pull/535/head
Alexander Gessler 2015-05-02 00:39:28 +02:00
commit 1851bf3acc
75 changed files with 5259 additions and 5050 deletions

1
.gitignore vendored
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@ -58,3 +58,4 @@ test/gtest/src/gtest-stamp/gtest-gitinfo.txt
test/gtest/src/gtest-stamp/gtest-gitclone-lastrun.txt
Assimp.opensdf
contrib/zlib/CTestTestfile.cmake
ipch/assimp_viewer-44bbbcd1/assimp_viewerd-ccc45335.ipch

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@ -1,3 +1,4 @@
set(CMAKE_LEGACY_CYGWIN_WIN32 0) # Remove when CMake >= 2.8.4 is required
cmake_minimum_required( VERSION 2.8 )
PROJECT( Assimp )
@ -61,9 +62,9 @@ if( CMAKE_COMPILER_IS_MINGW )
endif()
if((CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX) AND NOT CMAKE_COMPILER_IS_MINGW)
add_definitions(-fPIC) # this is a very important switch and some libraries seem now to have it....
set(CMAKE_CXX_FLAGS "-fPIC") # this is a very important switch and some libraries seem now to have it....
# hide all not-exported symbols
add_definitions( -fvisibility=hidden -Wall )
set(CMAKE_CXX_FLAGS "-fvisibility=hidden -Wall" )
elseif(MSVC)
# enable multi-core compilation with MSVC
add_definitions(/MP)

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@ -42,18 +42,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the Plain-C API
*/
#include "../include/assimp/cimport.h"
#include "../include/assimp/LogStream.hpp"
#include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/importerdesc.h"
#include "../include/assimp/scene.h"
#include <assimp/cimport.h>
#include <assimp/LogStream.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include "GenericProperty.h"
#include "CInterfaceIOWrapper.h"
#include "Importer.h"
#include "Exceptional.h"
#include "ScenePrivate.h"
#include "BaseImporter.h"
#include "Importer.h"
#include "Exceptional.h"
#include "ScenePrivate.h"
#include "BaseImporter.h"
#include <list>
// ------------------------------------------------------------------------------------------------
@ -489,7 +490,7 @@ ASSIMP_API void aiSetImportPropertyInteger(aiPropertyStore* p, const char* szNam
{
ASSIMP_BEGIN_EXCEPTION_REGION();
PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
SetGenericProperty<int>(pp->ints,szName,value,NULL);
SetGenericProperty<int>(pp->ints,szName,value);
ASSIMP_END_EXCEPTION_REGION(void);
}
@ -499,7 +500,7 @@ ASSIMP_API void aiSetImportPropertyFloat(aiPropertyStore* p, const char* szName,
{
ASSIMP_BEGIN_EXCEPTION_REGION();
PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
SetGenericProperty<float>(pp->floats,szName,value,NULL);
SetGenericProperty<float>(pp->floats,szName,value);
ASSIMP_END_EXCEPTION_REGION(void);
}
@ -513,7 +514,7 @@ ASSIMP_API void aiSetImportPropertyString(aiPropertyStore* p, const char* szName
}
ASSIMP_BEGIN_EXCEPTION_REGION();
PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
SetGenericProperty<std::string>(pp->strings,szName,std::string(st->C_Str()),NULL);
SetGenericProperty<std::string>(pp->strings,szName,std::string(st->C_Str()));
ASSIMP_END_EXCEPTION_REGION(void);
}
@ -527,7 +528,7 @@ ASSIMP_API void aiSetImportPropertyMatrix(aiPropertyStore* p, const char* szName
}
ASSIMP_BEGIN_EXCEPTION_REGION();
PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
SetGenericProperty<aiMatrix4x4>(pp->matrices,szName,*mat,NULL);
SetGenericProperty<aiMatrix4x4>(pp->matrices,szName,*mat);
ASSIMP_END_EXCEPTION_REGION(void);
}

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@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "FileSystemFilter.h"
#include "Importer.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "../include/assimp/scene.h"
#include "../include/assimp/Importer.hpp"
#include "../include/assimp/postprocess.h"

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@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Bitmap.h"
#include "../include/assimp/texture.h"
#include "../include/assimp/IOStream.hpp"
#include "ByteSwap.h"
#include "ByteSwapper.h"
namespace Assimp {

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@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,38 +23,38 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
*/
/** @file Helper class tp perform various byte oder swappings
/** @file Helper class tp perform various byte oder swappings
(e.g. little to big endian) */
#ifndef AI_BYTESWAP_H_INC
#define AI_BYTESWAP_H_INC
#ifndef AI_BYTESWAPPER_H_INC
#define AI_BYTESWAPPER_H_INC
#include "../include/assimp/ai_assert.h"
#include "../include/assimp/types.h"
#include <stdint.h>
#if _MSC_VER >= 1400
#if _MSC_VER >= 1400
#include <stdlib.h>
#endif
namespace Assimp {
// --------------------------------------------------------------------------------------
/** Defines some useful byte order swap routines.
*
*
* This is required to read big-endian model formats on little-endian machines,
* and vice versa. Direct use of this class is DEPRECATED. Use #StreamReader instead. */
// --------------------------------------------------------------------------------------
@ -167,7 +167,7 @@ public:
// ----------------------------------------------------------------------
//! Templatized ByteSwap
//! \returns param tOut as swapped
template<typename Type>
template<typename Type>
static inline Type Swapped(Type tOut)
{
return _swapper<Type,sizeof(Type)>()(tOut);
@ -180,28 +180,28 @@ private:
template <typename T> struct ByteSwap::_swapper<T,2> {
T operator() (T tOut) {
Swap2(&tOut);
Swap2(&tOut);
return tOut;
}
};
template <typename T> struct ByteSwap::_swapper<T,4> {
T operator() (T tOut) {
Swap4(&tOut);
Swap4(&tOut);
return tOut;
}
};
template <typename T> struct ByteSwap::_swapper<T,8> {
T operator() (T tOut) {
Swap8(&tOut);
Swap8(&tOut);
return tOut;
}
};
// --------------------------------------------------------------------------------------
// ByteSwap macros for BigEndian/LittleEndian support
// ByteSwap macros for BigEndian/LittleEndian support
// --------------------------------------------------------------------------------------
#if (defined AI_BUILD_BIG_ENDIAN)
# define AI_LE(t) (t)
@ -250,7 +250,7 @@ struct ByteSwapper {
}
};
template <typename T>
template <typename T>
struct ByteSwapper<T,false> {
void operator() (T*) {
}
@ -272,7 +272,7 @@ struct Getter {
}
};
template <bool SwapEndianess, typename T>
template <bool SwapEndianess, typename T>
struct Getter<SwapEndianess,T,false> {
void operator() (T* inout, bool /*le*/) {
@ -283,4 +283,4 @@ struct Getter<SwapEndianess,T,false> {
} // end Intern
} // end Assimp
#endif //!! AI_BYTESWAP_H_INC
#endif //!! AI_BYTESWAPPER_H_INC

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@ -98,7 +98,7 @@ SET( Common_SRCS
ScenePrivate.h
PostStepRegistry.cpp
ImporterRegistry.cpp
ByteSwap.h
ByteSwapper.h
DefaultProgressHandler.h
DefaultIOStream.cpp
DefaultIOStream.h
@ -784,7 +784,7 @@ if( MSVC )
else()
set(MSVC_PREFIX "vc130")
endif()
set(LIBRARY_SUFFIX "${ASSIMP_LIBRARY_SUFFIX}-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" FORCE)
set(LIBRARY_SUFFIX "${ASSIMP_LIBRARY_SUFFIX}-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library")
endif()
SET_TARGET_PROPERTIES( assimp PROPERTIES

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@ -513,6 +513,8 @@ struct Effect
// Scalar factory
float mShininess, mRefractIndex, mReflectivity;
float mTransparency;
bool mHasTransparency;
bool mRGBTransparency;
// local params referring to each other by their SID
typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
@ -533,7 +535,9 @@ struct Effect
, mShininess (10.0f)
, mRefractIndex (1.f)
, mReflectivity (1.f)
, mTransparency (0.f)
, mTransparency (1.f)
, mHasTransparency (false)
, mRGBTransparency(false)
, mDoubleSided (false)
, mWireframe (false)
, mFaceted (false)

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@ -117,6 +117,7 @@ void ColladaLoader::SetupProperties(const Importer* pImp)
{
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
invertTransparency = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_INVERT_TRANSPARENCY,0) != 0;
}
@ -1338,11 +1339,25 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
// transparency, a very hard one. seemingly not all files are following the
// specification here .. but we can trick.
if (effect.mTransparency >= 0.f && effect.mTransparency < 1.f) {
effect.mTransparency = 1.f- effect.mTransparency;
mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
// specification here (1.0 transparency => completly opaque)...
// therefore, we let the opportunity for the user to manually invert
// the transparency if necessary and we add preliminary support for RGB_ZERO mode
if(effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
// Trying some support for RGB_ZERO mode
if(effect.mRGBTransparency) {
effect.mTransparency = 1.f - effect.mTransparent.a;
}
// Global option
if(invertTransparency) {
effect.mTransparency = 1.f - effect.mTransparency;
}
// Is the material finally transparent ?
if (effect.mHasTransparency || effect.mTransparency < 1.f) {
mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
}
}
// add textures, if given

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@ -241,6 +241,7 @@ protected:
bool noSkeletonMesh;
bool ignoreUpDirection;
bool invertTransparency;
/** Used by FindNameForNode() to generate unique node names */
unsigned int mNodeNameCounter;

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@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
#include <sstream>
#include "ColladaParser.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
@ -1230,6 +1231,14 @@ void ColladaParser::ReadEffectProfileCommon( Collada::Effect& pEffect)
ReadEffectColor( pEffect.mReflective, pEffect.mTexReflective);
}
else if( IsElement( "transparent")) {
pEffect.mHasTransparency = true;
// In RGB_ZERO mode, the transparency is interpreted in reverse, go figure...
if(::strcmp(mReader->getAttributeValueSafe("opaque"), "RGB_ZERO") == 0) {
// TODO: handle RGB_ZERO mode completely
pEffect.mRGBTransparency = true;
}
ReadEffectColor( pEffect.mTransparent,pEffect.mTexTransparent);
}
else if( IsElement( "shininess"))
@ -1987,12 +1996,12 @@ void ColladaParser::ReadIndexData( Mesh* pMesh)
break;
}
}
#ifdef ASSIMP_BUILD_DEBUG
if (primType != Prim_TriFans && primType != Prim_TriStrips) {
ai_assert(actualPrimitives == numPrimitives);
}
#endif
#endif
// only when we're done reading all <p> tags (and thus know the final vertex count) can we commit the submesh
subgroup.mNumFaces = actualPrimitives;

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@ -513,34 +513,30 @@ ExportProperties::ExportProperties(const ExportProperties &other)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void ExportProperties :: SetPropertyInteger(const char* szName, int iValue,
bool* bWasExisting /*= NULL*/)
bool ExportProperties :: SetPropertyInteger(const char* szName, int iValue)
{
SetGenericProperty<int>(mIntProperties, szName,iValue,bWasExisting);
return SetGenericProperty<int>(mIntProperties, szName,iValue);
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void ExportProperties :: SetPropertyFloat(const char* szName, float iValue,
bool* bWasExisting /*= NULL*/)
bool ExportProperties :: SetPropertyFloat(const char* szName, float iValue)
{
SetGenericProperty<float>(mFloatProperties, szName,iValue,bWasExisting);
return SetGenericProperty<float>(mFloatProperties, szName,iValue);
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void ExportProperties :: SetPropertyString(const char* szName, const std::string& value,
bool* bWasExisting /*= NULL*/)
bool ExportProperties :: SetPropertyString(const char* szName, const std::string& value)
{
SetGenericProperty<std::string>(mStringProperties, szName,value,bWasExisting);
return SetGenericProperty<std::string>(mStringProperties, szName,value);
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void ExportProperties :: SetPropertyMatrix(const char* szName, const aiMatrix4x4& value,
bool* bWasExisting /*= NULL*/)
bool ExportProperties :: SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
{
SetGenericProperty<aiMatrix4x4>(mMatrixProperties, szName,value,bWasExisting);
return SetGenericProperty<aiMatrix4x4>(mMatrixProperties, szName,value);
}
// ------------------------------------------------------------------------------------------------

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@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,16 +23,16 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/assimp/defs.h"
#include <stdint.h>
#include "Exceptional.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
namespace Assimp {
namespace FBX {
@ -58,7 +58,7 @@ namespace FBX {
// ------------------------------------------------------------------------------------------------
Token::Token(const char* sbegin, const char* send, TokenType type, unsigned int offset)
:
:
#ifdef DEBUG
contents(sbegin, static_cast<size_t>(send-sbegin)),
#endif
@ -108,7 +108,7 @@ uint32_t ReadWord(const char* input, const char*& cursor, const char* end)
{
if(Offset(cursor, end) < 4) {
TokenizeError("cannot ReadWord, out of bounds",input, cursor);
}
}
uint32_t word = *reinterpret_cast<const uint32_t*>(cursor);
AI_SWAP4(word);
@ -124,7 +124,7 @@ uint8_t ReadByte(const char* input, const char*& cursor, const char* end)
{
if(Offset(cursor, end) < 1) {
TokenizeError("cannot ReadByte, out of bounds",input, cursor);
}
}
uint8_t word = *reinterpret_cast<const uint8_t*>(cursor);
++cursor;
@ -134,14 +134,14 @@ uint8_t ReadByte(const char* input, const char*& cursor, const char* end)
// ------------------------------------------------------------------------------------------------
unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end,
unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end,
bool long_length = false,
bool allow_null = false)
{
const uint32_t len_len = long_length ? 4 : 1;
if(Offset(cursor, end) < len_len) {
TokenizeError("cannot ReadString, out of bounds reading length",input, cursor);
}
}
const uint32_t length = long_length ? ReadWord(input, cursor, end) : ReadByte(input, cursor, end);
@ -172,7 +172,7 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
{
if(Offset(cursor, end) < 1) {
TokenizeError("cannot ReadData, out of bounds reading length",input, cursor);
}
}
const char type = *cursor;
sbegin_out = cursor++;
@ -211,14 +211,14 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
// note: do not write cursor += ReadWord(...cursor) as this would be UB
// raw binary data
case 'R':
case 'R':
{
const uint32_t length = ReadWord(input, cursor, end);
cursor += length;
break;
}
case 'b':
case 'b':
// TODO: what is the 'b' type code? Right now we just skip over it /
// take the full range we could get
cursor = end;
@ -229,7 +229,7 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
case 'd':
case 'l':
case 'i': {
const uint32_t length = ReadWord(input, cursor, end);
const uint32_t encoding = ReadWord(input, cursor, end);
@ -259,7 +259,7 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
}
}
// zip/deflate algorithm (encoding==1)? take given length. anything else? die
else if (encoding != 1) {
else if (encoding != 1) {
TokenizeError("cannot ReadData, unknown encoding",input, cursor);
}
cursor += comp_len;
@ -279,7 +279,7 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
if(cursor > end) {
TokenizeError("cannot ReadData, the remaining size is too small for the data type: " + std::string(&type, 1),input, cursor);
}
}
// the type code is contained in the returned range
send_out = cursor;
@ -291,10 +291,10 @@ bool ReadScope(TokenList& output_tokens, const char* input, const char*& cursor,
{
// the first word contains the offset at which this block ends
const uint32_t end_offset = ReadWord(input, cursor, end);
// we may get 0 if reading reached the end of the file -
// fbx files have a mysterious extra footer which I don't know
// how to extract any information from, but at least it always
// fbx files have a mysterious extra footer which I don't know
// how to extract any information from, but at least it always
// starts with a 0.
if(!end_offset) {
return false;

