浏览代码

define CheckValidFacesIndices also in release builds.

Kim Kulling 5 年之前
父节点
当前提交
ae05dbb252
共有 1 个文件被更改,包括 184 次插入215 次删除
  1. 184 215
      code/AssetLib/glTF/glTFImporter.cpp

+ 184 - 215
code/AssetLib/glTF/glTFImporter.cpp

@@ -48,12 +48,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #include <assimp/StringComparison.h>
 #include <assimp/StringUtils.h>
-#include <assimp/Importer.hpp>
-#include <assimp/scene.h>
 #include <assimp/ai_assert.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/importerdesc.h>
 #include <assimp/commonMetaData.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Importer.hpp>
 
 #include <memory>
 
@@ -69,8 +69,7 @@ static const aiImporterDesc desc = {
     "",
     "",
     "",
-    aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
-        | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
+    aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
     0,
     0,
     0,
@@ -78,11 +77,8 @@ static const aiImporterDesc desc = {
     "gltf glb"
 };
 
-glTFImporter::glTFImporter()
-: BaseImporter()
-, meshOffsets()
-, embeddedTexIdxs()
-, mScene( nullptr ) {
+glTFImporter::glTFImporter() :
+        BaseImporter(), meshOffsets(), embeddedTexIdxs(), mScene(nullptr) {
     // empty
 }
 
@@ -90,11 +86,11 @@ glTFImporter::~glTFImporter() {
     // empty
 }
 
-const aiImporterDesc* glTFImporter::GetInfo() const {
+const aiImporterDesc *glTFImporter::GetInfo() const {
     return &desc;
 }
 
-bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const {
+bool glTFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
     const std::string &extension = GetExtension(pFile);
 
     if (extension != "gltf" && extension != "glb") {
@@ -115,9 +111,8 @@ bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
     return false;
 }
 
-inline
-void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF::TexProperty prop, aiMaterial* mat,
-        aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx) {
+inline void SetMaterialColorProperty(std::vector<int> &embeddedTexIdxs, Asset & /*r*/, glTF::TexProperty prop, aiMaterial *mat,
+        aiTextureType texType, const char *pKey, unsigned int type, unsigned int idx) {
     if (prop.texture) {
         if (prop.texture->source) {
             aiString uri(prop.texture->source->uri);
@@ -138,22 +133,22 @@ void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, g
     }
 }
 
-void glTFImporter::ImportMaterials(glTF::Asset& r) {
+void glTFImporter::ImportMaterials(glTF::Asset &r) {
     mScene->mNumMaterials = unsigned(r.materials.Size());
-    mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
+    mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
 
     for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
-        aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
+        aiMaterial *aimat = mScene->mMaterials[i] = new aiMaterial();
 
-        Material& mat = r.materials[i];
+        Material &mat = r.materials[i];
 
         /*if (!mat.name.empty())*/ {
             aiString str(mat.id /*mat.name*/);
             aimat->AddProperty(&str, AI_MATKEY_NAME);
         }
 
-        SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient,  aimat, aiTextureType_AMBIENT,  AI_MATKEY_COLOR_AMBIENT );
-        SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse,  aimat, aiTextureType_DIFFUSE,  AI_MATKEY_COLOR_DIFFUSE );
+        SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
+        SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
         SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
         SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
 
@@ -172,29 +167,25 @@ void glTFImporter::ImportMaterials(glTF::Asset& r) {
         mScene->mNumMaterials = 1;
         // Delete the array of length zero created above.
         delete[] mScene->mMaterials;
-        mScene->mMaterials = new aiMaterial*[1];
+        mScene->mMaterials = new aiMaterial *[1];
         mScene->mMaterials[0] = new aiMaterial();
     }
 }
 
-
-static inline void SetFace(aiFace& face, int a)
-{
+static inline void SetFace(aiFace &face, int a) {
     face.mNumIndices = 1;
     face.mIndices = new unsigned int[1];
     face.mIndices[0] = a;
 }
 
-static inline void SetFace(aiFace& face, int a, int b)
-{
+static inline void SetFace(aiFace &face, int a, int b) {
     face.mNumIndices = 2;
     face.mIndices = new unsigned int[2];
     face.mIndices[0] = a;
     face.mIndices[1] = b;
 }
 
-static inline void SetFace(aiFace& face, int a, int b, int c)
-{
+static inline void SetFace(aiFace &face, int a, int b, int c) {
     face.mNumIndices = 3;
     face.mIndices = new unsigned int[3];
     face.mIndices[0] = a;
@@ -202,9 +193,7 @@ static inline void SetFace(aiFace& face, int a, int b, int c)
     face.mIndices[2] = c;
 }
 
