SetMaxSmoothAngle(ai_real f) {
     inline void SetMaxSmoothAngle(ai_real f) {

+ 0 - 4
code/PostProcessing/ImproveCacheLocality.cpp

@@ -68,10 +68,6 @@ ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
     // empty
     // empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {
 bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {

+ 8 - 11
code/PostProcessing/ImproveCacheLocality.h

@@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 struct aiMesh;
 struct aiMesh;
 
 
-namespace Assimp
-{
+namespace Assimp {
 
 
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** The ImproveCacheLocalityProcess reorders all faces for improved vertex
 /** The ImproveCacheLocalityProcess reorders all faces for improved vertex
@@ -61,26 +60,24 @@ namespace Assimp
  *
  *
  *  @note This step expects triagulated input data.
  *  @note This step expects triagulated input data.
  */
  */
-class ImproveCacheLocalityProcess : public BaseProcess
-{
+class ImproveCacheLocalityProcess : public BaseProcess {
 public:
 public:
-
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     ImproveCacheLocalityProcess();
     ImproveCacheLocalityProcess();
-    ~ImproveCacheLocalityProcess();
-
-public:
+    ~ImproveCacheLocalityProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Check whether the pp step is active
     // Check whether the pp step is active
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Executes the pp step on a given scene
     // Executes the pp step on a given scene
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Configures the pp step
     // Configures the pp step
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
 protected:
 protected:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------

+ 6 - 10
code/PostProcessing/JoinVerticesProcess.h

@@ -51,8 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 struct aiMesh;
 struct aiMesh;
 
 
-namespace Assimp
-{
+namespace Assimp {
 
 
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** The JoinVerticesProcess unites identical vertices in all imported meshes.
 /** The JoinVerticesProcess unites identical vertices in all imported meshes.
@@ -65,12 +64,9 @@ namespace Assimp
 class ASSIMP_API JoinVerticesProcess : public BaseProcess {
 class ASSIMP_API JoinVerticesProcess : public BaseProcess {
 public:
 public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    /// @brief  The default class constructor.
-    JoinVerticesProcess() = default;
-    
-    // -------------------------------------------------------------------
-    /// @brief  The default class destructor.
-    ~JoinVerticesProcess() = default;
+    /// The default class constructor / destructor.
+    JoinVerticesProcess() = default;    
+    ~JoinVerticesProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
@@ -78,14 +74,14 @@ public:
      *   combination of #aiPostProcessSteps.
      *   combination of #aiPostProcessSteps.
      * @return true if the process is present in this flag fields, false if not.
      * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Unites identical vertices in the given mesh.
     /** Unites identical vertices in the given mesh.

+ 3 - 5
code/PostProcessing/LimitBoneWeightsProcess.cpp

@@ -53,11 +53,9 @@ namespace Assimp {
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 // Constructor to be privately used by Importer
-LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-LimitBoneWeightsProcess::~LimitBoneWeightsProcess() = default;
+LimitBoneWeightsProcess::LimitBoneWeightsProcess() : mMaxWeights(AI_LMW_MAX_WEIGHTS) {
+    // empty
+}
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.

+ 12 - 10
code/PostProcessing/LimitBoneWeightsProcess.h

@@ -74,8 +74,10 @@ namespace Assimp {
 */
 */
 class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
 class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     LimitBoneWeightsProcess();
     LimitBoneWeightsProcess();
-    ~LimitBoneWeightsProcess();
+    ~LimitBoneWeightsProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag.
     /** Returns whether the processing step is present in the given flag.
@@ -84,27 +86,27 @@ public:
     * @return true if the process is present in this flag fields,
     * @return true if the process is present in this flag fields,
     *   false if not.
     *   false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    void SetupProperties(const Importer* pImp);
-
-    // -------------------------------------------------------------------
-    /** Limits the bone weight count for all vertices in the given mesh.
-    * @param pMesh The mesh to process.
-    */
-    void ProcessMesh( aiMesh* pMesh);
+    void SetupProperties(const Importer* pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
+
+    // -------------------------------------------------------------------
+    /** Limits the bone weight count for all vertices in the given mesh.
+    * @param pMesh The mesh to process.
+    */
+    void ProcessMesh( aiMesh* pMesh);
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Describes a bone weight on a vertex */
     /** Describes a bone weight on a vertex */

+ 0 - 4
code/PostProcessing/MakeVerboseFormat.cpp

@@ -49,10 +49,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 using namespace Assimp;
 using namespace Assimp;
 
 
-// ------------------------------------------------------------------------------------------------
-MakeVerboseFormatProcess::MakeVerboseFormatProcess() = default;
-// ------------------------------------------------------------------------------------------------
-MakeVerboseFormatProcess::~MakeVerboseFormatProcess() = default;
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
 // Executes the post processing step on the given imported data.
 void MakeVerboseFormatProcess::Execute(aiScene *pScene) {
 void MakeVerboseFormatProcess::Execute(aiScene *pScene) {

+ 7 - 10
code/PostProcessing/MakeVerboseFormat.h

@@ -66,22 +66,19 @@ namespace Assimp    {
  * The step has been added because it was required by the viewer, however
  * The step has been added because it was required by the viewer, however
  * it has been moved to the main library since others might find it
  * it has been moved to the main library since others might find it
  * useful, too. */
  * useful, too. */
-class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess
-{
-public:
-
-
-    MakeVerboseFormatProcess();
-    ~MakeVerboseFormatProcess();
-
+class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
+    MakeVerboseFormatProcess() = default;
+    ~MakeVerboseFormatProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
     * @param pFlags The processing flags the importer was called with. A bitwise
     * @param pFlags The processing flags the importer was called with. A bitwise
     *   combination of #aiPostProcessSteps.
     *   combination of #aiPostProcessSteps.
     * @return true if the process is present in this flag fields, false if not */
     * @return true if the process is present in this flag fields, false if not */
-    bool IsActive( unsigned int /*pFlags*/ ) const
+    bool IsActive( unsigned int /*pFlags*/ ) const  override
     {
     {
         // NOTE: There is no direct flag that corresponds to
         // NOTE: There is no direct flag that corresponds to
         // this postprocess step.
         // this postprocess step.
@@ -92,7 +89,7 @@ public:
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at. */
     * @param pScene The imported data to work at. */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
 public:
 public:
 
 

+ 0 - 4
code/PostProcessing/OptimizeGraph.cpp

@@ -78,10 +78,6 @@ OptimizeGraphProcess::OptimizeGraphProcess() :
 	// empty
 	// empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-OptimizeGraphProcess::~OptimizeGraphProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
 bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {

+ 3 - 1
code/PostProcessing/OptimizeGraph.h

@@ -71,8 +71,10 @@ namespace Assimp    {
  */
  */
 class OptimizeGraphProcess : public BaseProcess {
 class OptimizeGraphProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     OptimizeGraphProcess();
     OptimizeGraphProcess();
-    ~OptimizeGraphProcess();
+    ~OptimizeGraphProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     bool IsActive( unsigned int pFlags) const override;
     bool IsActive( unsigned int pFlags) const override;