View File

@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,16 +23,16 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
@ -59,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ParsingUtils.h"
#include "fast_atof.h"
#include <boost/foreach.hpp>
#include "ByteSwap.h"
#include "ByteSwapper.h"
using namespace Assimp;
using namespace Assimp::FBX;
@ -189,7 +189,7 @@ Scope::Scope(Parser& parser,bool topLevel)
TokenPtr t = parser.CurrentToken();
if (t->Type() != TokenType_OPEN_BRACKET) {
ParseError("expected open bracket",t);
}
}
}
TokenPtr n = parser.AdvanceToNextToken();
@ -384,7 +384,7 @@ float ParseTokenAsFloat(const Token& t, const char*& err_out)
}
// need to copy the input string to a temporary buffer
// first - next in the fbx token stream comes ',',
// first - next in the fbx token stream comes ',',
// which fast_atof could interpret as decimal point.
#define MAX_FLOAT_LENGTH 31
char temp[MAX_FLOAT_LENGTH + 1];
@ -515,7 +515,7 @@ namespace {
// ------------------------------------------------------------------------------------------------
// read the type code and element count of a binary data array and stop there
void ReadBinaryDataArrayHead(const char*& data, const char* end, char& type, uint32_t& count,
void ReadBinaryDataArrayHead(const char*& data, const char* end, char& type, uint32_t& count,
const Element& el)
{
if (static_cast<size_t>(end-data) < 5) {
@ -536,8 +536,8 @@ void ReadBinaryDataArrayHead(const char*& data, const char* end, char& type, uin
// ------------------------------------------------------------------------------------------------
// read binary data array, assume cursor points to the 'compression mode' field (i.e. behind the header)
void ReadBinaryDataArray(char type, uint32_t count, const char*& data, const char* end,
std::vector<char>& buff,
void ReadBinaryDataArray(char type, uint32_t count, const char*& data, const char* end,
std::vector<char>& buff,
const Element& /*el*/)
{
BE_NCONST uint32_t encmode = SafeParse<uint32_t>(data, end);
@ -581,7 +581,7 @@ void ReadBinaryDataArray(char type, uint32_t count, const char*& data, const cha
else if(encmode == 1) {
// zlib/deflate, next comes ZIP head (0x78 0x01)
// see http://www.ietf.org/rfc/rfc1950.txt
z_stream zstream;
zstream.opaque = Z_NULL;
zstream.zalloc = Z_NULL;
@ -631,7 +631,7 @@ void ParseVectorDataArray(std::vector<aiVector3D>& out, const Element& el)
if(tok.empty()) {
ParseError("unexpected empty element",&el);
}
if(tok[0]->IsBinary()) {
const char* data = tok[0]->begin(), *end = tok[0]->end();
@ -653,7 +653,7 @@ void ParseVectorDataArray(std::vector<aiVector3D>& out, const Element& el)
std::vector<char> buff;
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
@ -1095,7 +1095,7 @@ void ParseVectorDataArray(std::vector<uint64_t>& out, const Element& el)
for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
const uint64_t ival = ParseTokenAsID(**it++);
out.push_back(ival);
}
}
@ -1211,7 +1211,7 @@ std::string ParseTokenAsString(const Token& t)
// ------------------------------------------------------------------------------------------------
// extract a required element from a scope, abort if the element cannot be found
const Element& GetRequiredElement(const Scope& sc, const std::string& index, const Element* element /*= NULL*/)
const Element& GetRequiredElement(const Scope& sc, const std::string& index, const Element* element /*= NULL*/)
{
const Element* el = sc[index];
if(!el) {
@ -1249,7 +1249,7 @@ const Token& GetRequiredToken(const Element& el, unsigned int index)
// ------------------------------------------------------------------------------------------------
// wrapper around ParseTokenAsID() with ParseError handling
uint64_t ParseTokenAsID(const Token& t)
uint64_t ParseTokenAsID(const Token& t)
{
const char* err;
const uint64_t i = ParseTokenAsID(t,err);
@ -1316,4 +1316,3 @@ int64_t ParseTokenAsInt64(const Token& t)
} // !Assimp
#endif

View File

@ -49,22 +49,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ------------------------------------------------------------------------------------------------
template <class T>
inline void SetGenericProperty(std::map< unsigned int, T >& list,
const char* szName, const T& value, bool* bWasExisting = NULL)
inline bool SetGenericProperty(std::map< unsigned int, T >& list,
const char* szName, const T& value)
{
ai_assert(NULL != szName);
const uint32_t hash = SuperFastHash(szName);
typename std::map<unsigned int, T>::iterator it = list.find(hash);
if (it == list.end()) {
if (bWasExisting)
*bWasExisting = false;
list.insert(std::pair<unsigned int, T>( hash, value ));
return;
return false;
}
(*it).second = value;
if (bWasExisting)
*bWasExisting = true;
return true;
}
// ------------------------------------------------------------------------------------------------

View File

@ -1,5 +1,3 @@
// Definitions for the Interchange File Format (IFF)
// Alexander Gessler, 2006
// Adapted to Assimp August 2008
@ -7,7 +5,7 @@
#ifndef AI_IFF_H_INCLUDED
#define AI_IFF_H_INCLUDED
#include "ByteSwap.h"
#include "ByteSwapper.h"
namespace Assimp {
namespace IFF {
@ -81,12 +79,12 @@ inline SubChunkHeader LoadSubChunk(uint8_t*& outFile)
/////////////////////////////////////////////////////////////////////////////////
//! Read the file header and return the type of the file and its size
//! @param outFile Pointer to the file data. The buffer must at
//! @param outFile Pointer to the file data. The buffer must at
//! least be 12 bytes large.
//! @param fileType Receives the type of the file
//! @return 0 if everything was OK, otherwise an error message
/////////////////////////////////////////////////////////////////////////////////
inline const char* ReadHeader(uint8_t* outFile, uint32_t& fileType)
inline const char* ReadHeader(uint8_t* outFile, uint32_t& fileType)
{
ChunkHeader head = LoadChunk(outFile);
if(AI_IFF_FOURCC_FORM != head.type)

View File

@ -925,42 +925,46 @@ void Importer::GetExtensionList(aiString& szOut) const
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void Importer::SetPropertyInteger(const char* szName, int iValue,
bool* bWasExisting /*= NULL*/)
bool Importer::SetPropertyInteger(const char* szName, int iValue)
{
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
SetGenericProperty<int>(pimpl->mIntProperties, szName,iValue,bWasExisting);
ASSIMP_END_EXCEPTION_REGION(void);
existing = SetGenericProperty<int>(pimpl->mIntProperties, szName,iValue);
ASSIMP_END_EXCEPTION_REGION(bool);
return existing;
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void Importer::SetPropertyFloat(const char* szName, float iValue,
bool* bWasExisting /*= NULL*/)
bool Importer::SetPropertyFloat(const char* szName, float iValue)
{
bool exising;
ASSIMP_BEGIN_EXCEPTION_REGION();
SetGenericProperty<float>(pimpl->mFloatProperties, szName,iValue,bWasExisting);
ASSIMP_END_EXCEPTION_REGION(void);
exising = SetGenericProperty<float>(pimpl->mFloatProperties, szName,iValue);
ASSIMP_END_EXCEPTION_REGION(bool);
return exising;
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void Importer::SetPropertyString(const char* szName, const std::string& value,
bool* bWasExisting /*= NULL*/)
bool Importer::SetPropertyString(const char* szName, const std::string& value)
{
bool exising;
ASSIMP_BEGIN_EXCEPTION_REGION();
SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value,bWasExisting);
ASSIMP_END_EXCEPTION_REGION(void);
exising = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
ASSIMP_END_EXCEPTION_REGION(bool);
return exising;
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
void Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value,
bool* bWasExisting /*= NULL*/)
bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
{
bool exising;
ASSIMP_BEGIN_EXCEPTION_REGION();
SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value,bWasExisting);
ASSIMP_END_EXCEPTION_REGION(void);
exising = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
ASSIMP_END_EXCEPTION_REGION(bool);
return exising;
}
// ------------------------------------------------------------------------------------------------

View File

@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "LWOLoader.h"
#include "StringComparison.h"
#include "SGSpatialSort.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "ProcessHelper.h"
#include "ConvertToLHProcess.h"
#include <boost/scoped_ptr.hpp>

View File

@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "LWOLoader.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include <boost/static_assert.hpp>

View File

@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Implementation of the MD2 importer class */
#include "MD2Loader.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "MD2NormalTable.h" // shouldn't be included by other units
#include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/Importer.hpp"

View File

@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,16 +23,16 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "../include/assimp/types.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "MD2FileData.h"
struct aiNode;
@ -69,7 +69,7 @@ public:
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
@ -91,10 +91,10 @@ protected:
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);

View File

@ -52,7 +52,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
#include "MD3Loader.h"
#include "ByteSwap.h"
#include "SceneCombiner.h"
#include "GenericProperty.h"
#include "RemoveComments.h"
@ -564,7 +563,7 @@ bool MD3Importer::ReadMultipartFile()
// ensure we won't try to load ourselves recursively
BatchLoader::PropertyMap props;
SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0);
// now read these three files
BatchLoader batch(mIOHandler);

View File

@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,16 +23,16 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
@ -45,7 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_MD3LOADER_H_INCLUDED
#include "BaseImporter.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "MD3FileData.h"
#include "StringComparison.h"
#include "../include/assimp/types.h"
@ -99,7 +99,7 @@ enum ShaderCullMode
enum BlendFunc
{
BLEND_NONE,
BLEND_GL_ONE,
BLEND_GL_ONE,
BLEND_GL_ZERO,
BLEND_GL_DST_COLOR,
BLEND_GL_ONE_MINUS_DST_COLOR,
@ -114,7 +114,7 @@ enum AlphaTestFunc
{
AT_NONE,
AT_GT0,
AT_LT128,
AT_LT128,
AT_GE128
};
@ -223,7 +223,7 @@ public:
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
@ -245,10 +245,10 @@ protected:
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
@ -281,7 +281,7 @@ protected:
* @param[in] header_path Base path specified in MD3 header
* @param[out] out Receives the converted output string
*/
void ConvertPath(const char* texture_name, const char* header_path,
void ConvertPath(const char* texture_name, const char* header_path,
std::string& out) const;
protected:

View File

@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,23 +23,23 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
*/
/** @file MDCLoader.h
* @brief Definition of the MDC importer class.
* @brief Definition of the MDC importer class.
*/
#ifndef AI_MDCLOADER_H_INCLUDED
#define AI_MDCLOADER_H_INCLUDED
@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "MDCFileData.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
namespace Assimp {
using namespace MDC;
@ -66,7 +66,7 @@ public:
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
@ -87,7 +87,7 @@ protected:
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
@ -125,4 +125,3 @@ protected:
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