-#ifdef ASSIMP_BUILD_DEBUG
-static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
-{
+static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsigned nVerts) {
     for (unsigned i = 0; i < nFaces; ++i) {
         for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
             unsigned idx = faces[i].mIndices[j];
@@ -214,105 +203,98 @@ static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsign
     }
     return true;
 }
-#endif // ASSIMP_BUILD_DEBUG
 
-void glTFImporter::ImportMeshes(glTF::Asset& r)
-{
-    std::vector<aiMesh*> meshes;
+void glTFImporter::ImportMeshes(glTF::Asset &r) {
+    std::vector<aiMesh *> meshes;
 
     unsigned int k = 0;
     meshOffsets.clear();
 
     for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
-        Mesh& mesh = r.meshes[m];
+        Mesh &mesh = r.meshes[m];
 
-		// Check if mesh extensions is used
-		if(mesh.Extension.size() > 0)
-		{
-			for(Mesh::SExtension* cur_ext : mesh.Extension)
-			{
+        // Check if mesh extensions is used
+        if (mesh.Extension.size() > 0) {
+            for (Mesh::SExtension *cur_ext : mesh.Extension) {
 #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
-				if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
-				{
-					// Limitations for meshes when using Open3DGC-compression.
-					// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
-					// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
-					// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
-					// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
-					// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
-					// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
-					// of primitive must point to one continuous region of the buffer.
-					if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
-
-					Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
-					Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
-
-					buf->EncodedRegion_SetCurrent(mesh.id);
-				}
-				else
+                if (cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC) {
+                    // Limitations for meshes when using Open3DGC-compression.
+                    // It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
+                    // Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
+                    // point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
+                    // is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
+                    // Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
+                    // Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
+                    // of primitive must point to one continuous region of the buffer.
+                    if (mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
+
+                    Mesh::SCompression_Open3DGC *o3dgc_ext = (Mesh::SCompression_Open3DGC *)cur_ext;
+                    Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
+
+                    buf->EncodedRegion_SetCurrent(mesh.id);
+                } else
 #endif
-				{
-					throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
-											"\"), only Open3DGC is supported.");
-				}
-			}
-		}// if(mesh.Extension.size() > 0)
-
-		meshOffsets.push_back(k);
+                {
+                    throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
+                                            "\"), only Open3DGC is supported.");
+                }
+            }
+        } // if(mesh.Extension.size() > 0)
+
+        meshOffsets.push_back(k);
         k += unsigned(mesh.primitives.size());
 
         for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
-            Mesh::Primitive& prim = mesh.primitives[p];
+            Mesh::Primitive &prim = mesh.primitives[p];
 
-            aiMesh* aim = new aiMesh();
+            aiMesh *aim = new aiMesh();
             meshes.push_back(aim);
 
             aim->mName = mesh.id;
             if (mesh.primitives.size() > 1) {
-                ai_uint32& len = aim->mName.length;
+                ai_uint32 &len = aim->mName.length;
                 aim->mName.data[len] = '-';
                 len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
             }
 
             switch (prim.mode) {
-                case PrimitiveMode_POINTS:
-                    aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
-                    break;
-
-                case PrimitiveMode_LINES:
-                case PrimitiveMode_LINE_LOOP:
-                case PrimitiveMode_LINE_STRIP:
-                    aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
-                    break;
-
-                case PrimitiveMode_TRIANGLES:
-                case PrimitiveMode_TRIANGLE_STRIP:
-                case PrimitiveMode_TRIANGLE_FAN:
-                    aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
-                    break;
+            case PrimitiveMode_POINTS:
+                aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
+                break;
+
+            case PrimitiveMode_LINES:
+            case PrimitiveMode_LINE_LOOP:
+            case PrimitiveMode_LINE_STRIP:
+                aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
+                break;
+
+            case PrimitiveMode_TRIANGLES:
+            case PrimitiveMode_TRIANGLE_STRIP:
+            case PrimitiveMode_TRIANGLE_FAN:
+                aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+                break;
             }
 
-            Mesh::Primitive::Attributes& attr = prim.attributes;
+            Mesh::Primitive::Attributes &attr = prim.attributes;
 
-			if (attr.position.size() > 0 && attr.position[0]) {
+            if (attr.position.size() > 0 && attr.position[0]) {
                 aim->mNumVertices = attr.position[0]->count;
                 attr.position[0]->ExtractData(aim->mVertices);
-			}
+            }
 
-			if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
+            if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
 
             for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
                 attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
                 aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
 
