diff options
Diffstat (limited to 'source/blender/io/collada/MeshImporter.cpp')
-rw-r--r-- | source/blender/io/collada/MeshImporter.cpp | 69 |
1 files changed, 0 insertions, 69 deletions
diff --git a/source/blender/io/collada/MeshImporter.cpp b/source/blender/io/collada/MeshImporter.cpp index ef486375ce3..036819af6a3 100644 --- a/source/blender/io/collada/MeshImporter.cpp +++ b/source/blender/io/collada/MeshImporter.cpp @@ -267,7 +267,6 @@ void MeshImporter::print_index_list(COLLADAFW::IndexList &index_list) } #endif -/* checks if mesh has supported primitive types: lines, polylist, triangles, triangle_fans */ bool MeshImporter::is_nice_mesh(COLLADAFW::Mesh *mesh) { COLLADAFW::MeshPrimitiveArray &prim_arr = mesh->getMeshPrimitives(); @@ -356,12 +355,6 @@ void MeshImporter::read_vertices(COLLADAFW::Mesh *mesh, Mesh *me) } } -/* ===================================================================== - * condition 1: The Primitive has normals - * condition 2: The number of normals equals the number of faces. - * return true if both conditions apply. - * return false otherwise. - * ===================================================================== */ bool MeshImporter::primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp) { @@ -385,10 +378,6 @@ bool MeshImporter::primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp) return has_useable_normals; } -/* ===================================================================== - * Assume that only TRIANGLES, TRIANGLE_FANS, POLYLIST and POLYGONS - * have faces. (to be verified) - * ===================================================================== */ bool MeshImporter::primitive_has_faces(COLLADAFW::MeshPrimitive *mp) { @@ -420,12 +409,6 @@ static std::string extract_vcolname(const COLLADAFW::String &collada_id) return colname; } -/* ================================================================= - * Return the number of faces by summing up - * the face-counts of the parts. - * hint: This is done because `mesh->getFacesCount()` does - * count loose edges as extra faces, which is not what we want here. - * ================================================================= */ void MeshImporter::allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me) { COLLADAFW::MeshPrimitiveArray &prim_arr = collada_mesh->getMeshPrimitives(); @@ -554,13 +537,6 @@ unsigned int MeshImporter::get_loose_edge_count(COLLADAFW::Mesh *mesh) return loose_edge_count; } -/* ================================================================= - * This function is copied from source/blender/editors/mesh/mesh_data.c - * - * TODO: (As discussed with sergey-) : - * Maybe move this function to blenderkernel/intern/mesh.c - * and add definition to BKE_mesh.c - * ================================================================= */ void MeshImporter::mesh_add_edges(Mesh *mesh, int len) { CustomData edata; @@ -594,12 +570,6 @@ void MeshImporter::mesh_add_edges(Mesh *mesh, int len) mesh->totedge = totedge; } -/* ================================================================= - * Read all loose edges. - * Important: This function assumes that all edges from existing - * faces have already been generated and added to me->medge - * So this function MUST be called after read_faces() (see below) - * ================================================================= */ void MeshImporter::read_lines(COLLADAFW::Mesh *mesh, Mesh *me) { unsigned int loose_edge_count = get_loose_edge_count(mesh); @@ -633,13 +603,6 @@ void MeshImporter::read_lines(COLLADAFW::Mesh *mesh, Mesh *me) } } -/* ======================================================================= - * Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON - * Important: This function MUST be called before read_lines() - * Otherwise we will lose all edges from faces (see read_lines() above) - * - * TODO: import uv set names - * ======================================================================== */ void MeshImporter::read_polys(COLLADAFW::Mesh *collada_mesh, Mesh *me) { unsigned int i; @@ -965,11 +928,6 @@ static void bc_remove_materials_from_object(Object *ob, Mesh *me) } } -/** - * Returns the list of Users of the given Mesh object. - * NOTE: This function uses the object user flag to control - * which objects have already been processed. - */ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh) { std::vector<Object *> mesh_users; @@ -985,24 +943,6 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh) return mesh_users; } -/** - * - * During import all materials have been assigned to Object. - * Now we iterate over the imported objects and optimize - * the assignments as follows: - * - * for each imported geometry: - * if number of users is 1: - * get the user (object) - * move the materials from Object to Data - * else: - * determine which materials are assigned to the first user - * check if all other users have the same materials in the same order - * if the check is positive: - * Add the materials of the first user to the geometry - * adjust all other users accordingly. - * - */ void MeshImporter::optimize_material_assignements() { for (Object *ob : imported_objects) { @@ -1035,14 +975,6 @@ void MeshImporter::optimize_material_assignements() } } -/** - * We do not know in advance which objects will share geometries. - * And we do not know either if the objects which share geometries - * come along with different materials. So we first create the objects - * and assign the materials to Object, then in a later cleanup we decide - * which materials shall be moved to the created geometries. Also see - * optimize_material_assignements() above. - */ void MeshImporter::assign_material_to_geom( COLLADAFW::MaterialBinding cmaterial, std::map<COLLADAFW::UniqueId, Material *> &uid_material_map, @@ -1165,7 +1097,6 @@ Object *MeshImporter::create_mesh_object( return ob; } -/* create a mesh storing a pointer in a map so it can be retrieved later by geometry UID */ bool MeshImporter::write_geometry(const COLLADAFW::Geometry *geom) { |