View File

@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, 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
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
@ -23,16 +23,16 @@ following conditions are met:
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
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
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
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
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.
----------------------------------------------------------------------
@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/**
* @file MDLFileData.h
* @brief Definition of in-memory structures for the MDL file format.
* @brief Definition of in-memory structures for the MDL file format.
*
* The specification has been taken from various sources on the internet.
* - http://tfc.duke.free.fr/coding/mdl-specs-en.html
@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MDLFILEHELPER_H_INC
#define AI_MDLFILEHELPER_H_INC
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "./../include/assimp/anim.h"
#include "./../include/assimp/mesh.h"
#include "./../include/assimp/Compiler/pushpack1.h"
@ -99,13 +99,13 @@ namespace MDL {
# define AI_MDL_MAX_FRAMES 256
#endif
#if (!defined AI_MDL_MAX_UVS)
# define AI_MDL_MAX_UVS 1024
# define AI_MDL_MAX_UVS 1024
#endif
#if (!defined AI_MDL_MAX_VERTS)
# define AI_MDL_MAX_VERTS 1024
#endif
#if (!defined AI_MDL_MAX_TRIANGLES)
# define AI_MDL_MAX_TRIANGLES 2048
# define AI_MDL_MAX_TRIANGLES 2048
#endif
// material key that is set for dummy materials that are
@ -121,47 +121,47 @@ namespace MDL {
struct Header
{
//! magic number: "IDPO"
uint32_t ident;
uint32_t ident;
//! version number: 6
int32_t version;
int32_t version;
//! scale factors for each axis
aiVector3D scale;
aiVector3D scale;
//! translation factors for each axis
aiVector3D translate;
aiVector3D translate;
//! bounding radius of the mesh
float boundingradius;
//! Position of the viewer's exe. Ignored
aiVector3D vEyePos;
//! Number of textures
int32_t num_skins;
int32_t num_skins;
//! Texture width in pixels
int32_t skinwidth;
//! Texture height in pixels
int32_t skinheight;
int32_t skinheight;
//! Number of vertices contained in the file
int32_t num_verts;
int32_t num_verts;
//! Number of triangles contained in the file
int32_t num_tris;
int32_t num_tris;
//! Number of frames contained in the file
int32_t num_frames;
int32_t num_frames;
//! 0 = synchron, 1 = random . Ignored
//! (MDLn formats: number of texture coordinates)
int32_t synctype;
int32_t synctype;
//! State flag
int32_t flags;
int32_t flags;
//! Could be the total size of the file (and not a float)
float size;
@ -175,10 +175,10 @@ struct Header
struct Header_MDL7
{
//! magic number: "MDL7"
char ident[4];
char ident[4];
//! Version number. Ignored
int32_t version;
int32_t version;
//! Number of bones in file
uint32_t bones_num;
@ -187,13 +187,13 @@ struct Header_MDL7
uint32_t groups_num;
//! Size of data in the file
uint32_t data_size;
uint32_t data_size;
//! Ignored. Used to store entity specific information
int32_t entlump_size;
int32_t entlump_size;
//! Ignored. Used to store MED related data
int32_t medlump_size;
int32_t medlump_size;
//! Size of the Bone_MDL7 data structure used in the file
uint16_t bone_stc_size;
@ -237,7 +237,7 @@ struct Bone_MDL7
//! Index of the parent bone of *this* bone. 0xffff means:
//! "hey, I have no parent, I'm an orphan"
uint16_t parent_index;
uint8_t _unused_[2];
uint8_t _unused_[2];
//! Relative position of the bone (relative to the
//! parent bone)
@ -270,21 +270,21 @@ struct Bone_MDL7
struct Group_MDL7
{
//! = '1' -> triangle based Mesh
unsigned char typ;
unsigned char typ;
int8_t deformers;
int8_t max_weights;
int8_t _unused_;
//! size of data for this group in bytes ( MD7_GROUP stc. included).
int32_t groupdata_size;
int32_t groupdata_size;
char name[AI_MDL7_MAX_GROUPNAMESIZE];
//! Number of skins
int32_t numskins;
//! Number of texture coordinates
int32_t num_stpts;
int32_t num_stpts;
//! Number of triangles
int32_t numtris;
@ -327,7 +327,7 @@ struct Deformer_MDL7
struct DeformerElement_MDL7
{
//! bei deformer_typ==0 (==bones) element_index == bone index
int32_t element_index;
int32_t element_index;
char element_name[AI_MDL7_MAX_BONENAMESIZE];
int32_t weights;
} PACK_STRUCT;
@ -340,7 +340,7 @@ struct DeformerElement_MDL7
struct DeformerWeight_MDL7
{
//! for deformer_typ==0 (==bones) index == vertex index
int32_t index;
int32_t index;
float weight;
} PACK_STRUCT;
@ -364,19 +364,19 @@ struct ColorValue_MDL7
struct Material_MDL7
{
//! Diffuse base color of the material
ColorValue_MDL7 Diffuse;
ColorValue_MDL7 Diffuse;
//! Ambient base color of the material
ColorValue_MDL7 Ambient;
ColorValue_MDL7 Ambient;
//! Specular base color of the material
ColorValue_MDL7 Specular;
ColorValue_MDL7 Specular;
//! Emissive base color of the material
ColorValue_MDL7 Emissive;
ColorValue_MDL7 Emissive;
//! Phong power
float Power;
float Power;
} PACK_STRUCT;
@ -391,16 +391,16 @@ struct Skin
//! fore the size of the data to skip:
//-------------------------------------------------------
//! 2 for 565 RGB,
//! 3 for 4444 ARGB,
//! 10 for 565 mipmapped,
//! 3 for 4444 ARGB,
//! 10 for 565 mipmapped,
//! 11 for 4444 mipmapped (bpp = 2),
//! 12 for 888 RGB mipmapped (bpp = 3),
//! 12 for 888 RGB mipmapped (bpp = 3),
//! 13 for 8888 ARGB mipmapped (bpp = 4)
//-------------------------------------------------------
int32_t group;
int32_t group;
//! Texture data
uint8_t *data;
uint8_t *data;
} PACK_STRUCT;
@ -411,8 +411,8 @@ struct Skin
*/
struct Skin_MDL5
{
int32_t size, width, height;
uint8_t *data;
int32_t size, width, height;
uint8_t *data;
} PACK_STRUCT;
// maximum length of texture file name
@ -430,7 +430,7 @@ struct Skin_MDL7
int8_t _unused_[3];
int32_t width;
int32_t height;
char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -463,16 +463,16 @@ struct ARGB4
struct GroupSkin
{
//! 0 = single (Skin), 1 = group (GroupSkin)
int32_t group;
int32_t group;
//! Number of images
int32_t nb;
int32_t nb;
//! Time for each image
float *time;
float *time;
//! Data of each image
uint8_t **data;
uint8_t **data;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -498,10 +498,10 @@ struct TexCoord
struct TexCoord_MDL3
{
//! position, horizontally in range 0..skinwidth-1
int16_t u;
int16_t u;
//! position, vertically in range 0..skinheight-1
int16_t v;
int16_t v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -511,10 +511,10 @@ struct TexCoord_MDL3
struct TexCoord_MDL7
{
//! position, horizontally in range 0..1
float u;
float u;
//! position, vertically in range 0..1
float v;
float v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -527,10 +527,10 @@ struct TexCoord_MDL7
struct SkinSet_MDL7
{
//! Index into the UV coordinate list
uint16_t st_index[3]; // size 6
uint16_t st_index[3]; // size 6
//! Material index
int32_t material; // size 4
int32_t material; // size 4
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -540,10 +540,10 @@ struct SkinSet_MDL7
struct Triangle
{
//! 0 = backface, 1 = frontface
int32_t facesfront;
int32_t facesfront;
//! Vertex indices
int32_t vertex[3];
int32_t vertex[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -556,7 +556,7 @@ struct Triangle_MDL3
uint16_t index_xyz[3];
//! Index of 3 skin vertices in range 0..numskinverts
uint16_t index_uv[3];
uint16_t index_uv[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -570,17 +570,17 @@ struct Triangle_MDL7
//! Two skinsets. The second will be used for multi-texturing
SkinSet_MDL7 skinsets[2];
} PACK_STRUCT;
} PACK_STRUCT;
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
#endif
#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
#endif
#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
#endif
#endif
// Helper constants for Triangle::facesfront
#if (!defined AI_MDL_BACKFACE)
@ -634,10 +634,10 @@ struct Vertex_MDL7
struct BoneTransform_MDL7
{
//! 4*3
float m [4*4];
float m [4*4];
//! the index of this vertex, 0.. header::bones_num - 1
uint16_t bone_index;
uint16_t bone_index;
//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
//! THIS STUPID FILE FORMAT!
@ -655,8 +655,8 @@ struct BoneTransform_MDL7
struct Frame_MDL7
{
char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
uint32_t vertices_count;
uint32_t transmatrix_count;
uint32_t vertices_count;
uint32_t transmatrix_count;
};
@ -667,16 +667,16 @@ struct Frame_MDL7
struct SimpleFrame
{
//! Minimum vertex of the bounding box
Vertex bboxmin;
Vertex bboxmin;
//! Maximum vertex of the bounding box
Vertex bboxmax;
Vertex bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex *verts;
Vertex *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -686,10 +686,10 @@ struct SimpleFrame
struct Frame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
int32_t type;
//! Frame data
SimpleFrame frame;
SimpleFrame frame;
} PACK_STRUCT;
@ -697,16 +697,16 @@ struct Frame
struct SimpleFrame_MDLn_SP
{
//! Minimum vertex of the bounding box
Vertex_MDL4 bboxmin;
Vertex_MDL4 bboxmin;
//! Maximum vertex of the bounding box
Vertex_MDL4 bboxmax;
Vertex_MDL4 bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex_MDL4 *verts;
Vertex_MDL4 *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@ -716,19 +716,19 @@ struct SimpleFrame_MDLn_SP
struct GroupFrame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
int32_t type;
//! Minimum vertex for all single frames
Vertex min;
Vertex min;
//! Maximum vertex for all single frames
Vertex max;
Vertex max;
//! Time for all single frames
float *time;
float *time;
//! List of single frames
SimpleFrame *frames;
SimpleFrame *frames;
} PACK_STRUCT;
#include "./../include/assimp/Compiler/poppack1.h"
@ -752,7 +752,7 @@ struct IntFace_MDL7
//! Material index (maximally two channels, which are joined later)
unsigned int iMatIndex[2];
};
};
// -------------------------------------------------------------------------------------
/** \struct IntMaterial_MDL7
@ -812,7 +812,7 @@ struct IntBone_MDL7 : aiBone
struct IntFrameInfo_MDL7
{
//! Construction from an existing frame header
IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
: iIndex(_iIndex)
, pcFrame(_pcFrame)
{}
@ -821,7 +821,7 @@ struct IntFrameInfo_MDL7
unsigned int iIndex;
//! Points to the header of the frame
BE_NCONST MDL::Frame_MDL7* pcFrame;
BE_NCONST MDL::Frame_MDL7* pcFrame;
};
// -------------------------------------------------------------------------------------
@ -829,7 +829,7 @@ struct IntFrameInfo_MDL7
struct IntGroupInfo_MDL7
{
//! Default constructor
IntGroupInfo_MDL7()
IntGroupInfo_MDL7()
: iIndex(0)
, pcGroup(NULL)
, pcGroupUVs(NULL)
@ -847,13 +847,13 @@ struct IntGroupInfo_MDL7
unsigned int iIndex;
//! Points to the header of the group
BE_NCONST MDL::Group_MDL7* pcGroup;
BE_NCONST MDL::Group_MDL7* pcGroup;
//! Points to the beginning of the uv coordinate section
BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
//! Points to the beginning of the triangle section
MDL::Triangle_MDL7* pcGroupTris;
MDL::Triangle_MDL7* pcGroupTris;
//! Points to the beginning of the vertex section
BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
@ -868,16 +868,16 @@ struct IntGroupData_MDL7
{}
//! Array of faces that belong to the group
MDL::IntFace_MDL7* pcFaces;
MDL::IntFace_MDL7* pcFaces;
//! Array of vertex positions
std::vector<aiVector3D> vPositions;
std::vector<aiVector3D> vPositions;
//! Array of vertex normals
std::vector<aiVector3D> vNormals;
std::vector<aiVector3D> vNormals;
//! Array of bones indices
std::vector<unsigned int> aiBones;
std::vector<unsigned int> aiBones;
//! First UV coordinate set
std::vector<aiVector3D> vTextureCoords1;
@ -895,7 +895,7 @@ struct IntGroupData_MDL7
struct IntSharedData_MDL7
{
//! Default constructor
IntSharedData_MDL7()
IntSharedData_MDL7()
{
abNeedMaterials.reserve(10);
}
@ -929,7 +929,7 @@ struct IntSharedData_MDL7
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
struct IntSplitGroupData_MDL7
{
//! Construction from a given shared data set
//! Construction from a given shared data set
IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
std::vector<aiMesh*>& _avOutList)
@ -955,7 +955,7 @@ struct IntSplitGroupData_MDL7
//! Shared data for all groups of the model
IntSharedData_MDL7& shared;
//! List of meshes
//! List of meshes
std::vector<aiMesh*>& avOutList;
};

View File

@ -45,12 +45,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "DefaultIOSystem.h"
#include "ObjFileImporter.h"
#include "ObjFileParser.h"
#include "ObjFileData.h"
#include <boost/scoped_ptr.hpp>
#include "../include/assimp/Importer.hpp"
#include "../include/assimp/scene.h"
#include "../include/assimp/ai_assert.h"
#include "../include/assimp/DefaultLogger.hpp"
#include "ObjFileData.h"
#include <boost/scoped_ptr.hpp>
#include "../include/assimp/Importer.hpp"
#include "../include/assimp/scene.h"
#include "../include/assimp/ai_assert.h"
#include "../include/assimp/DefaultLogger.hpp"
static const aiImporterDesc desc = {