+ 0 - 4
code/PostProcessing/OptimizeMeshes.cpp

@@ -69,10 +69,6 @@ OptimizeMeshesProcess::OptimizeMeshesProcess()
     // empty
     // empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-OptimizeMeshesProcess::~OptimizeMeshesProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
 bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const

+ 6 - 9
code/PostProcessing/OptimizeMeshes.h

@@ -68,11 +68,10 @@ namespace Assimp    {
  */
  */
 class OptimizeMeshesProcess : public BaseProcess {
 class OptimizeMeshesProcess : public BaseProcess {
 public:
 public:
-    /// @brief  The class constructor.
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     OptimizeMeshesProcess();
     OptimizeMeshesProcess();
-
-    /// @brief  The class destructor.
-    ~OptimizeMeshesProcess();
+    ~OptimizeMeshesProcess() override = default;
 
 
     /** @brief Internal utility to store additional mesh info
     /** @brief Internal utility to store additional mesh info
      */
      */
@@ -94,16 +93,14 @@ public:
         unsigned int output_id;
         unsigned int output_id;
     };
     };
 
 
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void SetupProperties(const Importer* pImp);
-
+    void SetupProperties(const Importer* pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** @brief Specify whether you want meshes with different
     /** @brief Specify whether you want meshes with different

+ 0 - 4
code/PostProcessing/PretransformVertices.cpp

@@ -68,10 +68,6 @@ PretransformVertices::PretransformVertices() :
 	// empty
 	// empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-PretransformVertices::~PretransformVertices() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool PretransformVertices::IsActive(unsigned int pFlags) const {
 bool PretransformVertices::IsActive(unsigned int pFlags) const {

+ 3 - 1
code/PostProcessing/PretransformVertices.h

@@ -68,8 +68,10 @@ namespace Assimp {
 */
 */
 class ASSIMP_API PretransformVertices : public BaseProcess {
 class ASSIMP_API PretransformVertices : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
 	PretransformVertices();
 	PretransformVertices();
-	~PretransformVertices();
+	~PretransformVertices() override = default;
 
 
 	// -------------------------------------------------------------------
 	// -------------------------------------------------------------------
 	// Check whether step is active
 	// Check whether step is active

+ 0 - 4
code/PostProcessing/RemoveRedundantMaterials.cpp

@@ -62,10 +62,6 @@ RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
     // nothing to do here
     // nothing to do here
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
 bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const

+ 6 - 7
code/PostProcessing/RemoveRedundantMaterials.h

@@ -59,23 +59,22 @@ namespace Assimp    {
  */
  */
 class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess {
 class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess {
 public:
 public:
-    /// The default class constructor.
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     RemoveRedundantMatsProcess();
     RemoveRedundantMatsProcess();
-
-    /// The class destructor.
-    ~RemoveRedundantMatsProcess();
+    ~RemoveRedundantMatsProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Check whether step is active
     // Check whether step is active
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Execute step on a given scene
     // Execute step on a given scene
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     // Setup import settings
     // Setup import settings
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** @brief Set list of fixed (inmutable) materials
     /** @brief Set list of fixed (inmutable) materials

+ 0 - 4
code/PostProcessing/RemoveVCProcess.cpp

@@ -56,10 +56,6 @@ using namespace Assimp;
 RemoveVCProcess::RemoveVCProcess() :
 RemoveVCProcess::RemoveVCProcess() :
         configDeleteFlags(), mScene() {}
         configDeleteFlags(), mScene() {}
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-RemoveVCProcess::~RemoveVCProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool RemoveVCProcess::IsActive(unsigned int pFlags) const {
 bool RemoveVCProcess::IsActive(unsigned int pFlags) const {

+ 8 - 11
code/PostProcessing/RemoveVCProcess.h

@@ -58,11 +58,10 @@ namespace Assimp {
 */
 */
 class ASSIMP_API RemoveVCProcess : public BaseProcess {
 class ASSIMP_API RemoveVCProcess : public BaseProcess {
 public:
 public:
-    /// The default class constructor.
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     RemoveVCProcess();
     RemoveVCProcess();
-
-    /// The class destructor.
-    ~RemoveVCProcess();
+    ~RemoveVCProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
@@ -70,37 +69,35 @@ public:
     *   combination of #aiPostProcessSteps.
     *   combination of #aiPostProcessSteps.
     * @return true if the process is present in this flag fields, false if not.
     * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    virtual void SetupProperties(const Importer* pImp);
+    virtual void SetupProperties(const Importer* pImp) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Manually setup the configuration flags for the step
     /** Manually setup the configuration flags for the step
      *
      *
      *  @param Bitwise combination of the #aiComponent enumerated values.
      *  @param Bitwise combination of the #aiComponent enumerated values.
     */
     */
-    void SetDeleteFlags(unsigned int f)
-    {
+    void SetDeleteFlags(unsigned int f) {
         configDeleteFlags = f;
         configDeleteFlags = f;
     }
     }
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Query the current configuration.
     /** Query the current configuration.
     */
     */
-    unsigned int GetDeleteFlags() const
-    {
+    unsigned int GetDeleteFlags() const {
         return configDeleteFlags;
         return configDeleteFlags;
     }
     }
 
 

+ 19 - 24
code/PostProcessing/ScaleProcess.cpp

@@ -47,25 +47,27 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 namespace Assimp {
 namespace Assimp {
 
 
-ScaleProcess::ScaleProcess()
-: BaseProcess()
-, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
+// ------------------------------------------------------------------------------------------------
+ScaleProcess::ScaleProcess() : BaseProcess(), mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
+    // empty
 }
 }
 
 
-ScaleProcess::~ScaleProcess() = default;
-
+// ------------------------------------------------------------------------------------------------
 void ScaleProcess::setScale( ai_real scale ) {
 void ScaleProcess::setScale( ai_real scale ) {
     mScale = scale;
     mScale = scale;
 }
 }
 
 
+// ------------------------------------------------------------------------------------------------
 ai_real ScaleProcess::getScale() const {
 ai_real ScaleProcess::getScale() const {
     return mScale;
     return mScale;
 }
 }
 
 
+// ------------------------------------------------------------------------------------------------
 bool ScaleProcess::IsActive( unsigned int pFlags ) const {
 bool ScaleProcess::IsActive( unsigned int pFlags ) const {
     return ( pFlags & aiProcess_GlobalScale ) != 0;
     return ( pFlags & aiProcess_GlobalScale ) != 0;
 }
 }
 
 
+// ------------------------------------------------------------------------------------------------
 void ScaleProcess::SetupProperties( const Importer* pImp ) {
 void ScaleProcess::SetupProperties( const Importer* pImp ) {
     // User scaling
     // User scaling
     mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
     mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
@@ -78,6 +80,7 @@ void ScaleProcess::SetupProperties( const Importer* pImp ) {
     mScale *= importerScale;
     mScale *= importerScale;
 }
 }
 
