Updated B3D Loader, added Mark Sibly to the list of contributors.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@237 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
f7aa836330
commit
04ca1a72f7
5
CREDITS
5
CREDITS
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@ -11,7 +11,7 @@ Thanks for your help!
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Configuration-Interface, AssImp-Viewer (Win32), Website (Admin and Design), admin.
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-Thomas Schulze,
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X-Loader, Preprocessing framework. Data structure & Interface design, documentation.
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X-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
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-R.Schmidt,
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Linux build, eclipse support.
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@ -23,6 +23,9 @@ Obj-Loader, Logging, Scons-build environment.
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Assimp.net
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Visual Studio 9 support, bugfixes.
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- Mark Sibly
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B3D-Loader, Assimp testing
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- Sebastian Hempel,
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PyAssimp
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Compile-Bugfixes for mingw, add enviroment for static library support in make.
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@ -267,60 +267,36 @@ void B3DImporter::ReadVRTS(){
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void B3DImporter::ReadTRIS(){
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int matid=ReadInt();
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for( vector<Vertex>::iterator it=_vertices.begin();it!=_vertices.end();++it ){
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it->index=-1;
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}
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vector<int> verts,tris;
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while( ChunkSize() ){
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int i=ReadInt();
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Vertex &vert=_vertices[i];
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if( vert.index==-1 ){
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vert.index=verts.size();
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verts.push_back( i );
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}
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tris.push_back( vert.index );
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}
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if( verts.empty() || tris.empty() ) return;
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unsigned n_verts=verts.size();
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unsigned n_tris=tris.size()/3;
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//OK, we have a whole mesh...
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aiVector3D *mv=new aiVector3D[n_verts];
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aiVector3D *mn=new aiVector3D[n_verts];
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aiVector3D *mc=new aiVector3D[n_verts];
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for( unsigned i=0;i<n_verts;++i ){
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Vertex &v=_vertices[verts[i]];
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memcpy( &mv[i].x,&v.position.x,12 );
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memcpy( &mn[i].x,&v.normal.x,12 );
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memcpy( &mc[i].x,&v.texcoords.x,12 );
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}
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aiFace *faces=new aiFace[n_tris];
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for( unsigned i=0;i<n_tris;++i ){
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faces[i].mNumIndices=3;
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unsigned *ip=faces[i].mIndices=new unsigned[3];
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ip[0]=tris[i*3];
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ip[1]=tris[i*3+1];
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ip[2]=tris[i*3+2];
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}
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unsigned n_tris=ChunkSize()/12;
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unsigned n_verts=n_tris*3;
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aiMesh *mesh=new aiMesh;
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_meshes.push_back( mesh );
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mesh->mMaterialIndex=matid;
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mesh->mNumVertices=n_verts;
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mesh->mVertices=mv;
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mesh->mNormals=mn;
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mesh->mTextureCoords[0]=mc;
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mesh->mNumFaces=n_tris;
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mesh->mFaces=faces;
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mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
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_meshes.push_back( mesh );
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aiVector3D *mv=mesh->mVertices=new aiVector3D[n_verts];
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aiVector3D *mn=mesh->mNormals=new aiVector3D[n_verts];
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aiVector3D *mc=mesh->mTextureCoords[0]=new aiVector3D[n_verts];
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aiFace *face=mesh->mFaces=new aiFace[n_tris];
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for( unsigned i=0;i<n_verts;i+=3 ){
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face->mNumIndices=3;
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unsigned *ip=face->mIndices=new unsigned[3];
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for( unsigned j=0;j<3;++j ){
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int k=ReadInt();
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const Vertex &v=_vertices[k];
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memcpy( mv++,&v.position.x,12 );
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memcpy( mn++,&v.normal.x,12 );
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memcpy( mc++,&v.texcoords.x,12 );
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*ip++=i+j;
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}
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++face;
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}
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}
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void B3DImporter::ReadMESH(){
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@ -69,7 +69,7 @@ private:
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struct Vec3{ float x,y,z; };
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struct Vec4{ float x,y,z,w; };
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struct Texture{ std::string name; };
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struct Vertex{ int index;Vec3 position,normal,texcoords; };
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struct Vertex{ Vec3 position,normal,texcoords; };
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int ReadByte();
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int ReadInt();
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