View File

@ -42,13 +42,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
#include <stdlib.h>
#include "ObjFileMtlImporter.h"
#include "ObjTools.h"
#include "ObjFileData.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
#include "../include/assimp/material.h"
#include "../include/assimp/DefaultLogger.hpp"
#include "ParsingUtils.h"
#include "../include/assimp/material.h"
#include "../include/assimp/DefaultLogger.hpp"
namespace Assimp {
@ -85,147 +86,147 @@ static const std::string TypeOption = "-type";
// -------------------------------------------------------------------
// Constructor
ObjFileMtlImporter::ObjFileMtlImporter( std::vector<char> &buffer,
const std::string & /*strAbsPath*/,
ObjFile::Model *pModel ) :
m_DataIt( buffer.begin() ),
m_DataItEnd( buffer.end() ),
m_pModel( pModel ),
m_uiLine( 0 )
const std::string & /*strAbsPath*/,
ObjFile::Model *pModel ) :
m_DataIt( buffer.begin() ),
m_DataItEnd( buffer.end() ),
m_pModel( pModel ),
m_uiLine( 0 )
{
ai_assert( NULL != m_pModel );
if ( NULL == m_pModel->m_pDefaultMaterial )
{
m_pModel->m_pDefaultMaterial = new ObjFile::Material;
m_pModel->m_pDefaultMaterial->MaterialName.Set( "default" );
}
load();
ai_assert( NULL != m_pModel );
if ( NULL == m_pModel->m_pDefaultMaterial )
{
m_pModel->m_pDefaultMaterial = new ObjFile::Material;
m_pModel->m_pDefaultMaterial->MaterialName.Set( "default" );
}
load();
}
// -------------------------------------------------------------------
// Destructor
ObjFileMtlImporter::~ObjFileMtlImporter()
{
// empty
// empty
}
// -------------------------------------------------------------------
// Private copy constructor
ObjFileMtlImporter::ObjFileMtlImporter(const ObjFileMtlImporter & /* rOther */ )
{
// empty
// empty
}
// -------------------------------------------------------------------
// Private copy constructor
ObjFileMtlImporter &ObjFileMtlImporter::operator = ( const ObjFileMtlImporter & /*rOther */ )
{
return *this;
return *this;
}
// -------------------------------------------------------------------
// Loads the material description
void ObjFileMtlImporter::load()
{
if ( m_DataIt == m_DataItEnd )
return;
if ( m_DataIt == m_DataItEnd )
return;
while ( m_DataIt != m_DataItEnd )
{
switch (*m_DataIt)
{
case 'k':
case 'K':
{
++m_DataIt;
if (*m_DataIt == 'a') // Ambient color
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->ambient );
}
else if (*m_DataIt == 'd') // Diffuse color
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->diffuse );
}
else if (*m_DataIt == 's')
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->specular );
}
else if (*m_DataIt == 'e')
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->emissive );
}
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
while ( m_DataIt != m_DataItEnd )
{
switch (*m_DataIt)
{
case 'k':
case 'K':
{
++m_DataIt;
if (*m_DataIt == 'a') // Ambient color
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->ambient );
}
else if (*m_DataIt == 'd') // Diffuse color
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->diffuse );
}
else if (*m_DataIt == 's')
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->specular );
}
else if (*m_DataIt == 'e')
{
++m_DataIt;
getColorRGBA( &m_pModel->m_pCurrentMaterial->emissive );
}
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'd': // Alpha value
{
++m_DataIt;
getFloatValue( m_pModel->m_pCurrentMaterial->alpha );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'd': // Alpha value
{
++m_DataIt;
getFloatValue( m_pModel->m_pCurrentMaterial->alpha );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'N':
case 'n':
{
++m_DataIt;
switch(*m_DataIt)
{
case 's': // Specular exponent
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->shineness);
break;
case 'i': // Index Of refraction
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->ior);
break;
case 'e': // New material
createMaterial();
break;
}
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'N':
case 'n':
{
++m_DataIt;
switch(*m_DataIt)
{
case 's': // Specular exponent
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->shineness);
break;
case 'i': // Index Of refraction
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->ior);
break;
case 'e': // New material
createMaterial();
break;
}
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'm': // Texture
case 'b': // quick'n'dirty - for 'bump' sections
{
getTexture();
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'm': // Texture
case 'b': // quick'n'dirty - for 'bump' sections
{
getTexture();
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'i': // Illumination model
{
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
getIlluminationModel( m_pModel->m_pCurrentMaterial->illumination_model );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
case 'i': // Illumination model
{
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
getIlluminationModel( m_pModel->m_pCurrentMaterial->illumination_model );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
default:
{
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
}
}
default:
{
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
break;
}
}
}
// -------------------------------------------------------------------
// Loads a color definition
void ObjFileMtlImporter::getColorRGBA( aiColor3D *pColor )
{
ai_assert( NULL != pColor );
float r( 0.0f ), g( 0.0f ), b( 0.0f );
m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, r );
pColor->r = r;
ai_assert( NULL != pColor );
float r( 0.0f ), g( 0.0f ), b( 0.0f );
m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, r );
pColor->r = r;
// we have to check if color is default 0 with only one token
if( !IsLineEnd( *m_DataIt ) ) {
m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, g );
@ -239,107 +240,107 @@ void ObjFileMtlImporter::getColorRGBA( aiColor3D *pColor )
// Loads the kind of illumination model.
void ObjFileMtlImporter::getIlluminationModel( int &illum_model )
{
m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
illum_model = atoi(m_buffer);
m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
illum_model = atoi(m_buffer);
}
// -------------------------------------------------------------------
// Loads a single float value.
void ObjFileMtlImporter::getFloatValue( float &value )
{
m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
value = (float) fast_atof(m_buffer);
m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
value = (float) fast_atof(m_buffer);
}
// -------------------------------------------------------------------
// Creates a material from loaded data.
void ObjFileMtlImporter::createMaterial()
{
std::string line( "" );
std::string line( "" );
while( !IsLineEnd( *m_DataIt ) ) {
line += *m_DataIt;
++m_DataIt;
}
std::vector<std::string> token;
const unsigned int numToken = tokenize<std::string>( line, token, " " );
std::string name( "" );
if ( numToken == 1 ) {
name = AI_DEFAULT_MATERIAL_NAME;
} else {
name = token[ 1 ];
}
line += *m_DataIt;
++m_DataIt;
}
std::vector<std::string> token;
const unsigned int numToken = tokenize<std::string>( line, token, " " );
std::string name( "" );
if ( numToken == 1 ) {
name = AI_DEFAULT_MATERIAL_NAME;
} else {
name = token[ 1 ];
}
std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( name );
if ( m_pModel->m_MaterialMap.end() == it) {
// New Material created
m_pModel->m_pCurrentMaterial = new ObjFile::Material();
m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
m_pModel->m_MaterialLib.push_back( name );
m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
} else {
// Use older material
m_pModel->m_pCurrentMaterial = (*it).second;
}
std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( name );
if ( m_pModel->m_MaterialMap.end() == it) {
// New Material created
m_pModel->m_pCurrentMaterial = new ObjFile::Material();
m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
m_pModel->m_MaterialLib.push_back( name );
m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
} else {
// Use older material
m_pModel->m_pCurrentMaterial = (*it).second;
}
}
// -------------------------------------------------------------------
// Gets a texture name from data.
void ObjFileMtlImporter::getTexture() {
aiString *out( NULL );
int clampIndex = -1;
aiString *out( NULL );
int clampIndex = -1;
const char *pPtr( &(*m_DataIt) );
if ( !ASSIMP_strincmp( pPtr, DiffuseTexture.c_str(), DiffuseTexture.size() ) ) {
// Diffuse texture
out = & m_pModel->m_pCurrentMaterial->texture;
clampIndex = ObjFile::Material::TextureDiffuseType;
} else if ( !ASSIMP_strincmp( pPtr,AmbientTexture.c_str(),AmbientTexture.size() ) ) {
// Ambient texture
out = & m_pModel->m_pCurrentMaterial->textureAmbient;
clampIndex = ObjFile::Material::TextureAmbientType;
} else if (!ASSIMP_strincmp( pPtr, SpecularTexture.c_str(), SpecularTexture.size())) {
// Specular texture
out = & m_pModel->m_pCurrentMaterial->textureSpecular;
clampIndex = ObjFile::Material::TextureSpecularType;
} else if ( !ASSIMP_strincmp( pPtr, OpacityTexture.c_str(), OpacityTexture.size() ) ) {
// Opacity texture
out = & m_pModel->m_pCurrentMaterial->textureOpacity;
clampIndex = ObjFile::Material::TextureOpacityType;
} else if (!ASSIMP_strincmp( pPtr, EmmissiveTexture.c_str(), EmmissiveTexture.size())) {
// Emissive texture
out = & m_pModel->m_pCurrentMaterial->textureEmissive;
clampIndex = ObjFile::Material::TextureEmissiveType;
} else if ( !ASSIMP_strincmp( pPtr, BumpTexture1.c_str(), BumpTexture1.size() ) ||
!ASSIMP_strincmp( pPtr, BumpTexture2.c_str(), BumpTexture2.size() ) ||
!ASSIMP_strincmp( pPtr, BumpTexture3.c_str(), BumpTexture3.size() ) ) {
// Bump texture
out = & m_pModel->m_pCurrentMaterial->textureBump;
clampIndex = ObjFile::Material::TextureBumpType;
} else if (!ASSIMP_strincmp( pPtr,NormalTexture.c_str(), NormalTexture.size())) {
// Normal map
out = & m_pModel->m_pCurrentMaterial->textureNormal;
clampIndex = ObjFile::Material::TextureNormalType;
} else if (!ASSIMP_strincmp( pPtr, DisplacementTexture.c_str(), DisplacementTexture.size() ) ) {
// Displacement texture
out = &m_pModel->m_pCurrentMaterial->textureDisp;
clampIndex = ObjFile::Material::TextureDispType;
} else if (!ASSIMP_strincmp( pPtr, SpecularityTexture.c_str(),SpecularityTexture.size() ) ) {
// Specularity scaling (glossiness)
out = & m_pModel->m_pCurrentMaterial->textureSpecularity;
clampIndex = ObjFile::Material::TextureSpecularityType;
} else {
DefaultLogger::get()->error("OBJ/MTL: Encountered unknown texture type");
return;
}
const char *pPtr( &(*m_DataIt) );
if ( !ASSIMP_strincmp( pPtr, DiffuseTexture.c_str(), DiffuseTexture.size() ) ) {
// Diffuse texture
out = & m_pModel->m_pCurrentMaterial->texture;
clampIndex = ObjFile::Material::TextureDiffuseType;
} else if ( !ASSIMP_strincmp( pPtr,AmbientTexture.c_str(),AmbientTexture.size() ) ) {
// Ambient texture
out = & m_pModel->m_pCurrentMaterial->textureAmbient;
clampIndex = ObjFile::Material::TextureAmbientType;
} else if (!ASSIMP_strincmp( pPtr, SpecularTexture.c_str(), SpecularTexture.size())) {
// Specular texture
out = & m_pModel->m_pCurrentMaterial->textureSpecular;
clampIndex = ObjFile::Material::TextureSpecularType;
} else if ( !ASSIMP_strincmp( pPtr, OpacityTexture.c_str(), OpacityTexture.size() ) ) {
// Opacity texture
out = & m_pModel->m_pCurrentMaterial->textureOpacity;
clampIndex = ObjFile::Material::TextureOpacityType;
} else if (!ASSIMP_strincmp( pPtr, EmmissiveTexture.c_str(), EmmissiveTexture.size())) {
// Emissive texture
out = & m_pModel->m_pCurrentMaterial->textureEmissive;
clampIndex = ObjFile::Material::TextureEmissiveType;
} else if ( !ASSIMP_strincmp( pPtr, BumpTexture1.c_str(), BumpTexture1.size() ) ||
!ASSIMP_strincmp( pPtr, BumpTexture2.c_str(), BumpTexture2.size() ) ||
!ASSIMP_strincmp( pPtr, BumpTexture3.c_str(), BumpTexture3.size() ) ) {
// Bump texture
out = & m_pModel->m_pCurrentMaterial->textureBump;
clampIndex = ObjFile::Material::TextureBumpType;
} else if (!ASSIMP_strincmp( pPtr,NormalTexture.c_str(), NormalTexture.size())) {
// Normal map
out = & m_pModel->m_pCurrentMaterial->textureNormal;
clampIndex = ObjFile::Material::TextureNormalType;
} else if (!ASSIMP_strincmp( pPtr, DisplacementTexture.c_str(), DisplacementTexture.size() ) ) {
// Displacement texture
out = &m_pModel->m_pCurrentMaterial->textureDisp;
clampIndex = ObjFile::Material::TextureDispType;
} else if (!ASSIMP_strincmp( pPtr, SpecularityTexture.c_str(),SpecularityTexture.size() ) ) {
// Specularity scaling (glossiness)
out = & m_pModel->m_pCurrentMaterial->textureSpecularity;
clampIndex = ObjFile::Material::TextureSpecularityType;
} else {
DefaultLogger::get()->error("OBJ/MTL: Encountered unknown texture type");
return;
}
bool clamp = false;
getTextureOption(clamp);
m_pModel->m_pCurrentMaterial->clamp[clampIndex] = clamp;
bool clamp = false;
getTextureOption(clamp);
m_pModel->m_pCurrentMaterial->clamp[clampIndex] = clamp;
std::string strTexture;
m_DataIt = getName<DataArrayIt>( m_DataIt, m_DataItEnd, strTexture );
out->Set( strTexture );
std::string strTexture;
m_DataIt = getName<DataArrayIt>( m_DataIt, m_DataItEnd, strTexture );
out->Set( strTexture );
}
/* /////////////////////////////////////////////////////////////////////////////
@ -359,54 +360,54 @@ void ObjFileMtlImporter::getTexture() {
*/
void ObjFileMtlImporter::getTextureOption(bool &clamp)
{
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
//If there is any more texture option
while (!isEndOfBuffer(m_DataIt, m_DataItEnd) && *m_DataIt == '-')
{
const char *pPtr( &(*m_DataIt) );
//skip option key and value
int skipToken = 1;
//If there is any more texture option
while (!isEndOfBuffer(m_DataIt, m_DataItEnd) && *m_DataIt == '-')
{
const char *pPtr( &(*m_DataIt) );
//skip option key and value
int skipToken = 1;
if (!ASSIMP_strincmp(pPtr, ClampOption.c_str(), ClampOption.size()))
{
DataArrayIt it = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
char value[3];
CopyNextWord(it, m_DataItEnd, value, sizeof(value) / sizeof(*value));
if (!ASSIMP_strincmp(value, "on", 2))
{
clamp = true;
}
if (!ASSIMP_strincmp(pPtr, ClampOption.c_str(), ClampOption.size()))
{
DataArrayIt it = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
char value[3];
CopyNextWord(it, m_DataItEnd, value, sizeof(value) / sizeof(*value));
if (!ASSIMP_strincmp(value, "on", 2))
{
clamp = true;
}
skipToken = 2;
}
else if ( !ASSIMP_strincmp(pPtr, BlendUOption.c_str(), BlendUOption.size())
|| !ASSIMP_strincmp(pPtr, BlendVOption.c_str(), BlendVOption.size())
|| !ASSIMP_strincmp(pPtr, BoostOption.c_str(), BoostOption.size())
|| !ASSIMP_strincmp(pPtr, ResolutionOption.c_str(), ResolutionOption.size())
|| !ASSIMP_strincmp(pPtr, BumpOption.c_str(), BumpOption.size())
|| !ASSIMP_strincmp(pPtr, ChannelOption.c_str(), ChannelOption.size())
|| !ASSIMP_strincmp(pPtr, TypeOption.c_str(), TypeOption.size()) )
{
skipToken = 2;
}
else if (!ASSIMP_strincmp(pPtr, ModifyMapOption.c_str(), ModifyMapOption.size()))
{
skipToken = 3;
}
else if ( !ASSIMP_strincmp(pPtr, OffsetOption.c_str(), OffsetOption.size())
|| !ASSIMP_strincmp(pPtr, ScaleOption.c_str(), ScaleOption.size())
|| !ASSIMP_strincmp(pPtr, TurbulenceOption.c_str(), TurbulenceOption.size())
)
{
skipToken = 4;
}
skipToken = 2;
}
else if ( !ASSIMP_strincmp(pPtr, BlendUOption.c_str(), BlendUOption.size())
|| !ASSIMP_strincmp(pPtr, BlendVOption.c_str(), BlendVOption.size())
|| !ASSIMP_strincmp(pPtr, BoostOption.c_str(), BoostOption.size())
|| !ASSIMP_strincmp(pPtr, ResolutionOption.c_str(), ResolutionOption.size())
|| !ASSIMP_strincmp(pPtr, BumpOption.c_str(), BumpOption.size())
|| !ASSIMP_strincmp(pPtr, ChannelOption.c_str(), ChannelOption.size())
|| !ASSIMP_strincmp(pPtr, TypeOption.c_str(), TypeOption.size()) )
{
skipToken = 2;
}
else if (!ASSIMP_strincmp(pPtr, ModifyMapOption.c_str(), ModifyMapOption.size()))
{
skipToken = 3;
}
else if ( !ASSIMP_strincmp(pPtr, OffsetOption.c_str(), OffsetOption.size())
|| !ASSIMP_strincmp(pPtr, ScaleOption.c_str(), ScaleOption.size())
|| !ASSIMP_strincmp(pPtr, TurbulenceOption.c_str(), TurbulenceOption.size())
)
{
skipToken = 4;
}
for (int i = 0; i < skipToken; ++i)
{
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
}
}
for (int i = 0; i < skipToken; ++i)
{
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
}
}
}
// -------------------------------------------------------------------

View File

@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/material.h"
#include "../include/assimp/Importer.hpp"
#include <cstdlib>
namespace Assimp {

View File

@ -44,8 +44,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MakeVerboseFormat.h"
#include <openddlparser/OpenDDLParser.h>
#include "../include/assimp/scene.h"
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#include <vector>
@ -80,6 +80,10 @@ namespace Grammar {
static const char *IndexArrayType = "IndexArray";
static const char *MaterialType = "Material";
static const char *ColorType = "Color";
static const std::string DiffuseColorToken = "diffuse";
static const std::string SpecularColorToken = "specular";
static const std::string EmissionColorToken = "emission";
static const char *TextureType = "Texture";
enum TokenType {
@ -363,9 +367,9 @@ void OpenGEXImporter::handleMetricNode( DDLNode *node, aiScene *pScene ) {
Property *prop( node->getProperties() );
while( NULL != prop ) {
if( NULL != prop->m_id ) {
if( Value::ddl_string == prop->m_primData->m_type ) {
std::string valName( (char*) prop->m_primData->m_data );
if( NULL != prop->m_key ) {
if( Value::ddl_string == prop->m_value->m_type ) {
std::string valName( ( char* ) prop->m_value->m_data );
int type( Grammar::isValidMetricType( valName.c_str() ) );
if( Grammar::NoneType != type ) {
Value *val( node->getValue() );
@ -415,7 +419,7 @@ static void getRefNames( DDLNode *node, std::vector<std::string> &names ) {
for( size_t i = 0; i < ref->m_numRefs; i++ ) {
Name *currentName( ref->m_referencedName[ i ] );
if( NULL != currentName && NULL != currentName->m_id ) {
const std::string name( currentName->m_id->m_buffer );
const std::string name( currentName->m_id->m_text.m_buffer );
if( !name.empty() ) {
names.push_back( name );
}
@ -530,10 +534,10 @@ static void propId2StdString( Property *prop, std::string &name, std::string &ke
return;
}
if( NULL != prop->m_id ) {
name = prop->m_id->m_buffer;
if( Value::ddl_string == prop->m_primData->m_type ) {
key = prop->m_primData->getString();
if( NULL != prop->m_key ) {
name = prop->m_key->m_text.m_buffer;
if( Value::ddl_string == prop->m_value->m_type ) {
key = prop->m_value->getString();
}
}
}
@ -705,7 +709,7 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
Value *next( vaList->m_dataList );
for( size_t indices = 0; indices < current.mNumIndices; indices++ ) {
const int idx = next->getInt32();
ai_assert( idx <= m_currentVertices.m_numVerts );
ai_assert( static_cast<size_t>( idx ) <= m_currentVertices.m_numVerts );
aiVector3D &pos = ( m_currentVertices.m_vertices[ idx ] );
aiVector3D &normal = ( m_currentVertices.m_normals[ idx ] );
@ -725,30 +729,36 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
}
//------------------------------------------------------------------------------------------------
static void getColorRGBA( aiColor3D *pColor, Value *data ) {
if( NULL == pColor || NULL == data ) {
static void getColorRGB( aiColor3D *pColor, DataArrayList *colList ) {
if( NULL == pColor || NULL == colList ) {
return;
}
pColor->r = data->getFloat();
data = data->getNext();
pColor->g = data->getFloat();
data = data->getNext();
pColor->b = data->getFloat();
data = data->getNext();
ai_assert( 3 == colList->m_numItems );
Value *val( colList->m_dataList );
pColor->r = val->getFloat();
val = val->getNext();
pColor->g = val->getFloat();
val = val->getNext();
pColor->b = val->getFloat();
}
//------------------------------------------------------------------------------------------------
enum ColorType {
NoneColor = 0,
DiffuseColor
DiffuseColor,
SpecularColor,
EmissionColor
};
//------------------------------------------------------------------------------------------------
static ColorType getColorType( Identifier *id ) {
const int res(strncmp("diffuse", id->m_buffer, id->m_len ) );
if( 0 == res ) {
if( id->m_text == Grammar::DiffuseColorToken ) {
return DiffuseColor;
} else if( id->m_text == Grammar::SpecularColorToken ) {
return SpecularColor;
} else if( id->m_text == Grammar::EmissionColorToken ) {
return EmissionColor;
}
return NoneColor;
@ -769,9 +779,23 @@ void OpenGEXImporter::handleColorNode( ODDLParser::DDLNode *node, aiScene *pScen
return;
}
Property *colorProp = node->getProperties();
if( NULL != colorProp ) {
if( NULL != colorProp->m_id ) {
Property *prop = node->findPropertyByName( "attrib" );
if( NULL != prop ) {
if( NULL != prop->m_value ) {
DataArrayList *colList( node->getDataArrayList() );
if( NULL == colList ) {
return;
}
aiColor3D col;
getColorRGB( &col, colList );
const ColorType colType( getColorType( prop->m_key ) );
if( DiffuseColor == colType ) {
m_currentMaterial->AddProperty( &col, 1, AI_MATKEY_COLOR_DIFFUSE );
} else if( SpecularColor == colType ) {
m_currentMaterial->AddProperty( &col, 1, AI_MATKEY_COLOR_SPECULAR );
} else if( EmissionColor == colType ) {
m_currentMaterial->AddProperty( &col, 1, AI_MATKEY_COLOR_EMISSIVE );
}
}
}
}
@ -786,13 +810,10 @@ void OpenGEXImporter::copyMeshes( aiScene *pScene ) {
if( m_meshCache.empty() ) {
return;
}
pScene->mNumMeshes = m_meshCache.size();
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
size_t i( 0 );
for( std::vector<aiMesh*>::iterator it = m_meshCache.begin(); it != m_meshCache.end(); it++ ) {
pScene->mMeshes[ i ] = *it;
i++;
}
std::copy( m_meshCache.begin(), m_meshCache.end(), pScene->mMeshes );
}
//------------------------------------------------------------------------------------------------
@ -833,13 +854,10 @@ void OpenGEXImporter::createNodeTree( aiScene *pScene ) {
if( m_root->m_children.empty() ) {
return;
}
size_t i( 0 );
pScene->mRootNode->mNumChildren = m_root->m_children.size();
pScene->mRootNode->mChildren = new C_STRUCT aiNode*[ pScene->mRootNode->mNumChildren ];
for( ChildInfo::NodeList::iterator it = m_root->m_children.begin(); it != m_root->m_children.end(); it++ ) {
pScene->mRootNode->mChildren[ i ] = *it;
i++;
}
pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren ];
std::copy( m_root->m_children.begin(), m_root->m_children.end(), pScene->mRootNode->mChildren );
}
//------------------------------------------------------------------------------------------------