 
+// ------------------------------------------------------------------------------------------------
 void ScaleProcess::Execute( aiScene* pScene ) {
 void ScaleProcess::Execute( aiScene* pScene ) {
     if(mScale == 1.0f)  {
     if(mScale == 1.0f)  {
         return; // nothing to scale
         return; // nothing to scale
@@ -96,37 +99,30 @@ void ScaleProcess::Execute( aiScene* pScene ) {
     }
     }
 
 
     // Process animations and update position transform to new unit system
     // Process animations and update position transform to new unit system
-    for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
-    {
+    for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ ) {
         aiAnimation* animation = pScene->mAnimations[animationID];
         aiAnimation* animation = pScene->mAnimations[animationID];
 
 
-        for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
-        {
+        for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++) {
             aiNodeAnim* anim = animation->mChannels[animationChannel];
             aiNodeAnim* anim = animation->mChannels[animationChannel];
 
 
-            for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
-            {
+            for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++) {
                 aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
                 aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
                 vectorKey.mValue *= mScale;
                 vectorKey.mValue *= mScale;
             }
             }
         }
         }
     }
     }
 
 
-    for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
-    {
+    for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++) {
         aiMesh *mesh = pScene->mMeshes[meshID];
         aiMesh *mesh = pScene->mMeshes[meshID];
 
 
         // Reconstruct mesh vertices to the new unit system
         // Reconstruct mesh vertices to the new unit system
-        for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
-        {
+        for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++) {
             aiVector3D& vertex = mesh->mVertices[vertexID];
             aiVector3D& vertex = mesh->mVertices[vertexID];
             vertex *= mScale;
             vertex *= mScale;
         }
         }
 
 
-
         // bone placement / scaling
         // bone placement / scaling
-        for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
-        {
+        for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++) {
             // Reconstruct matrix by transform rather than by scale
             // Reconstruct matrix by transform rather than by scale
             // This prevent scale values being changed which can
             // This prevent scale values being changed which can
             // be meaningful in some cases
             // be meaningful in some cases
@@ -152,12 +148,10 @@ void ScaleProcess::Execute( aiScene* pScene ) {
 
 
         // animation mesh processing
         // animation mesh processing
         // convert by position rather than scale.
         // convert by position rather than scale.
-        for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
-        {
+        for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++) {
             aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
             aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
 
 
-            for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
-            {
+            for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++) {
                 aiVector3D& vertex = animMesh->mVertices[vertexID];
                 aiVector3D& vertex = animMesh->mVertices[vertexID];
                 vertex *= mScale;
                 vertex *= mScale;
             }
             }
@@ -167,16 +161,17 @@ void ScaleProcess::Execute( aiScene* pScene ) {
     traverseNodes( pScene->mRootNode );
     traverseNodes( pScene->mRootNode );
 }
 }
 
 
+// ------------------------------------------------------------------------------------------------
 void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
 void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
     applyScaling( node );
     applyScaling( node );
 
 
-    for( size_t i = 0; i < node->mNumChildren; i++)
-    {
+    for( size_t i = 0; i < node->mNumChildren; i++) {
         // recurse into the tree until we are done!
         // recurse into the tree until we are done!
         traverseNodes( node->mChildren[i], nested_node_id+1 );
         traverseNodes( node->mChildren[i], nested_node_id+1 );
     }
     }
 }
 }
 
 
+// ------------------------------------------------------------------------------------------------
 void ScaleProcess::applyScaling( aiNode *currentNode ) {
 void ScaleProcess::applyScaling( aiNode *currentNode ) {
     if ( nullptr != currentNode ) {
     if ( nullptr != currentNode ) {
         // Reconstruct matrix by transform rather than by scale
         // Reconstruct matrix by transform rather than by scale

+ 6 - 7
code/PostProcessing/ScaleProcess.h

@@ -62,11 +62,10 @@ namespace Assimp {
 */
 */
 class ASSIMP_API ScaleProcess : public BaseProcess {
 class ASSIMP_API ScaleProcess : public BaseProcess {
 public:
 public:
-    /// The default class constructor.
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     ScaleProcess();
     ScaleProcess();
-
-    /// The class destructor.
-    virtual ~ScaleProcess();
+    ~ScaleProcess() override = default;
 
 
     /// Will set the scale manually.
     /// Will set the scale manually.
     void setScale( ai_real scale );
     void setScale( ai_real scale );
@@ -75,13 +74,13 @@ public:
     ai_real getScale() const;
     ai_real getScale() const;
 
 
     /// Overwritten, @see BaseProcess
     /// Overwritten, @see BaseProcess
-    virtual bool IsActive( unsigned int pFlags ) const;
+    virtual bool IsActive( unsigned int pFlags ) const override;
 
 
     /// Overwritten, @see BaseProcess
     /// Overwritten, @see BaseProcess
-    virtual void SetupProperties( const Importer* pImp );
+    virtual void SetupProperties( const Importer* pImp ) override;
 
 
     /// Overwritten, @see BaseProcess
     /// Overwritten, @see BaseProcess
-    virtual void Execute( aiScene* pScene );
+    virtual void Execute( aiScene* pScene ) override;
 
 
 private:
 private:
     void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
     void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );

+ 0 - 4
code/PostProcessing/SortByPTypeProcess.cpp

@@ -59,10 +59,6 @@ SortByPTypeProcess::SortByPTypeProcess() :
     // empty
     // empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-SortByPTypeProcess::~SortByPTypeProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool SortByPTypeProcess::IsActive(unsigned int pFlags) const {
 bool SortByPTypeProcess::IsActive(unsigned int pFlags) const {

+ 6 - 4
code/PostProcessing/SortByPTypeProcess.h

@@ -60,17 +60,19 @@ namespace Assimp    {
 */
 */
 class ASSIMP_API SortByPTypeProcess : public BaseProcess {
 class ASSIMP_API SortByPTypeProcess : public BaseProcess {
 public:
 public:
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     SortByPTypeProcess();
     SortByPTypeProcess();
-    ~SortByPTypeProcess();
+    ~SortByPTypeProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void SetupProperties(const Importer* pImp);
+    void SetupProperties(const Importer* pImp) override;
 
 
 private:
 private:
     int mConfigRemoveMeshes;
     int mConfigRemoveMeshes;

+ 63 - 121
code/PostProcessing/SplitByBoneCountProcess.cpp

@@ -40,7 +40,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 */
 */
 
 
-
 /// @file SplitByBoneCountProcess.cpp
 /// @file SplitByBoneCountProcess.cpp
 /// Implementation of the SplitByBoneCount postprocessing step
 /// Implementation of the SplitByBoneCount postprocessing step
 
 
@@ -59,47 +58,36 @@ using namespace Assimp::Formatter;
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Constructor
 // Constructor
-SplitByBoneCountProcess::SplitByBoneCountProcess()
-{
-    // set default, might be overridden by importer config
-    mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
+SplitByBoneCountProcess::SplitByBoneCountProcess() : mMaxBoneCount(AI_SBBC_DEFAULT_MAX_BONES) {
+    // empty
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor
-SplitByBoneCountProcess::~SplitByBoneCountProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag.
 // Returns whether the processing step is present in the given flag.
-bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
-{
+bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const {
     return !!(pFlags & aiProcess_SplitByBoneCount);
     return !!(pFlags & aiProcess_SplitByBoneCount);
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Updates internal properties
 // Updates internal properties
-void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
-{
+void SplitByBoneCountProcess::SetupProperties(const Importer* pImp) {
     mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
     mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
 // Executes the post processing step on the given imported data.
-void SplitByBoneCountProcess::Execute( aiScene* pScene)
-{
+void SplitByBoneCountProcess::Execute( aiScene* pScene) {
     ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");
     ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");
 