-                aiVector3D* values = aim->mTextureCoords[tc];
+                aiVector3D *values = aim->mTextureCoords[tc];
                 for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
                     values[i].y = 1 - values[i].y; // Flip Y coords
                 }
             }
 
-
-            aiFace* faces = 0;
+            aiFace *faces = 0;
             unsigned int nFaces = 0;
 
             if (prim.indices) {
@@ -322,76 +304,75 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
                 ai_assert(data.IsValid());
 
                 switch (prim.mode) {
-                    case PrimitiveMode_POINTS: {
-                        nFaces = count;
-                        faces = new aiFace[nFaces];
-                        for (unsigned int i = 0; i < count; ++i) {
-                            SetFace(faces[i], data.GetUInt(i));
-                        }
-                        break;
+                case PrimitiveMode_POINTS: {
+                    nFaces = count;
+                    faces = new aiFace[nFaces];
+                    for (unsigned int i = 0; i < count; ++i) {
+                        SetFace(faces[i], data.GetUInt(i));
                     }
+                    break;
+                }
 
-                    case PrimitiveMode_LINES: {
-                        nFaces = count / 2;
-                        if (nFaces * 2 != count) {
-                            ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
-                            count = nFaces * 2;
-                        }
-                        faces = new aiFace[nFaces];
-                        for (unsigned int i = 0; i < count; i += 2) {
-                            SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
-                        }
-                        break;
+                case PrimitiveMode_LINES: {
+                    nFaces = count / 2;
+                    if (nFaces * 2 != count) {
+                        ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
+                        count = nFaces * 2;
+                    }
+                    faces = new aiFace[nFaces];
+                    for (unsigned int i = 0; i < count; i += 2) {
+                        SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
                     }
+                    break;
+                }
 
-                    case PrimitiveMode_LINE_LOOP:
-                    case PrimitiveMode_LINE_STRIP: {
-                        nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
-                        faces = new aiFace[nFaces];
-                        SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
-                        for (unsigned int i = 2; i < count; ++i) {
-                            SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
-                        }
-                        if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
-                            SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
-                        }
-                        break;
+                case PrimitiveMode_LINE_LOOP:
+                case PrimitiveMode_LINE_STRIP: {
+                    nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
+                    faces = new aiFace[nFaces];
+                    SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
+                    for (unsigned int i = 2; i < count; ++i) {
+                        SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
+                    }
+                    if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
+                        SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
                     }
+                    break;
+                }
 
-                    case PrimitiveMode_TRIANGLES: {
-                        nFaces = count / 3;
-                        if (nFaces * 3 != count) {
-                            ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
-                            count = nFaces * 3;
-                        }
-                        faces = new aiFace[nFaces];
-                        for (unsigned int i = 0; i < count; i += 3) {
-                            SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
-                        }
-                        break;
+                case PrimitiveMode_TRIANGLES: {
+                    nFaces = count / 3;
+                    if (nFaces * 3 != count) {
+                        ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
+                        count = nFaces * 3;
                     }
-                    case PrimitiveMode_TRIANGLE_STRIP: {
-                        nFaces = count - 2;
-                        faces = new aiFace[nFaces];
-                        SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
-                        for (unsigned int i = 3; i < count; ++i) {
-                            SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
-                        }
-                        break;
+                    faces = new aiFace[nFaces];
+                    for (unsigned int i = 0; i < count; i += 3) {
+                        SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
                     }
-                    case PrimitiveMode_TRIANGLE_FAN:
-                        nFaces = count - 2;
-                        faces = new aiFace[nFaces];
-                        SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
-                        for (unsigned int i = 3; i < count; ++i) {
-                            SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
-                        }
-                        break;
+                    break;
                 }
-            }
-            else { // no indices provided so directly generate from counts
+                case PrimitiveMode_TRIANGLE_STRIP: {
+                    nFaces = count - 2;
+                    faces = new aiFace[nFaces];
+                    SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+                    for (unsigned int i = 3; i < count; ++i) {
+                        SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
+                    }
+                    break;
+                }
+                case PrimitiveMode_TRIANGLE_FAN:
+                    nFaces = count - 2;
+                    faces = new aiFace[nFaces];
+                    SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+                    for (unsigned int i = 3; i < count; ++i) {
+                        SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
+                    }
+                    break;
+                }
+            } else { // no indices provided so directly generate from counts
 
-                // use the already determined count as it includes checks 
+                // use the already determined count as it includes checks
                 unsigned int count = aim->mNumVertices;
 
                 switch (prim.mode) {
@@ -484,22 +465,22 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
     CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
 }
 