View File

@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OPENGEX_IMPORTER
#include "BaseImporter.h"
#include "../include/assimp/mesh.h"
#include <assimp/mesh.h>
#include <vector>
#include <list>

View File

@ -44,11 +44,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "PlyExporter.h"
#include <boost/scoped_ptr.hpp>
#include <cmath>
#include "Exceptional.h"
#include "../include/assimp/scene.h"
#include "../include/assimp/version.h"
#include "../include/assimp/IOSystem.hpp"
#include "../include/assimp/Exporter.hpp"
#include "../include/assimp/Exporter.hpp"
#include "qnan.h"
using namespace Assimp;
@ -213,6 +215,8 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
// ------------------------------------------------------------------------------------------------
void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
{
static const float inf = std::numeric_limits<float>::infinity();
// If a component (for instance normal vectors) is present in at least one mesh in the scene,
// then default values are written for meshes that do not contain this component.
for (unsigned int i = 0; i < m->mNumVertices; ++i) {
@ -222,11 +226,11 @@ void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
m->mVertices[i].z
;
if(components & PLY_EXPORT_HAS_NORMALS) {
if (m->HasNormals()) {
if (m->HasNormals() && is_not_qnan(m->mNormals[i].x) && std::fabs(m->mNormals[i].x) != inf) {
mOutput <<
" " << m->mNormals[i].x <<
" " << m->mNormals[i].y <<
" " << m->mNormals[i].z;
" " << m->mNormals[i].x <<
" " << m->mNormals[i].y <<
" " << m->mNormals[i].z;
}
else {
mOutput << " 0.0 0.0 0.0";

View File

@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "PlyLoader.h"
#include "fast_atof.h"
#include "../include/assimp/DefaultLogger.hpp"
#include "ByteSwap.h"
#include "ByteSwapper.h"
using namespace Assimp;

View File

@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Q3BSPZipArchive.h"
#include <algorithm>
#include <cassert>
#include <cstdlib>
#include "../include/assimp/ai_assert.h"
@ -140,11 +141,11 @@ zlib_filefunc_def IOSystem2Unzip::get(IOSystem* pIOHandler) {
ZipFile::ZipFile(size_t size) : m_Size(size) {
ai_assert(m_Size != 0);
m_Buffer = std::malloc(m_Size);
m_Buffer = malloc(m_Size);
}
ZipFile::~ZipFile() {
std::free(m_Buffer);
free(m_Buffer);
m_Buffer = NULL;
}

View File

@ -332,7 +332,7 @@ bool STEP::StringToUTF8(std::string& s)
case '4':
if (s[i+3] == '\\') {
const size_t basei = i+4;
size_t j = basei, jend = s.size()-4;
size_t j = basei, jend = s.size()-3;
for (; j < jend; ++j) {
if (s[j] == '\\' && s[j] == 'X' && s[j] == '0' && s[j] == '\\') {

View File

@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/assimp/Exporter.hpp"
#include <boost/scoped_ptr.hpp>
#include "Exceptional.h"
#include "ByteSwap.h"
#include "ByteSwapper.h"
using namespace Assimp;
namespace Assimp {

View File

@ -920,7 +920,7 @@ void SceneCombiner::MergeMaterials(aiMaterial** dest,
// Test if we already have a matching property
const aiMaterialProperty* prop_exist;
if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mType, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
// If not, we add it to the new material
aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();

View File

@ -7,8 +7,8 @@ Copyright (c) 2006-2012, 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
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
@ -25,16 +25,16 @@ conditions are met:
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
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
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
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
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.
---------------------------------------------------------------------------
*/
@ -45,7 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_STREAMREADER_H_INCLUDED
#define AI_STREAMREADER_H_INCLUDED
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "Exceptional.h"
#include <boost/shared_ptr.hpp>
#include "../include/assimp/IOStream.hpp"
@ -54,12 +54,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
// --------------------------------------------------------------------------------------------
/** Wrapper class around IOStream to allow for consistent reading of binary data in both
* little and big endian format. Don't attempt to instance the template directly. Use
* StreamReaderLE to read from a little-endian stream and StreamReaderBE to read from a
* BE stream. The class expects that the endianess of any input data is known at
/** Wrapper class around IOStream to allow for consistent reading of binary data in both
* little and big endian format. Don't attempt to instance the template directly. Use
* StreamReaderLE to read from a little-endian stream and StreamReaderBE to read from a
* BE stream. The class expects that the endianess of any input data is known at
* compile-time, which should usually be true (#BaseImporter::ConvertToUTF8 implements
* runtime endianess conversions for text files).
* runtime endianess conversions for text files).
*
* XXX switch from unsigned int for size types to size_t? or ptrdiff_t?*/
// --------------------------------------------------------------------------------------------
@ -71,7 +71,7 @@ public:
// FIXME: use these data types throughout the whole library,
// then change them to 64 bit values :-)
typedef int diff;
typedef unsigned int pos;
@ -80,7 +80,7 @@ public:
// ---------------------------------------------------------------------
/** Construction from a given stream with a well-defined endianess.
*
*
* The StreamReader holds a permanent strong reference to the
* stream, which is released upon destruction.
* @param stream Input stream. The stream is not restarted if
@ -94,7 +94,7 @@ public:
: stream(stream)
, le(le)
{
ai_assert(stream);
ai_assert(stream);
InternBegin();
}
@ -213,8 +213,8 @@ public:
// ---------------------------------------------------------------------
/** Set current file pointer (Get it from #GetPtr). This is if you
* prefer to do pointer arithmetics on your own or want to copy
* large chunks of data at once.
* prefer to do pointer arithmetics on your own or want to copy
* large chunks of data at once.
* @param p The new pointer, which is validated against the size
* limit and buffer boundaries. */
void SetPtr(int8_t* p) {
@ -250,7 +250,7 @@ public:
// ---------------------------------------------------------------------
/** Setup a temporary read limit
*
*
* @param limit Maximum number of bytes to be read from
* the beginning of the file. Specifying UINT_MAX
* resets the limit to the original end of the stream. */
@ -285,7 +285,7 @@ public:
/** overload operator>> and allow chaining of >> ops. */
template <typename T>
StreamReader& operator >> (T& f) {
f = Get<T>();
f = Get<T>();
return *this;
}
@ -304,7 +304,7 @@ private:
memcpy (&f, current, sizeof(T));
#else
T f = *((const T*)current);
#endif
#endif
Intern :: Getter<SwapEndianess,T,RuntimeSwitch>() (&f,le);
current += sizeof(T);

View File

@ -7,8 +7,8 @@ Copyright (c) 2006-2012, 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
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
@ -25,16 +25,16 @@ conditions are met:
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
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
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
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
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.
---------------------------------------------------------------------------
*/
@ -45,7 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_STREAMWRITER_H_INCLUDED
#define AI_STREAMWRITER_H_INCLUDED
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "../include/assimp/IOStream.hpp"
#include <boost/shared_ptr.hpp>
@ -54,9 +54,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
// --------------------------------------------------------------------------------------------
/** Wrapper class around IOStream to allow for consistent writing of binary data in both
* little and big endian format. Don't attempt to instance the template directly. Use
* StreamWriterLE to read from a little-endian stream and StreamWriterBE to read from a
/** Wrapper class around IOStream to allow for consistent writing of binary data in both
* little and big endian format. Don't attempt to instance the template directly. Use
* StreamWriterLE to read from a little-endian stream and StreamWriterBE to read from a
* BE stream. Alternatively, there is StreamWriterAny if the endianess of the output
* stream is to be determined at runtime.
*/
@ -72,7 +72,7 @@ public:
// ---------------------------------------------------------------------
/** Construction from a given stream with a well-defined endianess.
*
*
* The StreamReader holds a permanent strong reference to the
* stream, which is released upon destruction.
* @param stream Input stream. The stream is not re-seeked and writing
@ -86,7 +86,7 @@ public:
, le(le)
, cursor()
{
ai_assert(stream);
ai_assert(stream);
buffer.reserve(INITIAL_CAPACITY);
}
@ -175,7 +175,7 @@ public:
/** overload operator<< and allow chaining of MM ops. */
template <typename T>
StreamWriter& operator << (T f) {
Put(f);
Put(f);
return *this;
}
@ -196,7 +196,7 @@ private:
template <typename T>
void Put(T f) {
Intern :: Getter<SwapEndianess,T,RuntimeSwitch>() (&f, le);
if (cursor + sizeof(T) >= buffer.size()) {
buffer.resize(cursor + sizeof(T));
}

View File

@ -51,6 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_STRING_WORKERS_H
#include "../include/assimp/ai_assert.h"
#include "StringComparison.h"
#include <string.h>
#include <stdint.h>
#include <string>

View File

@ -42,11 +42,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "TextureTransform.h"
#include "../include/assimp/postprocess.h"
#include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/scene.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include "TextureTransform.h"
using namespace Assimp;

View File

@ -54,11 +54,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "StreamReader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "ConvertToLHProcess.h"
#include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/IOSystem.hpp"
#include "../include/assimp/scene.h"
#include <boost/scoped_ptr.hpp>
#include "ConvertToLHProcess.h"
#include <assimp/Importer.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <boost/scoped_ptr.hpp>
using namespace Assimp;

View File

@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Exceptional.h"
#include <boost/format.hpp>
#include <boost/lexical_cast.hpp>
#include "ByteSwap.h"
#include "ByteSwapper.h"
#include "../include/assimp/DefaultLogger.hpp"

View File

@ -255,7 +255,7 @@ inline int64_t strtol10_64(const char* in, const char** out = 0, unsigned int* m
// If you find any bugs, please send them to me, niko (at) irrlicht3d.org.
// ------------------------------------------------------------------------------------
template <typename Real>
inline const char* fast_atoreal_move( const char* c, Real& out, bool check_comma = true)
inline const char* fast_atoreal_move(const char* c, Real& out, bool check_comma = true)
{
Real f = 0;
@ -286,14 +286,14 @@ inline const char* fast_atoreal_move( const char* c, Real& out, bool check_comma
}
if (!(c[0] >= '0' && c[0] <= '9') &&
!(c[0] == '.' && c[1] >= '0' && c[1] <= '9'))
!((c[0] == '.' || (check_comma && c[0] == ',')) && c[1] >= '0' && c[1] <= '9'))
{
throw std::invalid_argument("Cannot parse string "
"as real number: does not start with digit "
"or decimal point followed by digit.");
}
if (*c != '.')
if (*c != '.' && (! check_comma || c[0] != ','))
{
f = static_cast<Real>( strtoul10_64 ( c, &c) );
}

View File

@ -153,7 +153,7 @@ Property *DDLNode::findPropertyByName( const std::string &name ) {
}
Property *current( m_properties );
while( ddl_nullptr != current ) {
int res = strncmp( current->m_id->m_buffer, name.c_str(), name.size() );
int res = strncmp( current->m_key->m_text.m_buffer, name.c_str(), name.size() );
if( 0 == res ) {
return current;
}

View File

@ -87,7 +87,7 @@ static DDLNode *createDDLNode( Identifier *id, OpenDDLParser *parser ) {
return ddl_nullptr;
}
const std::string type( id->m_buffer );
const std::string type( id->m_text.m_buffer );
DDLNode *parent( parser->top() );
DDLNode *node = DDLNode::create( type, "", parent );
@ -191,8 +191,6 @@ bool OpenDDLParser::parse() {
normalizeBuffer( m_buffer );
std::cout << &m_buffer[0] << std::endl;
m_context = new Context;
m_context->m_root = DDLNode::create( "root", "", ddl_nullptr );
pushNode( m_context->m_root );
@ -217,7 +215,7 @@ char *OpenDDLParser::parseNextNode( char *in, char *end ) {
static void dumpId( Identifier *id ) {
if( ddl_nullptr != id ) {
std::cout << id->m_buffer << std::endl;
std::cout << id->m_text.m_buffer << std::endl;
}
}
@ -277,7 +275,7 @@ char *OpenDDLParser::parseHeader( char *in, char *end ) {
Name *name( ddl_nullptr );
in = OpenDDLParser::parseName( in, end, &name );
if( ddl_nullptr != name ) {
const std::string nodeName( name->m_id->m_buffer );
const std::string nodeName( name->m_id->m_text.m_buffer );
node->setName( nodeName );
}
}
@ -500,10 +498,8 @@ char *OpenDDLParser::parseIdentifier( char *in, char *end, Identifier **id ) {
idLen++;
}
const size_t len( idLen + 1 );
Identifier *newId = new Identifier( len, new char[ len ] );
::strncpy( newId->m_buffer, start, newId->m_len-1 );
newId->m_buffer[ newId->m_len - 1 ] = '\0';
const size_t len( idLen );
Identifier *newId = new Identifier( start, len );
*id = newId;
return in;
@ -714,7 +710,7 @@ char *OpenDDLParser::parseStringLiteral( char *in, char *end, Value **stringData
static void createPropertyWithData( Identifier *id, Value *primData, Property **prop ) {
if( ddl_nullptr != primData ) {
( *prop ) = new Property( id );
( *prop )->m_primData = primData;
( *prop )->m_value = primData;
}
}