 
     // early out
     // early out
     bool isNecessary = false;
     bool isNecessary = false;
     for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
     for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
-        if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
-        {
+        if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount ) {
             isNecessary = true;
             isNecessary = true;
             break;
             break;
         }
         }
 
 
-    if( !isNecessary )
-    {
+    if( !isNecessary ) {
         ASSIMP_LOG_DEBUG("SplitByBoneCountProcess early-out: no meshes with more than ", mMaxBoneCount, " bones." );
         ASSIMP_LOG_DEBUG("SplitByBoneCountProcess early-out: no meshes with more than ", mMaxBoneCount, " bones." );
         return;
         return;
     }
     }
@@ -111,28 +99,23 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
     // build a new array of meshes for the scene
     // build a new array of meshes for the scene
     std::vector<aiMesh*> meshes;
     std::vector<aiMesh*> meshes;
 
 
-    for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
-    {
+    for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
         aiMesh* srcMesh = pScene->mMeshes[a];
         aiMesh* srcMesh = pScene->mMeshes[a];
 
 
         std::vector<aiMesh*> newMeshes;
         std::vector<aiMesh*> newMeshes;
         SplitMesh( pScene->mMeshes[a], newMeshes);
         SplitMesh( pScene->mMeshes[a], newMeshes);
 
 
         // mesh was split
         // mesh was split
-        if( !newMeshes.empty() )
-        {
+        if( !newMeshes.empty() ) {
             // store new meshes and indices of the new meshes
             // store new meshes and indices of the new meshes
-            for( unsigned int b = 0; b < newMeshes.size(); ++b)
-            {
+            for( unsigned int b = 0; b < newMeshes.size(); ++b) {
                 mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
                 mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
                 meshes.push_back( newMeshes[b]);
                 meshes.push_back( newMeshes[b]);
             }
             }
 
 
             // and destroy the source mesh. It should be completely contained inside the new submeshes
             // and destroy the source mesh. It should be completely contained inside the new submeshes
             delete srcMesh;
             delete srcMesh;
-        }
-        else
-        {
+        } else {
             // Mesh is kept unchanged - store it's new place in the mesh array
             // Mesh is kept unchanged - store it's new place in the mesh array
             mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
             mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
             meshes.push_back( srcMesh);
             meshes.push_back( srcMesh);
@@ -153,11 +136,9 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Splits the given mesh by bone count.
 // Splits the given mesh by bone count.
-void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
-{
+void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const {
     // skip if not necessary
     // skip if not necessary
-    if( pMesh->mNumBones <= mMaxBoneCount )
-    {
+    if( pMesh->mNumBones <= mMaxBoneCount ) {
         return;
         return;
     }
     }
 
 
@@ -165,27 +146,22 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
     // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
     // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
     typedef std::pair<unsigned int, float> BoneWeight;
     typedef std::pair<unsigned int, float> BoneWeight;
     std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
     std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
-    for( unsigned int a = 0; a < pMesh->mNumBones; ++a)
-    {
+    for( unsigned int a = 0; a < pMesh->mNumBones; ++a) {
         const aiBone* bone = pMesh->mBones[a];
         const aiBone* bone = pMesh->mBones[a];
-        for( unsigned int b = 0; b < bone->mNumWeights; ++b)
-        {
-          if (bone->mWeights[b].mWeight > 0.0f)
-          {
-            int vertexId = bone->mWeights[b].mVertexId;
-            vertexBones[vertexId].emplace_back(a, bone->mWeights[b].mWeight);
-            if (vertexBones[vertexId].size() > mMaxBoneCount)
-            {
-              throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
+        for( unsigned int b = 0; b < bone->mNumWeights; ++b) {
+            if (bone->mWeights[b].mWeight > 0.0f) {
+                int vertexId = bone->mWeights[b].mVertexId;
+                vertexBones[vertexId].emplace_back(a, bone->mWeights[b].mWeight);
+                if (vertexBones[vertexId].size() > mMaxBoneCount) {
+                    throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
+                }
             }
             }
-          }
         }
         }
     }
     }
 
 
     unsigned int numFacesHandled = 0;
     unsigned int numFacesHandled = 0;
     std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
     std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
-    while( numFacesHandled < pMesh->mNumFaces )
-    {
+    while( numFacesHandled < pMesh->mNumFaces ) {
         // which bones are used in the current submesh
         // which bones are used in the current submesh
         unsigned int numBones = 0;
         unsigned int numBones = 0;
         std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
         std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
@@ -196,11 +172,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
         unsigned int numSubMeshVertices = 0;
         unsigned int numSubMeshVertices = 0;
 
 
         // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
         // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
-        for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
-        {
+        for( unsigned int a = 0; a < pMesh->mNumFaces; ++a) {
             // skip if the face is already stored in a submesh
             // skip if the face is already stored in a submesh
-            if( isFaceHandled[a] )
-            {
+            if( isFaceHandled[a] ) {
                 continue;
                 continue;
             }
             }
             // a small local set of new bones for the current face. State of all used bones for that face
             // a small local set of new bones for the current face. State of all used bones for that face
@@ -209,33 +183,27 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
 
 
             const aiFace& face = pMesh->mFaces[a];
             const aiFace& face = pMesh->mFaces[a];
             // check every vertex if its bones would still fit into the current submesh
             // check every vertex if its bones would still fit into the current submesh
-            for( unsigned int b = 0; b < face.mNumIndices; ++b )
-            {
-              const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
-              for( unsigned int c = 0; c < vb.size(); ++c)
-              {
-                unsigned int boneIndex = vb[c].first;
-                if( !isBoneUsed[boneIndex] )
-                {
-                  newBonesAtCurrentFace.insert(boneIndex);
+            for( unsigned int b = 0; b < face.mNumIndices; ++b ) {
+                const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
+                for( unsigned int c = 0; c < vb.size(); ++c) {
+                    unsigned int boneIndex = vb[c].first;
+                    if( !isBoneUsed[boneIndex] ) {
+                        newBonesAtCurrentFace.insert(boneIndex);
+                    }
                 }
                 }
-              }
             }
             }
 
 
             // leave out the face if the new bones required for this face don't fit the bone count limit anymore
             // leave out the face if the new bones required for this face don't fit the bone count limit anymore
-            if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
-            {
+            if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount ) {
                 continue;
                 continue;
             }
             }
 
 
             // mark all new bones as necessary
             // mark all new bones as necessary
-            for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
-            {
-              if (!isBoneUsed[*it])
-              {
-                isBoneUsed[*it] = true;
-                numBones++;
-              }
+            for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it) {
+                if (!isBoneUsed[*it]) {
+                    isBoneUsed[*it] = true;
+                    numBones++;
+                }
             }
             }
 