-void glTFImporter::ImportCameras(glTF::Asset& r) {
+void glTFImporter::ImportCameras(glTF::Asset &r) {
     if (!r.cameras.Size()) {
         return;
     }
 
     mScene->mNumCameras = r.cameras.Size();
-    mScene->mCameras = new aiCamera*[r.cameras.Size()];
+    mScene->mCameras = new aiCamera *[r.cameras.Size()];
     for (size_t i = 0; i < r.cameras.Size(); ++i) {
-        Camera& cam = r.cameras[i];
+        Camera &cam = r.cameras[i];
 
-        aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
+        aiCamera *aicam = mScene->mCameras[i] = new aiCamera();
 
         if (cam.type == Camera::Perspective) {
-            aicam->mAspect        = cam.perspective.aspectRatio;
+            aicam->mAspect = cam.perspective.aspectRatio;
             aicam->mHorizontalFOV = cam.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect);
-            aicam->mClipPlaneFar  = cam.perspective.zfar;
+            aicam->mClipPlaneFar = cam.perspective.zfar;
             aicam->mClipPlaneNear = cam.perspective.znear;
         } else {
             aicam->mClipPlaneFar = cam.ortographic.zfar;
@@ -513,30 +494,33 @@ void glTFImporter::ImportCameras(glTF::Asset& r) {
     }
 }
 
-void glTFImporter::ImportLights(glTF::Asset& r)
-{
+void glTFImporter::ImportLights(glTF::Asset &r) {
     if (!r.lights.Size()) return;
 
     mScene->mNumLights = r.lights.Size();
-    mScene->mLights = new aiLight*[r.lights.Size()];
+    mScene->mLights = new aiLight *[r.lights.Size()];
 
     for (size_t i = 0; i < r.lights.Size(); ++i) {
-        Light& l = r.lights[i];
+        Light &l = r.lights[i];
 
-        aiLight* ail = mScene->mLights[i] = new aiLight();
+        aiLight *ail = mScene->mLights[i] = new aiLight();
 
         switch (l.type) {
-            case Light::Type_directional:
-                ail->mType = aiLightSource_DIRECTIONAL; break;
+        case Light::Type_directional:
+            ail->mType = aiLightSource_DIRECTIONAL;
+            break;
 
-            case Light::Type_spot:
-                ail->mType = aiLightSource_SPOT; break;
+        case Light::Type_spot:
+            ail->mType = aiLightSource_SPOT;
+            break;
 
-            case Light::Type_ambient:
-                ail->mType = aiLightSource_AMBIENT; break;
+        case Light::Type_ambient:
+            ail->mType = aiLightSource_AMBIENT;
+            break;
 
-            default: // Light::Type_point
-                ail->mType = aiLightSource_POINT; break;
+        default: // Light::Type_point
+            ail->mType = aiLightSource_POINT;
+            break;
         }
 
         CopyValue(l.color, ail->mColorAmbient);
@@ -546,35 +530,32 @@ void glTFImporter::ImportLights(glTF::Asset& r)
         ail->mAngleOuterCone = l.falloffAngle;
         ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
 
-        ail->mAttenuationConstant  = l.constantAttenuation;
-        ail->mAttenuationLinear    = l.linearAttenuation;
+        ail->mAttenuationConstant = l.constantAttenuation;
+        ail->mAttenuationLinear = l.linearAttenuation;
         ail->mAttenuationQuadratic = l.quadraticAttenuation;
     }
 }
 
+aiNode *ImportNode(aiScene *pScene, glTF::Asset &r, std::vector<unsigned int> &meshOffsets, glTF::Ref<glTF::Node> &ptr) {
+    Node &node = *ptr;
 
-aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& meshOffsets, glTF::Ref<glTF::Node>& ptr)
-{
-    Node& node = *ptr;
-
-    aiNode* ainode = new aiNode(node.id);
+    aiNode *ainode = new aiNode(node.id);
 
     if (!node.children.empty()) {
         ainode->mNumChildren = unsigned(node.children.size());
-        ainode->mChildren = new aiNode*[ainode->mNumChildren];
+        ainode->mChildren = new aiNode *[ainode->mNumChildren];
 
         for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
-            aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
+            aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
             child->mParent = ainode;
             ainode->mChildren[i] = child;
         }
     }
 
-    aiMatrix4x4& matrix = ainode->mTransformation;
+    aiMatrix4x4 &matrix = ainode->mTransformation;
     if (node.matrix.isPresent) {
         CopyValue(node.matrix.value, matrix);
-    }
-    else {
+    } else {
         if (node.translation.isPresent) {
             aiVector3D trans;
             CopyValue(node.translation.value, trans);
@@ -591,7 +572,6 @@ aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& m
             matrix = s * matrix;
         }
 