View File

@ -26,6 +26,7 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include <cstddef>
#include <vector>
#include <string>
#include <string.h>
@ -77,41 +78,83 @@ enum NameType {
LocalName
};
struct Token {
public:
Token( const char *token )
: m_token( token )
, m_size( 0 ){
if( ddl_nullptr != token ) {
m_size = strlen( m_token );
struct Text {
size_t m_capacity;
size_t m_len;
char *m_buffer;
Text( const char *buffer, size_t numChars )
: m_capacity( 0 )
, m_len( 0 )
, m_buffer( ddl_nullptr ) {
set( buffer, numChars );
}
~Text() {
clear();
}
void clear() {
delete[] m_buffer;
m_buffer = ddl_nullptr;
m_capacity = 0;
m_len = 0;
}
void set( const char *buffer, size_t numChars ) {
clear();
if( numChars > 0 ) {
m_len = numChars;
m_capacity = m_len + 1;
m_buffer = new char[ m_capacity ];
strncpy( m_buffer, buffer, numChars );
m_buffer[ numChars ] = '\0';
}
}
~Token() {
// empty
bool operator == ( const std::string &name ) const {
if( m_len != name.size() ) {
return false;
}
const int res( strncmp( m_buffer, name.c_str(), name.size() ) );
return ( 0 == res );
}
size_t length() const {
return m_size;
}
bool operator == ( const Token &rhs ) const {
if( m_size != rhs.m_size ) {
bool operator == ( const Text &rhs ) const {
if( m_len != rhs.m_len ) {
return false;
}
const int res( strncmp( m_token, rhs.m_token, m_size ) );
return ( res == 0 );
const int res ( strncmp( m_buffer, rhs.m_buffer, m_len ) );
return ( 0 == res );
}
private:
Token();
Token( const Token & );
Token &operator = ( const Token & );
Text( const Text & );
Text &operator = ( const Text & );
};
struct Identifier {
Text m_text;
Identifier( char buffer[], size_t len )
: m_text( buffer, len ) {
// empty
}
Identifier( char buffer[] )
: m_text( buffer, strlen( buffer ) ) {
// empty
}
bool operator == ( const Identifier &rhs ) const {
return m_text == rhs.m_text;
}
private:
const char *m_token;
size_t m_size;
Identifier( const Identifier & );
Identifier &operator = ( const Identifier & );
};
struct Name {
@ -154,30 +197,15 @@ private:
Reference &operator = ( const Reference & );
};
struct Identifier {
size_t m_len;
char *m_buffer;
Identifier( size_t len, char buffer[] )
: m_len( len )
, m_buffer( buffer ) {
// empty
}
private:
Identifier( const Identifier & );
Identifier &operator = ( const Identifier & );
};
struct Property {
Identifier *m_id;
Value *m_primData;
Identifier *m_key;
Value *m_value;
Reference *m_ref;
Property *m_next;
Property( Identifier *id )
: m_id( id )
, m_primData( ddl_nullptr )
: m_key( id )
, m_value( ddl_nullptr )
, m_ref( ddl_nullptr )
, m_next( ddl_nullptr ) {
// empty

View File

@ -107,6 +107,12 @@ bool isNumeric( const T in ) {
return false;*/
}
template<class T>
inline
bool isNotEndOfToken( T *in, T *end ) {
return ( '}' != *in && ',' != *in && !isSpace( *in ) && in != end );
}
template<class T>
inline
bool isInteger( T *in, T *end ) {
@ -117,7 +123,8 @@ bool isInteger( T *in, T *end ) {
}
bool result( false );
while( '}' != *in && ',' != *in && !isSpace( *in ) && in != end ) {
while( isNotEndOfToken( in, end ) ) {
//while( '}' != *in && ',' != *in && !isSpace( *in ) && in != end ) {
result = isNumeric( *in );
if( !result ) {
break;
@ -139,7 +146,9 @@ bool isFloat( T *in, T *end ) {
// check for <1>.0f
bool result( false );
while( !isSpace( *in ) && in != end ) {
while( isNotEndOfToken( in, end ) ) {
// while( !isSpace( *in ) && in != end ) {
if( *in == '.' ) {
result = true;
break;
@ -159,7 +168,9 @@ bool isFloat( T *in, T *end ) {
}
// check for 1.<0>f
while( !isSpace( *in ) && in != end && *in != ',' ) {
while( isNotEndOfToken( in, end ) ) {
// while( !isSpace( *in ) && in != end && *in != ',' && *in != '}' ) {
result = isNumeric( *in );
if( !result ) {
return false;