 
             // store the face index and the vertex count
             // store the face index and the vertex count
@@ -261,27 +229,21 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
         newMesh->mNumVertices = numSubMeshVertices;
         newMesh->mNumVertices = numSubMeshVertices;
         newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
         newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
         newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
         newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
-        if( pMesh->HasNormals() )
-        {
+        if( pMesh->HasNormals() ) {
             newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
             newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
         }
         }
-        if( pMesh->HasTangentsAndBitangents() )
-        {
+        if( pMesh->HasTangentsAndBitangents() ) {
             newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
             newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
             newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
             newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
         }
         }
-        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
-        {
-            if( pMesh->HasTextureCoords( a) )
-            {
+        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
+            if( pMesh->HasTextureCoords( a) ) {
                 newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
                 newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
             }
             }
             newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
             newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
         }
         }
-        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
-        {
-            if( pMesh->HasVertexColors( a) )
-            {
+        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) {
+            if( pMesh->HasVertexColors( a) ) {
                 newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
                 newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
             }
             }
         }
         }
@@ -290,41 +252,33 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
         newMesh->mFaces = new aiFace[subMeshFaces.size()];
         newMesh->mFaces = new aiFace[subMeshFaces.size()];
         unsigned int nvi = 0; // next vertex index
         unsigned int nvi = 0; // next vertex index
         std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
         std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
-        for( unsigned int a = 0; a < subMeshFaces.size(); ++a )
-        {
+        for( unsigned int a = 0; a < subMeshFaces.size(); ++a ) {
             const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
             const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
             aiFace& dstFace = newMesh->mFaces[a];
             aiFace& dstFace = newMesh->mFaces[a];
             dstFace.mNumIndices = srcFace.mNumIndices;
             dstFace.mNumIndices = srcFace.mNumIndices;
             dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
             dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
 
 
             // accumulate linearly all the vertices of the source face
             // accumulate linearly all the vertices of the source face
-            for( unsigned int b = 0; b < dstFace.mNumIndices; ++b )
-            {
+            for( unsigned int b = 0; b < dstFace.mNumIndices; ++b ) {
                 unsigned int srcIndex = srcFace.mIndices[b];
                 unsigned int srcIndex = srcFace.mIndices[b];
                 dstFace.mIndices[b] = nvi;
                 dstFace.mIndices[b] = nvi;
                 previousVertexIndices[nvi] = srcIndex;
                 previousVertexIndices[nvi] = srcIndex;
 
 
                 newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
                 newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
-                if( pMesh->HasNormals() )
-                {
+                if( pMesh->HasNormals() ) {
                     newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
                     newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
                 }
                 }
-                if( pMesh->HasTangentsAndBitangents() )
-                {
+                if( pMesh->HasTangentsAndBitangents() ) {
                     newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
                     newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
                     newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
                     newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
                 }
                 }
-                for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
-                {
-                    if( pMesh->HasTextureCoords( c) )
-                    {
+                for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
+                    if( pMesh->HasTextureCoords( c) ) {
                         newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
                         newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
                     }
                     }
                 }
                 }
-                for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
-                {
-                    if( pMesh->HasVertexColors( c) )
-                    {
+                for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
+                    if( pMesh->HasVertexColors( c) ) {
                         newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
                         newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
                     }
                     }
                 }
                 }
@@ -340,10 +294,8 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
         newMesh->mBones = new aiBone*[numBones];
         newMesh->mBones = new aiBone*[numBones];
 
 
         std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
         std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
-        for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
-        {
-            if( !isBoneUsed[a] )
-            {
+        for( unsigned int a = 0; a < pMesh->mNumBones; ++a ) {
+            if( !isBoneUsed[a] ) {
                 continue;
                 continue;
             }
             }
 
 
@@ -360,24 +312,20 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
         ai_assert( newMesh->mNumBones == numBones );
         ai_assert( newMesh->mNumBones == numBones );
 
 
         // iterate over all new vertices and count which bones affected its old vertex in the source mesh
         // iterate over all new vertices and count which bones affected its old vertex in the source mesh
-        for( unsigned int a = 0; a < numSubMeshVertices; ++a )
-        {
+        for( unsigned int a = 0; a < numSubMeshVertices; ++a ) {
             unsigned int oldIndex = previousVertexIndices[a];
             unsigned int oldIndex = previousVertexIndices[a];
             const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
             const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
 
 
-            for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b )
-            {
+            for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b ) {
                 unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
                 unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
-                if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
-                {
+                if( newBoneIndex != std::numeric_limits<unsigned int>::max() ) {
                     newMesh->mBones[newBoneIndex]->mNumWeights++;
                     newMesh->mBones[newBoneIndex]->mNumWeights++;
                 }
                 }
             }
             }
         }
         }
 
 
         // allocate all bone weight arrays accordingly
         // allocate all bone weight arrays accordingly
-        for( unsigned int a = 0; a < newMesh->mNumBones; ++a )
-        {
+        for( unsigned int a = 0; a < newMesh->mNumBones; ++a ) {
             aiBone* bone = newMesh->mBones[a];
             aiBone* bone = newMesh->mBones[a];
             ai_assert( bone->mNumWeights > 0 );
             ai_assert( bone->mNumWeights > 0 );
             bone->mWeights = new aiVertexWeight[bone->mNumWeights];
             bone->mWeights = new aiVertexWeight[bone->mNumWeights];
@@ -385,16 +333,14 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
         }
         }
 
 
         // now copy all the bone vertex weights for all the vertices which made it into the new submesh
         // now copy all the bone vertex weights for all the vertices which made it into the new submesh
-        for( unsigned int a = 0; a < numSubMeshVertices; ++a)
-        {
+        for( unsigned int a = 0; a < numSubMeshVertices; ++a) {
             // find the source vertex for it in the source mesh
             // find the source vertex for it in the source mesh
             unsigned int previousIndex = previousVertexIndices[a];
             unsigned int previousIndex = previousVertexIndices[a];
             // these bones were affecting it
             // these bones were affecting it
             const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
             const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
             // all of the bones affecting it should be present in the new submesh, or else
             // all of the bones affecting it should be present in the new submesh, or else
             // the face it comprises shouldn't be present
             // the face it comprises shouldn't be present
-            for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b)
-            {
+            for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b) {
                 unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
                 unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
                 ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
                 ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
                 aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
                 aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
@@ -450,14 +396,11 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Recursively updates the node's mesh list to account for the changed mesh list
 // Recursively updates the node's mesh list to account for the changed mesh list
-void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
-{
+void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const {
     // rebuild the node's mesh index list
     // rebuild the node's mesh index list
-    if( pNode->mNumMeshes > 0 )
-    {
+    if( pNode->mNumMeshes == 0 ) {
         std::vector<unsigned int> newMeshList;
         std::vector<unsigned int> newMeshList;
-        for( unsigned int a = 0; a < pNode->mNumMeshes; ++a)
-        {
+        for( unsigned int a = 0; a < pNode->mNumMeshes; ++a) {
             unsigned int srcIndex = pNode->mMeshes[a];
             unsigned int srcIndex = pNode->mMeshes[a];
             const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
             const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
             newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
             newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
@@ -470,8 +413,7 @@ void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
     }
     }
 