-
         if (node.rotation.isPresent) {
             aiQuaternion rot;
             CopyValue(node.rotation.value, rot);
@@ -629,22 +609,20 @@ aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& m
     return ainode;
 }
 
-void glTFImporter::ImportNodes(glTF::Asset& r)
-{
+void glTFImporter::ImportNodes(glTF::Asset &r) {
     if (!r.scene) return;
 
-    std::vector< Ref<Node> > rootNodes = r.scene->nodes;
+    std::vector<Ref<Node>> rootNodes = r.scene->nodes;
 
     // The root nodes
     unsigned int numRootNodes = unsigned(rootNodes.size());
     if (numRootNodes == 1) { // a single root node: use it
         mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
-    }
-    else if (numRootNodes > 1) { // more than one root node: create a fake root
-        aiNode* root = new aiNode("ROOT");
-        root->mChildren = new aiNode*[numRootNodes];
+    } else if (numRootNodes > 1) { // more than one root node: create a fake root
+        aiNode *root = new aiNode("ROOT");
+        root->mChildren = new aiNode *[numRootNodes];
         for (unsigned int i = 0; i < numRootNodes; ++i) {
-            aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
+            aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
             node->mParent = root;
             root->mChildren[root->mNumChildren++] = node;
         }
@@ -656,8 +634,7 @@ void glTFImporter::ImportNodes(glTF::Asset& r)
     //}
 }
 
-void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
-{
+void glTFImporter::ImportEmbeddedTextures(glTF::Asset &r) {
     embeddedTexIdxs.resize(r.images.Size(), -1);
 
     int numEmbeddedTexs = 0;
@@ -669,7 +646,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
     if (numEmbeddedTexs == 0)
         return;
 
-    mScene->mTextures = new aiTexture*[numEmbeddedTexs];
+    mScene->mTextures = new aiTexture *[numEmbeddedTexs];
 
     // Add the embedded textures
     for (size_t i = 0; i < r.images.Size(); ++i) {
@@ -679,18 +656,18 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
         int idx = mScene->mNumTextures++;
         embeddedTexIdxs[i] = idx;
 
-        aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
+        aiTexture *tex = mScene->mTextures[idx] = new aiTexture();
 
         size_t length = img.GetDataLength();
-        void* data = img.StealData();
+        void *data = img.StealData();
 
         tex->mFilename = img.name;
         tex->mWidth = static_cast<unsigned int>(length);
         tex->mHeight = 0;
-        tex->pcData = reinterpret_cast<aiTexel*>(data);
+        tex->pcData = reinterpret_cast<aiTexel *>(data);
 
         if (!img.mimeType.empty()) {
-            const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
+            const char *ext = strchr(img.mimeType.c_str(), '/') + 1;
             if (ext) {
                 if (strcmp(ext, "jpeg") == 0) ext = "jpg";
 
@@ -703,32 +680,26 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
     }
 }
 
-void glTFImporter::ImportCommonMetadata(glTF::Asset& a)
-{
+void glTFImporter::ImportCommonMetadata(glTF::Asset &a) {
     ai_assert(mScene->mMetaData == nullptr);
     const bool hasVersion = !a.asset.version.empty();
     const bool hasGenerator = !a.asset.generator.empty();
     const bool hasCopyright = !a.asset.copyright.empty();
-    if (hasVersion || hasGenerator || hasCopyright)
-    {
+    if (hasVersion || hasGenerator || hasCopyright) {
         mScene->mMetaData = new aiMetadata;
-        if (hasVersion)
-        {
+        if (hasVersion) {
             mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT_VERSION, aiString(a.asset.version));
         }
-        if (hasGenerator)
-        {
+        if (hasGenerator) {
             mScene->mMetaData->Add(AI_METADATA_SOURCE_GENERATOR, aiString(a.asset.generator));
         }
-        if (hasCopyright)
-        {
+        if (hasCopyright) {
             mScene->mMetaData->Add(AI_METADATA_SOURCE_COPYRIGHT, aiString(a.asset.copyright));
         }
     }
 }
 
-void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
-{
+void glTFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
     // clean all member arrays
     meshOffsets.clear();
     embeddedTexIdxs.clear();
@@ -739,7 +710,6 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
     glTF::Asset asset(pIOHandler);
     asset.Load(pFile, GetExtension(pFile) == "glb");
 
-
     //
     // Copy the data out
     //
@@ -761,4 +731,3 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
 }
 
 #endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
-