330
doc/dox.h
View File

@ -9,14 +9,14 @@
@section intro Introduction
assimp is a library to load and process geometric scenes from various data formats. It is tailored at typical game
assimp is a library to load and process geometric scenes from various data formats. It is tailored at typical game
scenarios by supporting a node hierarchy, static or skinned meshes, materials, bone animations and potential texture data.
The library is *not* designed for speed, it is primarily useful for importing assets from various sources once and
The library is *not* designed for speed, it is primarily useful for importing assets from various sources once and
storing it in a engine-specific format for easy and fast every-day-loading. assimp is also able to apply various post
processing steps to the imported data such as conversion to indexed meshes, calculation of normals or tangents/bitangents
or conversion from right-handed to left-handed coordinate systems.
assimp currently supports the following file formats (note that some loaders lack some features of their formats because
assimp currently supports the following file formats (note that some loaders lack some features of their formats because
some file formats contain data not supported by assimp, some stuff would require so much conversion work
that it has not been implemented yet and some (most ...) formats lack proper specifications):
<hr>
@ -39,15 +39,15 @@ that it has not been implemented yet and some (most ...) formats lack proper spe
<b>Quake 3 BSP</b> ( <i>*.pk3</i> ) <sup>1</sup> <br>
<b>RtCW</b> ( <i>*.mdc</i> )<br>
<b>Doom 3</b> ( <i>*.md5mesh;*.md5anim;*.md5camera</i> ) <br>
<b>DirectX X </b> ( <i>*.x</i> ). <br>
<b>Quick3D </b> ( <i>*.q3o;*q3s</i> ). <br>
<b>Raw Triangles </b> ( <i>*.raw</i> ). <br>
<b>DirectX X </b> ( <i>*.x</i> ). <br>
<b>Quick3D </b> ( <i>*.q3o;*q3s</i> ). <br>
<b>Raw Triangles </b> ( <i>*.raw</i> ). <br>
<b>AC3D </b> ( <i>*.ac</i> ). <br>
<b>Stereolithography </b> ( <i>*.stl</i> ). <br>
<b>Autodesk DXF </b> ( <i>*.dxf</i> ). <br>
<b>Irrlicht Mesh </b> ( <i>*.irrmesh;*.xml</i> ). <br>
<b>Irrlicht Scene </b> ( <i>*.irr;*.xml</i> ). <br>
<b>Object File Format </b> ( <i>*.off</i> ). <br>
<b>Object File Format </b> ( <i>*.off</i> ). <br>
<b>Terragen Terrain </b> ( <i>*.ter</i> ) <br>
<b>3D GameStudio Model </b> ( <i>*.mdl</i> ) <br>
<b>3D GameStudio Terrain</b> ( <i>*.hmp</i> )<br>
@ -60,9 +60,9 @@ that it has not been implemented yet and some (most ...) formats lack proper spe
<b>Stanford Ply</b> ( <i>*.ply</i> )<br>
<b>TrueSpace</b> ( <i>*.cob, *.scn</i> )<sup>2</sup><br><br>
</tt>
See the @link importer_notes Importer Notes Page @endlink for informations, what a specific importer can do and what not.
Note that although this paper claims to be the official documentation,
http://assimp.sourceforge.net/main_features_formats.html
See the @link importer_notes Importer Notes Page @endlink for informations, what a specific importer can do and what not.
Note that although this paper claims to be the official documentation,
http://assimp.sourceforge.net/main_features_formats.html
<br>is usually the most up-to-date list of file formats supported by the library. <br>
<sup>1</sup>: Experimental loaders<br>
@ -71,12 +71,12 @@ http://assimp.sourceforge.net/main_features_formats.html
<br>
<hr>
assimp is independent of the Operating System by nature, providing a C++ interface for easy integration
with game engines and a C interface to allow bindings to other programming languages. At the moment the library runs
on any little-endian platform including X86/Windows/Linux/Mac and X64/Windows/Linux/Mac. Special attention
was paid to keep the library as free as possible from dependencies.
assimp is independent of the Operating System by nature, providing a C++ interface for easy integration
with game engines and a C interface to allow bindings to other programming languages. At the moment the library runs
on any little-endian platform including X86/Windows/Linux/Mac and X64/Windows/Linux/Mac. Special attention
was paid to keep the library as free as possible from dependencies.
Big endian systems such as PPC-Macs or PPC-Linux systems are not officially supported at the moment. However, most
Big endian systems such as PPC-Macs or PPC-Linux systems are not officially supported at the moment. However, most
formats handle the required endian conversion correctly, so large parts of the library should work.
The assimp linker library and viewer application are provided under the BSD 3-clause license. This basically means
@ -89,14 +89,14 @@ but not all of them are *open-source*. If there's an accompagning '<file>\source
@section main_install Installation
assimp can be used in two ways: linking against the pre-built libraries or building the library on your own. The former
assimp can be used in two ways: linking against the pre-built libraries or building the library on your own. The former
option is the easiest, but the assimp distribution contains pre-built libraries only for Visual C++ 2005 and 2008. For other
compilers you'll have to build assimp for yourself. Which is hopefully as hassle-free as the other way, but needs a bit
compilers you'll have to build assimp for yourself. Which is hopefully as hassle-free as the other way, but needs a bit
more work. Both ways are described at the @link install Installation page. @endlink
@section main_usage Usage
When you're done integrating the library into your IDE / project, you can now start using it. There are two separate
When you're done integrating the library into your IDE / project, you can now start using it. There are two separate
interfaces by which you can access the library: a C++ interface and a C interface using flat functions. While the former
is easier to handle, the latter also forms a point where other programming languages can connect to. Upto the moment, though,
there are no bindings for any other language provided. Have a look at the @link usage Usage page @endlink for a detailed explanation and code examples.
@ -104,7 +104,7 @@ there are no bindings for any other language provided. Have a look at the @link
@section main_data Data Structures
When the importer successfully completed its job, the imported data is returned in an aiScene structure. This is the root
point from where you can access all the various data types that a scene/model file can possibly contain. The
point from where you can access all the various data types that a scene/model file can possibly contain. The
@link data Data Structures page @endlink describes how to interpret this data.
@section ext Extending the library
@ -118,7 +118,7 @@ See the @link extend Extending the library @endlink page for more information.
@section main_support Support & Feedback
If you have any questions/comments/suggestions/bug reports you're welcome to post them in our
If you have any questions/comments/suggestions/bug reports you're welcome to post them in our
<a href="https://sourceforge.net/forum/forum.php?forum_id=817653">forums</a>. Alternatively there's
a mailing list, <a href="https://sourceforge.net/mailarchive/forum.php?forum_name=assimp-discussions">
assimp-discussions</a>.
@ -146,18 +146,18 @@ project configs. For static linking, use release/debug. See the sections below o
other build configs.
If done correctly you should now be able to compile, link,
run and use the application. If the linker complains about some integral functions being defined twice you propably have
mixed the runtimes. Recheck the project configuration (project properties -&gt; C++ -&gt; Code generation -&gt; Runtime) if you use
mixed the runtimes. Recheck the project configuration (project properties -&gt; C++ -&gt; Code generation -&gt; Runtime) if you use
static runtimes (Multithreaded / Multithreaded Debug) or dynamic runtimes (Multithreaded DLL / Multithreaded Debug DLL).
Choose the assimp linker lib accordingly.
Choose the assimp linker lib accordingly.
<br><br>
Please don't forget to also read the @ref assimp_stl section on MSVC and the STL.
@section assimp_stl Microsoft Compilers and the C++ Standard Library
@section assimp_stl Microsoft Compilers and the C++ Standard Library
In VC8 and VC9 Microsoft introduced some Standard Library debugging features. A good example are improved iterator checks and
various useful debug checks. The problem is the performance penalty that incurs with those extra checks.
Most of these security enhancements are active in release builds by default, rendering assimp several times
Most of these security enhancements are active in release builds by default, rendering assimp several times
slower. However, it is possible to disable them by setting
@code
@ -168,39 +168,39 @@ _SECURE_SCL=0
in the preprocessor options (or alternatively in the source code, just before the STL is included for the first time).
<b>assimp's vc8 and vc9 configs enable these flags by default</b>.
<i>If you're linking statically against assimp:</i> Make sure your applications uses the same STl settings!
If you do not, there are two binary incompatible STL versions mangled together and you'll crash.
<i>If you're linking statically against assimp:</i> Make sure your applications uses the same STl settings!
If you do not, there are two binary incompatible STL versions mangled together and you'll crash.
Alternatively you can disable the fast STL settings for assimp by removing the 'FastSTL' property sheet from
the vc project file.
<i>If you're using assimp in a DLL/SO:</i> It's ok. There's no STL used in the binary DLL/SO interface, so it doesn't care whether
your application uses the same STL settings or not.
<br><br>
Another option is to build against a different STL implementation, for example STlport. There's a special
Another option is to build against a different STL implementation, for example STlport. There's a special
@ref assimp_stlport section that has a description how to achieve this.
@section install_own Building the library from scratch
To build the library on your own you first have to get hold of the dependencies. Fortunately, special attention was paid to
keep the list of dependencies short. Unfortunately, the only dependency is <a href="http://www.boost.org">boost</a> which
can be a bit painful to set up for certain development environments. Boost is a widely used collection of classes and
functions for various purposes. Chances are that it was already installed along with your compiler. If not, you have to install
it for yourself. Read the "Getting Started" section of the Boost documentation for how to setup boost. VisualStudio users
To build the library on your own you first have to get hold of the dependencies. Fortunately, special attention was paid to
keep the list of dependencies short. Unfortunately, the only dependency is <a href="http://www.boost.org">boost</a> which
can be a bit painful to set up for certain development environments. Boost is a widely used collection of classes and
functions for various purposes. Chances are that it was already installed along with your compiler. If not, you have to install
it for yourself. Read the "Getting Started" section of the Boost documentation for how to setup boost. VisualStudio users
can use a comfortable installer from <a href="http://www.boost-consulting.com/products/free">
http://www.boost-consulting.com/products/free</a>. Choose the appropriate version of boost for your runtime of choice.
<b>If you don't want to use boost</b>, you can build against our <i>"Boost-Workaround"</i>. It consists of very small
implementations of the various boost utility classes used. However, you'll lose functionality (e.g. threading) by doing this.
So, if you can use boost, you should use boost. Otherwise, See the @link use_noboost NoBoost-Section @endlink
<b>If you don't want to use boost</b>, you can build against our <i>"Boost-Workaround"</i>. It consists of very small
implementations of the various boost utility classes used. However, you'll lose functionality (e.g. threading) by doing this.
So, if you can use boost, you should use boost. Otherwise, See the @link use_noboost NoBoost-Section @endlink
later on this page for the details of the workaround.
Once boost is working, you have to set up a project for the assimp library in your favorite IDE. If you use VC2005 or
VC2008, you can simply load the solution or project files in the workspaces/ folder, otherwise you have to create a new
VC2008, you can simply load the solution or project files in the workspaces/ folder, otherwise you have to create a new
package and add all the headers and source files from the include/ and code/ directories. Set the temporary output folder
to obj/, for example, and redirect the output folder to bin/. Then build the library - it should compile and link fine.
The last step is to integrate the library into your project. This is basically the same task as described in the
The last step is to integrate the library into your project. This is basically the same task as described in the
"Using the pre-built libraries" section above: add the include/ and bin/ directories to your IDE's paths so that the compiler can find
the library files. Alternatively you can simply add the assimp project to your project's overall solution and build it inside
your solution.
@ -221,7 +221,7 @@ The Boost-Workaround consists of dummy replacements for some boost utility templ
These implementations are very limited and are not intended for use outside assimp. A compiler
with full support for partial template specializations is required. To enable the workaround, put the following in
your compiler's list of predefined macros:
your compiler's list of predefined macros:
@code
#define ASSIMP_BUILD_BOOST_WORKAROUND
@endcode
@ -240,7 +240,7 @@ for more details.
assimp can be built as DLL. You just need to select a -dll config from the list of project
configs and you're fine.
<b>NOTE:</b> Theoretically, assimp-dll can be used with multithreaded (non-dll) runtime libraries,
<b>NOTE:</b> Theoretically, assimp-dll can be used with multithreaded (non-dll) runtime libraries,
as long as you don't utilize any non-public stuff from the code folder. However, if you happen
to encounter *very* strange problems, try changing the runtime to <i>Multithreaded (Debug) DLL</i>.
@ -260,19 +260,19 @@ C++ Standard Library.
*/
/**
/**
@page usage Usage
@section access_cpp Access by C++ class interface
The assimp library can be accessed by both a class or flat function interface. The C++ class
interface is the preferred way of interaction: you create an instance of class Assimp::Importer,
interface is the preferred way of interaction: you create an instance of class Assimp::Importer,
maybe adjust some settings of it and then call Assimp::Importer::ReadFile(). The class will
read the files and process its data, handing back the imported data as a pointer to an aiScene
read the files and process its data, handing back the imported data as a pointer to an aiScene
to you. You can now extract the data you need from the file. The importer manages all the resources
for itsself. If the importer is destroyed, all the data that was created/read by it will be
for itsself. If the importer is destroyed, all the data that was created/read by it will be
destroyed, too. So the easiest way to use the Importer is to create an instance locally, use its
results and then simply let it go out of scope.
results and then simply let it go out of scope.
C++ example:
@code
@ -286,14 +286,14 @@ bool DoTheImportThing( const std::string& pFile)
Assimp::Importer importer;
// And have it read the given file with some example postprocessing
// Usually - if speed is not the most important aspect for you - you'll
// Usually - if speed is not the most important aspect for you - you'll
// propably to request more postprocessing than we do in this example.
const aiScene* scene = importer.ReadFile( pFile,
aiProcess_CalcTangentSpace |
const aiScene* scene = importer.ReadFile( pFile,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType);
// If the import failed, report it
if( !scene)
{
@ -301,7 +301,7 @@ bool DoTheImportThing( const std::string& pFile)
return false;
}
// Now we can access the file's contents.
// Now we can access the file's contents.
DoTheSceneProcessing( scene);
// We're done. Everything will be cleaned up by the importer destructor
@ -312,9 +312,9 @@ bool DoTheImportThing( const std::string& pFile)
What exactly is read from the files and how you interpret it is described at the @ref data page. @endlink The post processing steps that the assimp library can apply to the
imported data are listed at #aiPostProcessSteps. See the @ref pp Post proccessing page for more details.
Note that the aiScene data structure returned is declared 'const'. Yes, you can get rid of
these 5 letters with a simple cast. Yes, you may do that. No, it's not recommended (and it's
suicide in DLL builds if you try to use new or delete on any of the arrays in the scene).
Note that the aiScene data structure returned is declared 'const'. Yes, you can get rid of
these 5 letters with a simple cast. Yes, you may do that. No, it's not recommended (and it's
suicide in DLL builds if you try to use new or delete on any of the arrays in the scene).
@section access_c Access by plain-c function interface
@ -336,8 +336,8 @@ bool DoTheImportThing( const char* pFile)
// Start the import on the given file with some example postprocessing
// Usually - if speed is not the most important aspect for you - you'll t
// probably to request more postprocessing than we do in this example.
const aiScene* scene = aiImportFile( pFile,
aiProcess_CalcTangentSpace |
const aiScene* scene = aiImportFile( pFile,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType);
@ -363,7 +363,7 @@ bool DoTheImportThing( const char* pFile)
The assimp library needs to access files internally. This of course applies to the file you want
to read, but also to additional files in the same folder for certain file formats. By default,
standard C/C++ IO logic is used to access these files. If your application works in a special
environment where custom logic is needed to access the specified files, you have to supply
environment where custom logic is needed to access the specified files, you have to supply
custom implementations of IOStream and IOSystem. A shortened example might look like this:
@code
@ -397,25 +397,25 @@ class MyIOSystem : public Assimp::IOSystem
// Check whether a specific file exists
bool Exists( const std::string& pFile) const {
..
..
}
// Get the path delimiter character we'd like to see
char GetOsSeparator() const {
return '/';
char GetOsSeparator() const {
return '/';
}
// ... and finally a method to open a custom stream
IOStream* Open( const std::string& pFile, const std::string& pMode) {
return new MyIOStream( ... );
return new MyIOStream( ... );
}
void Close( IOStream* pFile) { delete pFile; }
};
@endcode
Now that your IO system is implemented, supply an instance of it to the Importer object by calling
Assimp::Importer::SetIOHandler().
Now that your IO system is implemented, supply an instance of it to the Importer object by calling
Assimp::Importer::SetIOHandler().
@code
void DoTheImportThing( const std::string& pFile)
@ -441,18 +441,18 @@ surely enough for almost any purpose. The process is simple:
<li> .. and pass it as parameter to #aiImportFileEx
</ul>
@section logging Logging
@section logging Logging
The assimp library provides an easy mechanism to log messages. For instance if you want to check the state of your
import and you just want to see, after which preprocessing step the import-process was aborted you can take a look
into the log.
The assimp library provides an easy mechanism to log messages. For instance if you want to check the state of your
import and you just want to see, after which preprocessing step the import-process was aborted you can take a look
into the log.
Per default the assimp-library provides a default log implementation, where you can log your user specific message
by calling it as a singleton with the requested logging-type. To see how this works take a look to this:
@code
using namespace Assimp;
// Create a logger instance
// Create a logger instance
DefaultLogger::create("",Logger::VERBOSE);
// Now I am ready for logging my stuff
@ -462,12 +462,12 @@ DefaultLogger::get()->info("this is my info-call");
DefaultLogger::kill();
@endcode
At first you have to create the default-logger-instance (create). Now you are ready to rock and can log a
At first you have to create the default-logger-instance (create). Now you are ready to rock and can log a
little bit around. After that you should kill it to release the singleton instance.
If you want to integrate the assimp-log into your own GUI it my be helpful to have a mechanism writing
the logs into your own log windows. The logger interface provides this by implementing an interface called LogStream.
You can attach and detach this log stream to the default-logger instance or any implementation derived from Logger.
You can attach and detach this log stream to the default-logger instance or any implementation derived from Logger.
Just derivate your own logger from the abstract base class LogStream and overwrite the write-method:
@code
@ -481,7 +481,7 @@ public:
{
// empty
}
// Destructor
~myStream()
{
@ -504,9 +504,9 @@ Assimp::DefaultLogger::get()->attachStream( new myStream(), severity );
@endcode
The severity level controls the kind of message which will be written into
the attached stream. If you just want to log errors and warnings set the warn
and error severity flag for those severities. It is also possible to remove
a self defined logstream from an error severity by detaching it with the severity
the attached stream. If you just want to log errors and warnings set the warn
and error severity flag for those severities. It is also possible to remove
a self defined logstream from an error severity by detaching it with the severity
flag set:
@code
@ -519,10 +519,10 @@ Assimp::DefaultLogger::get()->attachStream( new myStream(), severity );
@endcode
If you want to implement your own logger just derive from the abstract base class
#Logger and overwrite the methods debug, info, warn and error.
If you want to implement your own logger just derive from the abstract base class
#Logger and overwrite the methods debug, info, warn and error.
If you want to see the debug-messages in a debug-configured build, the Logger-interface
If you want to see the debug-messages in a debug-configured build, the Logger-interface
provides a logging-severity. You can set it calling the following method:
@code
@ -531,17 +531,17 @@ Assimp::DefaultLogger::get()->setLogSeverity( LogSeverity log_severity );
@endcode
The normal logging severity supports just the basic stuff like, info, warnings and errors.
The normal logging severity supports just the basic stuff like, info, warnings and errors.
In the verbose level very fine-grained debug messages will be logged, too. Note that this
kind kind of logging might decrease import performance.
*/
/**
/**
@page data Data Structures
The assimp library returns the imported data in a collection of structures. aiScene forms the root
of the data, from here you gain access to all the nodes, meshes, materials, animations or textures
that were read from the imported file. The aiScene is returned from a successful call to
that were read from the imported file. The aiScene is returned from a successful call to
assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link usage Usage page @endlink
for further information on how to use the library.
@ -555,17 +555,17 @@ DirectX. If you need the imported data to be in a left-handed coordinate system,
The output face winding is counter clockwise. Use #aiProcess_FlipWindingOrder to get CW data.
@code
x2
x1
x0
@endcode
Outputted polygons can be literally everything: they're probably concave, self-intersecting or non-planar,
although our built-in triangulation (#aiProcess_Triangulate postprocessing step) doesn't handle the two latter.
although our built-in triangulation (#aiProcess_Triangulate postprocessing step) doesn't handle the two latter.
The output UV coordinate system has its origin in the lower-left corner:
@code
0y|1y ---------- 1x|1y
0y|1y ---------- 1x|1y
| |
| |
| |
@ -582,31 +582,31 @@ X3 Y3 Z3 T3
0 0 0 1
@endcode
... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