 
     // do that also recursively for all children
     // do that also recursively for all children
-    for( unsigned int a = 0; a < pNode->mNumChildren; ++a )
-    {
+    for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
         UpdateNode( pNode->mChildren[a]);
         UpdateNode( pNode->mChildren[a]);
     }
     }
 }
 }

+ 19 - 27
code/PostProcessing/SplitByBoneCountProcess.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 
 Copyright (c) 2006-2022, assimp team
 Copyright (c) 2006-2022, assimp team
 
 
-
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,
@@ -51,9 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/mesh.h>
 #include <assimp/mesh.h>
 #include <assimp/scene.h>
 #include <assimp/scene.h>
 
 
-namespace Assimp
-{
-
+namespace Assimp {
 
 
 /** Postprocessing filter to split meshes with many bones into submeshes
 /** Postprocessing filter to split meshes with many bones into submeshes
  * so that each submesh has a certain max bone count.
  * so that each submesh has a certain max bone count.
@@ -61,34 +58,29 @@ namespace Assimp
  * Applied BEFORE the JoinVertices-Step occurs.
  * Applied BEFORE the JoinVertices-Step occurs.
  * Returns NON-UNIQUE vertices, splits by bone count.
  * Returns NON-UNIQUE vertices, splits by bone count.
 */
 */
-class SplitByBoneCountProcess : public BaseProcess
-{
+class SplitByBoneCountProcess : public BaseProcess {
 public:
 public:
-
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     SplitByBoneCountProcess();
     SplitByBoneCountProcess();
-    ~SplitByBoneCountProcess();
+    ~SplitByBoneCountProcess() override = default;
 
 
-public:
-    /** Returns whether the processing step is present in the given flag.
-    * @param pFlags The processing flags the importer was called with. A
-    *   bitwise combination of #aiPostProcessSteps.
-    * @return true if the process is present in this flag fields,
-    *   false if not.
-    */
-    bool IsActive( unsigned int pFlags) const;
-
-    /** Called prior to ExecuteOnScene().
-    * The function is a request to the process to update its configuration
-    * basing on the Importer's configuration property list.
-    */
-    virtual void SetupProperties(const Importer* pImp);
+    /// @brief Returns whether the processing step is present in the given flag.
+    /// @param pFlags The processing flags the importer was called with. A
+    ///        bitwise combination of #aiPostProcessSteps.
+    /// @return true if the process is present in this flag fields, false if not.
+    bool IsActive( unsigned int pFlags) const override;
+
+    /// @brief Called prior to ExecuteOnScene().
+    /// The function is a request to the process to update its configuration
+    /// basing on the Importer's configuration property list.
+    virtual void SetupProperties(const Importer* pImp) override;
 
 
 protected:
 protected:
-    /** Executes the post processing step on the given imported data.
-    * At the moment a process is not supposed to fail.
-    * @param pScene The imported data to work at.
-    */
-    void Execute( aiScene* pScene);
+    /// Executes the post processing step on the given imported data.
+    /// At the moment a process is not supposed to fail.
+    /// @param pScene The imported data to work at.
+    void Execute( aiScene* pScene) override;
 
 
     /// Splits the given mesh by bone count.
     /// Splits the given mesh by bone count.
     /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
     /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.

+ 0 - 6
code/PostProcessing/SplitLargeMeshes.cpp

@@ -55,9 +55,6 @@ SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle() {
     LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
     LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const {
 bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const {
@@ -329,9 +326,6 @@ SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex() {
     LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
     LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const {
 bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const {

+ 12 - 24
code/PostProcessing/SplitLargeMeshes.h

@@ -83,16 +83,15 @@ class SplitLargeMeshesProcess_Vertex;
  * Applied BEFORE the JoinVertices-Step occurs.
  * Applied BEFORE the JoinVertices-Step occurs.
  * Returns NON-UNIQUE vertices, splits by triangle number.
  * Returns NON-UNIQUE vertices, splits by triangle number.
 */
 */
-class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
-{
+class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess {
     friend class SplitLargeMeshesProcess_Vertex;
     friend class SplitLargeMeshesProcess_Vertex;
 
 
 public:
 public:
-
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     SplitLargeMeshesProcess_Triangle();
     SplitLargeMeshesProcess_Triangle();
-    ~SplitLargeMeshesProcess_Triangle();
+    ~SplitLargeMeshesProcess_Triangle() override = default;
 
 
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag.
     /** Returns whether the processing step is present in the given flag.
     * @param pFlags The processing flags the importer was called with. A
     * @param pFlags The processing flags the importer was called with. A
@@ -100,16 +99,14 @@ public:
     * @return true if the process is present in this flag fields,
     * @return true if the process is present in this flag fields,
     *   false if not.
     *   false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
-
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    virtual void SetupProperties(const Importer* pImp);
-
+    void SetupProperties(const Importer* pImp) override;
 
 
     //! Set the split limit - needed for unit testing
     //! Set the split limit - needed for unit testing
     inline void SetLimit(unsigned int l)
     inline void SetLimit(unsigned int l)
@@ -119,14 +116,12 @@ public:
     inline unsigned int GetLimit() const
     inline unsigned int GetLimit() const
         {return LIMIT;}
         {return LIMIT;}
 
 
-public:
-
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     //! Apply the algorithm to a given mesh
     //! Apply the algorithm to a given mesh
@@ -144,36 +139,31 @@ public:
     unsigned int LIMIT;
     unsigned int LIMIT;
 };
 };
 
 
-
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** Post-processing filter to split large meshes into sub-meshes
 /** Post-processing filter to split large meshes into sub-meshes
  *
  *
  * Applied AFTER the JoinVertices-Step occurs.
  * Applied AFTER the JoinVertices-Step occurs.
  * Returns UNIQUE vertices, splits by vertex number.
  * Returns UNIQUE vertices, splits by vertex number.
 */
 */
-class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
-{
+class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess {
 public:
 public:
-
     SplitLargeMeshesProcess_Vertex();
     SplitLargeMeshesProcess_Vertex();
-    ~SplitLargeMeshesProcess_Vertex();
+    ~SplitLargeMeshesProcess_Vertex() override = default;
 
 
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
     * @param pFlags The processing flags the importer was called with. A bitwise
     * @param pFlags The processing flags the importer was called with. A bitwise
     *   combination of #aiPostProcessSteps.
     *   combination of #aiPostProcessSteps.
     * @return true if the process is present in this flag fields, false if not.
     * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Called prior to ExecuteOnScene().
     /** Called prior to ExecuteOnScene().
     * The function is a request to the process to update its configuration
     * The function is a request to the process to update its configuration
     * basing on the Importer's configuration property list.
     * basing on the Importer's configuration property list.
     */
     */
-    virtual void SetupProperties(const Importer* pImp);
-
+    void SetupProperties(const Importer* pImp) override;
 
 
     //! Set the split limit - needed for unit testing
     //! Set the split limit - needed for unit testing
     inline void SetLimit(unsigned int l)
     inline void SetLimit(unsigned int l)
@@ -183,14 +173,12 @@ public:
     inline unsigned int GetLimit() const
     inline unsigned int GetLimit() const
         {return LIMIT;}
         {return LIMIT;}
 
 
-public:
-
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     //! Apply the algorithm to a given mesh
     //! Apply the algorithm to a given mesh

+ 10 - 24
code/PostProcessing/TextureTransform.cpp

@@ -56,33 +56,24 @@ using namespace Assimp;
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 // Constructor to be privately used by Importer
-TextureTransformStep::TextureTransformStep() :
-    configFlags()
-{
+TextureTransformStep::TextureTransformStep() : configFlags()  {
     // nothing to do here
     // nothing to do here
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-TextureTransformStep::~TextureTransformStep() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
-bool TextureTransformStep::IsActive( unsigned int pFlags) const
-{
+bool TextureTransformStep::IsActive( unsigned int pFlags) const {
     return  (pFlags & aiProcess_TransformUVCoords) != 0;
     return  (pFlags & aiProcess_TransformUVCoords) != 0;
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Setup properties
 // Setup properties
-void TextureTransformStep::SetupProperties(const Importer* pImp)
-{
+void TextureTransformStep::SetupProperties(const Importer* pImp) {
     configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
     configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
-{
+void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info) {
     /*  This function tries to simplify the input UV transformation.
     /*  This function tries to simplify the input UV transformation.
      *  That's very important as it allows us to reduce the number
      *  That's very important as it allows us to reduce the number
      *  of output UV channels. The order in which the transformations
      *  of output UV channels. The order in which the transformations
@@ -90,7 +81,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
      */
      */
 
 
 	int rounded;
 	int rounded;
-	char szTemp[512];
+	char szTemp[512] = {};
 
 
     /* Optimize the rotation angle. That's slightly difficult as
     /* Optimize the rotation angle. That's slightly difficult as
      * we have an inprecise floating-point number (when comparing
      * we have an inprecise floating-point number (when comparing
@@ -98,12 +89,10 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
      * an epsilon of 5 degrees). If there is a rotation value, we can't
      * an epsilon of 5 degrees). If there is a rotation value, we can't
      * perform any further optimizations.
      * perform any further optimizations.
      */
      */
-    if (info.mRotation)
-    {
+    if (info.mRotation) {
         float out = info.mRotation;
         float out = info.mRotation;
         rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI)));
         rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI)));
-        if (rounded)
-        {
+        if (rounded) {
             out -= rounded * static_cast<float>(AI_MATH_PI);
             out -= rounded * static_cast<float>(AI_MATH_PI);
             ASSIMP_LOG_INFO("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out);
             ASSIMP_LOG_INFO("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out);
         }
         }
@@ -187,8 +176,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
-{
+void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n) {
     // Don't set if == 0 && wasn't set before
     // Don't set if == 0 && wasn't set before
     for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
     for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
         const TTUpdateInfo& info = *it;
         const TTUpdateInfo& info = *it;
@@ -203,8 +191,7 @@ void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-inline const char* MappingModeToChar(aiTextureMapMode map)
-{
+inline static const char* MappingModeToChar(aiTextureMapMode map) {
     if (aiTextureMapMode_Wrap == map)
     if (aiTextureMapMode_Wrap == map)
         return "-w";
         return "-w";
 
 
@@ -215,8 +202,7 @@ inline const char* MappingModeToChar(aiTextureMapMode map)
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-void TextureTransformStep::Execute( aiScene* pScene)
-{
+void TextureTransformStep::Execute( aiScene* pScene) {
     ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");
     ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");
 
 
 
 

+ 9 - 15
code/PostProcessing/TextureTransform.h

@@ -193,28 +193,23 @@ struct STransformVecInfo : public aiUVTransform {
 /** Helper step to compute final UV coordinate sets if there are scalings
 /** Helper step to compute final UV coordinate sets if there are scalings
  *  or rotations in the original data read from the file.
  *  or rotations in the original data read from the file.
 */
 */
-class TextureTransformStep : public BaseProcess
-{
+class TextureTransformStep : public BaseProcess {
 public:
 public:
-
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     TextureTransformStep();
     TextureTransformStep();
-    ~TextureTransformStep();
-
-public:
+    ~TextureTransformStep() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void SetupProperties(const Importer* pImp);
-
+    void SetupProperties(const Importer* pImp) override;
 
 
 protected:
 protected:
-
-
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Preprocess a specific UV transformation setup
     /** Preprocess a specific UV transformation setup
      *
      *
@@ -223,10 +218,9 @@ protected:
     void PreProcessUVTransform(STransformVecInfo& info);
     void PreProcessUVTransform(STransformVecInfo& info);
 
 
 private:
 private:
-
     unsigned int configFlags;
     unsigned int configFlags;
 };
 };
-
-}
+ 
+} // namespace Assimp
 
 
 #endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED
 #endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED

+ 15 - 9
code/PostProcessing/TriangulateProcess.cpp

@@ -156,15 +156,6 @@ namespace {
 
 
 }
 }
 
 
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-TriangulateProcess::TriangulateProcess() = default;
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-TriangulateProcess::~TriangulateProcess() = default;
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
 bool TriangulateProcess::IsActive( unsigned int pFlags) const
 bool TriangulateProcess::IsActive( unsigned int pFlags) const
@@ -468,6 +459,21 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
                         continue;
                         continue;
                     }
                     }
 
 
+                    // Skip when three point is in a line
+                    aiVector2D left = *pnt0 - *pnt1;
+                    aiVector2D right = *pnt2 - *pnt1;
+
+                    left.Normalize();
+                    right.Normalize();
+                    auto mul = left * right;
+
+                    // if the angle is 0 or 180
+                    if (std::abs(mul - 1.f) < ai_epsilon || std::abs(mul + 1.f) < ai_epsilon) {
+                        // skip this ear
+                        ASSIMP_LOG_WARN("Skip a ear, due to its angle is near 0 or 180.");
+                        continue;
+                    }
+
                     // and no other point may be contained in this triangle
                     // and no other point may be contained in this triangle
                     for ( tmp = 0; tmp < max; ++tmp) {
                     for ( tmp = 0; tmp < max; ++tmp) {
 
 

+ 6 - 4
code/PostProcessing/TriangulateProcess.h

@@ -61,8 +61,10 @@ namespace Assimp {
  */
  */
 class ASSIMP_API TriangulateProcess : public BaseProcess {
 class ASSIMP_API TriangulateProcess : public BaseProcess {
 public:
 public:
-    TriangulateProcess();
-    ~TriangulateProcess();
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
+    TriangulateProcess() = default;
+    ~TriangulateProcess() override = default;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Returns whether the processing step is present in the given flag field.
     /** Returns whether the processing step is present in the given flag field.
@@ -70,14 +72,14 @@ public:
      *   combination of #aiPostProcessSteps.
      *   combination of #aiPostProcessSteps.
      * @return true if the process is present in this flag fields, false if not.
      * @return true if the process is present in this flag fields, false if not.
     */
     */
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Executes the post processing step on the given imported data.
     /** Executes the post processing step on the given imported data.
     * At the moment a process is not supposed to fail.
     * At the moment a process is not supposed to fail.
     * @param pScene The imported data to work at.
     * @param pScene The imported data to work at.
     */
     */
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Triangulates the given mesh.
     /** Triangulates the given mesh.

+ 7 - 7
code/PostProcessing/ValidateDataStructure.cpp

@@ -60,12 +60,7 @@ using namespace Assimp;
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 // Constructor to be privately used by Importer
-ValidateDSProcess::ValidateDSProcess() :
-        mScene() {}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-ValidateDSProcess::~ValidateDSProcess() = default;
+ValidateDSProcess::ValidateDSProcess() : mScene(nullptr) {}
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
 // Returns whether the processing step is present in the given flag field.
@@ -916,7 +911,12 @@ void ValidateDSProcess::Validate(const aiNode *pNode) {
                     nodeName, pNode->mNumChildren);
                     nodeName, pNode->mNumChildren);
         }
         }
         for (unsigned int i = 0; i < pNode->mNumChildren; ++i) {
         for (unsigned int i = 0; i < pNode->mNumChildren; ++i) {
-            Validate(pNode->mChildren[i]);
+            const aiNode *pChild = pNode->mChildren[i];
+            Validate(pChild);
+            if (pChild->mParent != pNode) {
+                const char *parentName = (pChild->mParent != nullptr) ? pChild->mParent->mName.C_Str() : "null";
+                ReportError("aiNode \"%s\" child %i \"%s\" parent is someone else: \"%s\"", pNode->mName.C_Str(), i, pChild->mName.C_Str(), parentName);
+            }
         }
         }
     }
     }
 }
 }

+ 6 - 8
code/PostProcessing/ValidateDataStructure.h

@@ -69,22 +69,20 @@ namespace Assimp    {
 /** Validates the whole ASSIMP scene data structure for correctness.
 /** Validates the whole ASSIMP scene data structure for correctness.
  *  ImportErrorException is thrown of the scene is corrupt.*/
  *  ImportErrorException is thrown of the scene is corrupt.*/
 // --------------------------------------------------------------------------------------
 // --------------------------------------------------------------------------------------
-class ValidateDSProcess : public BaseProcess
-{
+class ValidateDSProcess : public BaseProcess {
 public:
 public:
-
+    // -------------------------------------------------------------------
+    /// The default class constructor / destructor.
     ValidateDSProcess();
     ValidateDSProcess();
-    ~ValidateDSProcess();
+    ~ValidateDSProcess() override = default;
 
 
-public:
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    bool IsActive( unsigned int pFlags) const;
+    bool IsActive( unsigned int pFlags) const override;
 
 
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
-    void Execute( aiScene* pScene);
+    void Execute( aiScene* pScene) override;
 
 
 protected:
 protected:
-
     // -------------------------------------------------------------------
     // -------------------------------------------------------------------
     /** Report a validation error. This will throw an exception,
     /** Report a validation error. This will throw an exception,
      *  control won't return.
      *  control won't return.

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 326 - 98
contrib/stb/stb_image.h


+ 2 - 1
contrib/unzip/crypt.c

@@ -103,7 +103,7 @@ int cryptrand(unsigned char *buf, unsigned int len)
     unsigned __int64 pentium_tsc[1];
     unsigned __int64 pentium_tsc[1];
     int result = 0;
     int result = 0;
 
 
-
+    #if defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP
     if (CryptAcquireContext(&provider, NULL, NULL, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT | CRYPT_SILENT))
     if (CryptAcquireContext(&provider, NULL, NULL, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT | CRYPT_SILENT))
     {
     {
         result = CryptGenRandom(provider, len, buf);
         result = CryptGenRandom(provider, len, buf);
@@ -111,6 +111,7 @@ int cryptrand(unsigned char *buf, unsigned int len)
         if (result)
         if (result)
             return len;
             return len;
     }
     }
+    #endif
 
 
     for (rlen = 0; rlen < (int)len; ++rlen)
     for (rlen = 0; rlen < (int)len; ++rlen)
     {
     {

+ 9 - 1
contrib/zlib/CMakeLists.txt

@@ -76,7 +76,15 @@ if(MSVC)
     set(CMAKE_DEBUG_POSTFIX "d")
     set(CMAKE_DEBUG_POSTFIX "d")
     add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
     add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
     add_definitions(-D_CRT_NONSTDC_NO_DEPRECATE)
     add_definitions(-D_CRT_NONSTDC_NO_DEPRECATE)
+    if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
+        SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-deprecated-non-prototype")
+    endif()
+
     include_directories(${CMAKE_CURRENT_SOURCE_DIR})
     include_directories(${CMAKE_CURRENT_SOURCE_DIR})
+else()
+    if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
+        SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-deprecated-non-prototype")
+    endif()
 endif()
 endif()
 
 
 if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_BINARY_DIR)
 if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_BINARY_DIR)
@@ -88,7 +96,7 @@ if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_BINARY_DIR)
         message(STATUS "to 'zconf.h.included' because this file is included with zlib")
         message(STATUS "to 'zconf.h.included' because this file is included with zlib")
         message(STATUS "but CMake generates it automatically in the build directory.")
         message(STATUS "but CMake generates it automatically in the build directory.")
         file(RENAME ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h.included)
         file(RENAME ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h.included)
-  endif()
+    endif()
 endif()
 endif()
 
 
 set(ZLIB_PC ${CMAKE_CURRENT_BINARY_DIR}/zlib.pc)
 set(ZLIB_PC ${CMAKE_CURRENT_BINARY_DIR}/zlib.pc)

+ 5 - 1
port/PyAssimp/pyassimp/core.py

@@ -115,6 +115,10 @@ def _init(self, target = None, parent = None):
         if m.startswith("_"):
         if m.startswith("_"):
             continue
             continue
 
 
+        # We should not be accessing `mPrivate` according to structs.Scene.
+        if m == 'mPrivate':
+            continue
+
         if m.startswith('mNum'):
         if m.startswith('mNum'):
             if 'm' + m[4:] in dirself:
             if 'm' + m[4:] in dirself:
                 continue # will be processed later on
                 continue # will be processed later on
@@ -211,7 +215,7 @@ def _init(self, target = None, parent = None):
 
 
 
 
             else: # starts with 'm' but not iterable
             else: # starts with 'm' but not iterable
-                setattr(target, m, obj)
+                setattr(target, name, obj)
                 logger.debug("Added " + name + " as self." + name + " (type: " + str(type(obj)) + ")")
                 logger.debug("Added " + name + " as self." + name + " (type: " + str(type(obj)) + ")")
 
 
                 if _is_init_type(obj):
                 if _is_init_type(obj):

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이 변경점에서 너무 많은 파일들이 변경되어 몇몇 파일들은 표시되지 않았습니다.