in DirectX functions, you have to transpose them.
<hr>
<b>11.24.09:</b> We changed the orientation of our quaternions to the most common convention to avoid confusion.
However, if you're a previous user of Assimp and you update the library to revisions beyond SVNREV 502,
you have to adapt your animation loading code to match the new quaternion orientation.
<b>11.24.09:</b> We changed the orientation of our quaternions to the most common convention to avoid confusion.
However, if you're a previous user of Assimp and you update the library to revisions beyond SVNREV 502,
you have to adapt your animation loading code to match the new quaternion orientation.
<hr>
@section hierarchy The Node Hierarchy
Nodes are little named entities in the scene that have a place and orientation relative to their parents.
Starting from the scene's root node all nodes can have 0 to x child nodes, thus forming a hierarchy.
Starting from the scene's root node all nodes can have 0 to x child nodes, thus forming a hierarchy.
They form the base on which the scene is built on: a node can refer to 0..x meshes, can be referred to
by a bone of a mesh or can be animated by a key sequence of an animation. DirectX calls them "frames",
others call them "objects", we call them aiNode.
others call them "objects", we call them aiNode.
A node can potentially refer to single or multiple meshes. The meshes are not stored inside the node, but
instead in an array of aiMesh inside the aiScene. A node only refers to them by their array index. This also means
that multiple nodes can refer to the same mesh, which provides a simple form of instancing. A mesh referred to
by this way lives in the node's local coordinate system. If you want the mesh's orientation in global
space, you'd have to concatenate the transformations from the referring node and all of its parents.
space, you'd have to concatenate the transformations from the referring node and all of its parents.
Most of the file formats don't really support complex scenes, though, but a single model only. But there are
more complex formats such as .3ds, .x or .collada scenes which may contain an arbitrary complex
@ -646,7 +646,7 @@ void CopyNodesWithMeshes( aiNode node, SceneObject targetParent, Matrix4x4 accTr
This function copies a node into the scene graph if it has children. If yes, a new scene object
is created for the import node and the node's meshes are copied over. If not, no object is created.
Potential child objects will be added to the old targetParent, but there transformation will be correct
in respect to the global space. This function also works great in filtering the bone nodes - nodes
in respect to the global space. This function also works great in filtering the bone nodes - nodes
that form the bone hierarchy for another mesh/node, but don't have any mesh themselves.
@section meshes Meshes
@ -662,7 +662,7 @@ An aiMesh is defined by a series of data channels. The presence of these data ch
by the contents of the imported file: by default there are only those data channels present in the mesh
that were also found in the file. The only channels guarenteed to be always present are aiMesh::mVertices
and aiMesh::mFaces. You can test for the presence of other data by testing the pointers against NULL
or use the helper functions provided by aiMesh. You may also specify several post processing flags
or use the helper functions provided by aiMesh. You may also specify several post processing flags
at Importer::ReadFile() to let assimp calculate or recalculate additional data channels for you.
At the moment, a single aiMesh may contain a set of triangles and polygons. A single vertex does always
@ -677,9 +677,9 @@ See the @link materials Material System Page. @endlink
@section bones Bones
A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
Using the bones name you can find the corresponding node in the node hierarchy. This node in relation
to the other bones' nodes defines the skeleton of the mesh. Unfortunately there might also be
@ -687,7 +687,7 @@ nodes which are not used by a bone in the mesh, but still affect the pose of the
they have child nodes which are bones. So when creating the skeleton hierarchy for a mesh I
suggest the following method:
a) Create a map or a similar container to store which nodes are necessary for the skeleton.
a) Create a map or a similar container to store which nodes are necessary for the skeleton.
Pre-initialise it for all nodes with a "no". <br>
b) For each bone in the mesh: <br>
b1) Find the corresponding node in the scene's hierarchy by comparing their names. <br>
@ -697,11 +697,11 @@ c) Recursively iterate over the node hierarchy <br>
c1) If the node is marked as necessary, copy it into the skeleton and check its children <br>
c2) If the node is marked as not necessary, skip it and do not iterate over its children. <br>
Reasons: you need all the parent nodes to keep the transformation chain intact. For most
Reasons: you need all the parent nodes to keep the transformation chain intact. For most
file formats and modelling packages the node hierarchy of the skeleton is either a child
of the mesh node or a sibling of the mesh node but this is by no means a requirement so you shouldn't rely on it.
of the mesh node or a sibling of the mesh node but this is by no means a requirement so you shouldn't rely on it.
The node closest to the root node is your skeleton root, from there you
start copying the hierarchy. You can skip every branch without a node being a bone in the mesh -
start copying the hierarchy. You can skip every branch without a node being a bone in the mesh -
that's why the algorithm skips the whole branch if the node is marked as "not necessary".
You should now have a mesh in your engine with a skeleton that is a subset of the imported hierarchy.
@ -719,12 +719,12 @@ though, that certain combinations of file format and exporter don't always store
in the exported file. In this case, mTicksPerSecond is set to 0 to indicate the lack of knowledge.
The aiAnimation consists of a series of aiNodeAnim's. Each bone animation affects a single node in
the node hierarchy only, the name specifying which node is affected. For this node the structure
the node hierarchy only, the name specifying which node is affected. For this node the structure
stores three separate key sequences: a vector key sequence for the position, a quaternion key sequence
for the rotation and another vector key sequence for the scaling. All 3d data is local to the
coordinate space of the node's parent, that means in the same space as the node's transformation matrix.
There might be cases where animation tracks refer to a non-existent node by their name, but this
should not be the case in your every-day data.
should not be the case in your every-day data.
To apply such an animation you need to identify the animation tracks that refer to actual bones
in your mesh. Then for every track: <br>
@ -733,7 +733,7 @@ b) Optional: interpolate between these and the following keys. <br>
c) Combine the calculated position, rotation and scaling to a tranformation matrix <br>
d) Set the affected node's transformation to the calculated matrix. <br>
If you need hints on how to convert to or from quaternions, have a look at the
If you need hints on how to convert to or from quaternions, have a look at the
<a href="http://www.j3d.org/matrix_faq/matrfaq_latest.html">Matrix&Quaternion FAQ</a>. I suggest
using logarithmic interpolation for the scaling keys if you happen to need them - usually you don't
need them at all.
@ -742,7 +742,7 @@ need them at all.
Normally textures used by assets are stored in separate files, however,
there are file formats embedding their textures directly into the model file.
Such textures are loaded into an aiTexture structure.
Such textures are loaded into an aiTexture structure.
<br>
There are two cases:
<br>
@ -769,12 +769,12 @@ set if assimp is able to determine the file format.
@page materials Material System
@section General Overview
All materials are stored in an array of aiMaterial inside the aiScene.
All materials are stored in an array of aiMaterial inside the aiScene.
Each aiMesh refers to one
Each aiMesh refers to one
material by its index in the array. Due to the vastly diverging definitions and usages of material
parameters there is no hard definition of a material structure. Instead a material is defined by
a set of properties accessible by their names. Have a look at assimp/material.h to see what types of
a set of properties accessible by their names. Have a look at assimp/material.h to see what types of
properties are defined. In this file there are also various functions defined to test for the
presence of certain properties in a material and retrieve their values.
@ -788,13 +788,13 @@ Textures are organized in stacks, each stack being evaluated independently. The
------------------------
| Constant base color | color
------------------------
------------------------
| Blend operation 0 | +
------------------------
| Strength factor 0 | 0.25*
------------------------
| Texture 0 | texture_0
------------------------
------------------------
| Blend operation 1 | *
------------------------
| Strength factor 1 | 1.0*
@ -807,7 +807,7 @@ Textures are organized in stacks, each stack being evaluated independently. The
@section keys Constants
All material key constants start with 'AI_MATKEY' (it's an ugly macro for historical reasons, don't ask).
All material key constants start with 'AI_MATKEY' (it's an ugly macro for historical reasons, don't ask).
<table border="1">
<tr>
@ -857,7 +857,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
<td><tt>COLOR_TRANSPARENT</tt></td>
<td>aiColor3D</td>
<td>black (0,0,0)</td>
<td>Defines the transparent color of the material, this is the color to be multiplied with the color of
<td>Defines the transparent color of the material, this is the color to be multiplied with the color of
translucent light to construct the final 'destination color' for a particular position in the screen buffer. T </td>
<td>---</tt></td>
</tr>
@ -1034,7 +1034,7 @@ mat->Get(AI_MATKEY_COLOR_DIFFUSE,color);
@endcode
<b>Note:</b> Get() is actually a template with explicit specializations for aiColor3D, aiColor4D, aiString, float, int and some others.
Make sure that the type of the second parameter matches the expected data type of the material property (no compile-time check yet!).
Make sure that the type of the second parameter matches the expected data type of the material property (no compile-time check yet!).
Don't follow this advice if you wish to encounter very strange results.
@section C C-API
@ -1085,15 +1085,15 @@ for all textures
have uvwsrc for this texture?
assign channel specified in uvwsrc
else
assign channels in ascending order for all texture stacks,
assign channels in ascending order for all texture stacks,
i.e. diffuse1 gets channel 1, opacity0 gets channel 0.
@endverbatim
@section pseudo Pseudo Code Listing
For completeness, the following is a very rough pseudo-code sample showing how to evaluate Assimp materials in your
shading pipeline. You'll probably want to limit your handling of all those material keys to a reasonable subset suitable for your purposes
For completeness, the following is a very rough pseudo-code sample showing how to evaluate Assimp materials in your
shading pipeline. You'll probably want to limit your handling of all those material keys to a reasonable subset suitable for your purposes
(for example most 3d engines won't support highly complex multi-layer materials, but many 3d modellers do).
Also note that this sample is targeted at a (shader-based) rendering pipeline for real time graphics.
@ -1111,7 +1111,7 @@ float3 EvaluateStack(stack)
for (every texture in stack)
{
// assuming we have explicit & pretransformed UVs for this texture
float3 color = SampleTexture(texture,uv);
float3 color = SampleTexture(texture,uv);
// scale by texture blend factor
color *= texture.blend;
@ -1207,7 +1207,7 @@ float4 PimpMyPixel (float4 prev)
// Get all single light contribution terms
float3 diff = ComputeDiffuseContribution();
float3 spec = ComputeSpecularContribution();
float3 spec = ComputeSpecularContribution();
float3 ambi = ComputeAmbientContribution();
// .. and compute the final color value for this pixel
@ -1231,7 +1231,7 @@ float4 PimpMyPixel (float4 prev)
/**
/**
@page perf Performance
@section perf_overview Overview
@ -1243,9 +1243,9 @@ This page discusses general performance issues related to assimp.
assimp has built-in support for <i>very</i> basic profiling and time measurement. To turn it on, set the <tt>GLOB_MEASURE_TIME</tt>
configuration switch to <tt>true</tt> (nonzero). Results are dumped to the log file, so you need to setup
an appropriate logger implementation with at least one output stream first (see the @link logging Logging Page @endlink
for the details.).
for the details.).
Note that these measurements are based on a single run of the importer and each of the post processing steps, so
Note that these measurements are based on a single run of the importer and each of the post processing steps, so
a single result set is far away from being significant in a statistic sense. While precision can be improved
by running the test multiple times, the low accuracy of the timings may render the results useless
for smaller files.
@ -1269,7 +1269,7 @@ Info, T5488: Entering post processing pipeline
Debug, T5488: START `postprocess`
Debug, T5488: RemoveRedundantMatsProcess begin
Debug, T5488: RemoveRedundantMatsProcess finished
Debug, T5488: RemoveRedundantMatsProcess finished
Debug, T5488: END `postprocess`, dt= 0.001 s
@ -1306,7 +1306,7 @@ Debug, T5488: START `postprocess`
Debug, T5488: ImproveCacheLocalityProcess begin
Debug, T5488: Mesh 0 | ACMR in: 0.851622 out: 0.718139 | ~15.7
Info, T5488: Cache relevant are 1 meshes (251904 faces). Average output ACMR is 0.718139
Debug, T5488: ImproveCacheLocalityProcess finished.
Debug, T5488: ImproveCacheLocalityProcess finished.
Debug, T5488: END `postprocess`, dt= 1.903 s
@ -1315,13 +1315,13 @@ Debug, T5488: END `total`, dt= 11.269 s
@endverbatim
In this particular example only one fourth of the total import time was spent on the actual importing, while the rest of the
time got consumed by the #aiProcess_Triangulate, #aiProcess_JoinIdenticalVertices and #aiProcess_ImproveCacheLocality
postprocessing steps. A wise selection of postprocessing steps is therefore essential to getting good performance.
Of course this depends on the individual requirements of your application, in many of the typical use cases of assimp performance won't
time got consumed by the #aiProcess_Triangulate, #aiProcess_JoinIdenticalVertices and #aiProcess_ImproveCacheLocality
postprocessing steps. A wise selection of postprocessing steps is therefore essential to getting good performance.
Of course this depends on the individual requirements of your application, in many of the typical use cases of assimp performance won't
matter (i.e. in an offline content pipeline).
*/
/**
/**
@page threading Threading
@section overview Overview
@ -1332,7 +1332,7 @@ use it from multiple threads concurrently.
@section threadsafety Thread-safety / using Assimp concurrently from several threads
The library can be accessed by multiple threads simultaneously, as long as the
following prerequisites are fulfilled:
following prerequisites are fulfilled:
- Users of the C++-API should ensure that they use a dedicated #Assimp::Importer instance for each thread. Constructing instances of #Assimp::Importer is expensive, so it might be a good idea to
let every thread maintain its own thread-local instance (which can be used to
@ -1344,9 +1344,9 @@ following prerequisites are fulfilled:
Multiple concurrent imports may or may not be beneficial, however. For certain file formats in conjunction with
little or no post processing IO times tend to be the performance bottleneck. Intense post processing together
with 'slow' file formats like X or Collada might scale well with multiple concurrent imports.
Multiple concurrent imports may or may not be beneficial, however. For certain file formats in conjunction with
little or no post processing IO times tend to be the performance bottleneck. Intense post processing together
with 'slow' file formats like X or Collada might scale well with multiple concurrent imports.
@section automt Internal threading
@ -1357,8 +1357,8 @@ Internal multi-threading is not currently implemented.
/**
@page res Resources
This page lists some useful resources for assimp. Note that, even though the core team has an eye on them,
we cannot guarantee the accuracy of third-party information. If in doubt, it's best to ask either on the
This page lists some useful resources for assimp. Note that, even though the core team has an eye on them,
we cannot guarantee the accuracy of third-party information. If in doubt, it's best to ask either on the
mailing list or on our forums on SF.net.
- assimp comes with some sample applications, these can be found in the <i>./samples</i> folder. Don't forget to read the <i>README</i> file.
@ -1376,14 +1376,14 @@ mailing list or on our forums on SF.net.
<hr>
@section blender Blender
This section contains implementation notes for the Blender3D importer.
This section contains implementation notes for the Blender3D importer.
@subsection bl_overview Overview
assimp provides a self-contained reimplementation of Blender's so called SDNA system (http://www.blender.org/development/architecture/notes-on-sdna/).
assimp provides a self-contained reimplementation of Blender's so called SDNA system (http://www.blender.org/development/architecture/notes-on-sdna/).
SDNA allows Blender to be fully backward and forward compatible and to exchange
files across all platforms. The BLEND format is thus a non-trivial binary monster and the loader tries to read the most of it,
files across all platforms. The BLEND format is thus a non-trivial binary monster and the loader tries to read the most of it,
naturally limited by the scope of the #aiScene output data structure.
Consequently, if Blender is the only modeling tool in your asset work flow, consider writing a
Consequently, if Blender is the only modeling tool in your asset work flow, consider writing a
custom exporter from Blender if assimps format coverage does not meet the requirements.
@subsection bl_status Current status
@ -1397,12 +1397,12 @@ When filing bugs on the Blender loader, always give the Blender version (or, eve
<hr>
@section ifc IFC
This section contains implementation notes on the IFC-STEP importer.
This section contains implementation notes on the IFC-STEP importer.
@subsection ifc_overview Overview
The library provides a partial implementation of the IFC2x3 industry standard for automatized exchange of CAE/architectural
data sets. See http://en.wikipedia.org/wiki/Industry_Foundation_Classes for more information on the format. We aim
at getting as much 3D data out of the files as possible.
The library provides a partial implementation of the IFC2x3 industry standard for automatized exchange of CAE/architectural
data sets. See http://en.wikipedia.org/wiki/Industry_Foundation_Classes for more information on the format. We aim
at getting as much 3D data out of the files as possible.
@subsection ifc_status Current status
@ -1413,23 +1413,23 @@ IFC support is new and considered experimental. Please report any bugs you may e
- Only the STEP-based encoding is supported. IFCZIP and IFCXML are not (but IFCZIP can simply be unzipped to get a STEP file).
- The importer leaves vertex coordinates untouched, but applies a global scaling to the root transform to
convert from whichever unit the IFC file uses to <i>metres</i>.
- If multiple geometric representations are provided, the choice which one to load is based on how expensive a representation seems
- If multiple geometric representations are provided, the choice which one to load is based on how expensive a representation seems
to be in terms of import time. The loader also avoids representation types for which it has known deficits.
- Not supported are arbitrary binary operations (binary clipping is implemented, though).
- Not supported are arbitrary binary operations (binary clipping is implemented, though).
- Of the various relationship types that IFC knows, only aggregation, containment and material assignment are resolved and mapped to
the output graph.
- The implementation knows only about IFC2X3 and applies this rule set to all models it encounters,
- The implementation knows only about IFC2X3 and applies this rule set to all models it encounters,
regardless of their actual version. Loading of older or newer files may fail with parsing errors.
@subsection ifc_metadata Metadata
IFC file properties (IfcPropertySet) are kept as per-node metadata, see aiNode::mMetaData.
IFC file properties (IfcPropertySet) are kept as per-node metadata, see aiNode::mMetaData.
<hr>
@section ogre Ogre
*ATTENTION*: The Ogre-Loader is currently under development, many things have changed after this documentation was written, but they are not final enough to rewrite the documentation. So things may have changed by now!
This section contains implementations notes for the OgreXML importer.
This section contains implementations notes for the OgreXML importer.
@subsection overview Overview
Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that I use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
@ -1481,12 +1481,12 @@ Just look in OgreImporterMaterial.cpp
- IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME: Normally, a texture is loaded as a colormap, if no
target is specified in the
materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
are used as normalmaps, lightmaps or specularmaps.
are used as normalmaps, lightmaps or specularmaps.
<br>
Property type: Bool. Default value: false.
- IMPORT_OGRE_MATERIAL_FILE: Ogre Meshes contain only the MaterialName, not the MaterialFile.
If there
is no material file with the same name as the material, Ogre Importer will
If there
is no material file with the same name as the material, Ogre Importer will
try to load this file and search the material in it.
<br>
Property type: String. Default value: guessed.
@ -1515,8 +1515,8 @@ OK, that sounds too easy :-). The whole procedure for a new loader merely looks
<li>Add them to the following workspaces: vc8 and vc9 (the files are in the workspaces directory), CMAKE (code/CMakeLists.txt, create a new
source group for your importer and put them also to ADD_LIBRARY( assimp SHARED))</li>
<li>Include <i>AssimpPCH.h</i> - this is the PCH file, and it includes already most Assimp-internal stuff. </li>
<li>Open Importer.cpp and include your header just below the <i>(include_new_importers_here)</i> line,
guarded by a #define
<li>Open Importer.cpp and include your header just below the <i>(include_new_importers_here)</i> line,
guarded by a #define
@code
#if (!defined assimp_BUILD_NO_FormatName_IMPORTER)
...
@ -1525,14 +1525,14 @@ guarded by a #define
Wrap the same guard around your .cpp!</li>
<li>Now advance to the <i>(register_new_importers_here)</i> line in the Importer.cpp and register your importer there - just like all the others do.</li>
<li>Setup a suitable test environment (i.e. use AssimpView or your own application), make sure to enable
<li>Setup a suitable test environment (i.e. use AssimpView or your own application), make sure to enable
the #aiProcess_ValidateDataStructure flag and enable verbose logging. That is, simply call before you import anything:
@code
DefaultLogger::create("AssimpLog.txt",Logger::VERBOSE)
@endcode
</li>
<li>
Implement the Assimp::BaseImporter::CanRead(), Assimp::BaseImporter::InternReadFile() and Assimp::BaseImporter::GetExtensionList().
Implement the Assimp::BaseImporter::CanRead(), Assimp::BaseImporter::InternReadFile() and Assimp::BaseImporter::GetExtensionList().
Just copy'n'paste the template from Appendix A and adapt it for your needs.
</li>
<li>For error handling, throw a dynamic allocated ImportErrorException (see Appendix A) for critical errors, and log errors, warnings, infos and debuginfos
@ -1566,7 +1566,7 @@ store the properties as a member variable of your importer, they are thread safe
<li>Try to make your parser as flexible as possible. Don't rely on particular layout, whitespace/tab style,
except if the file format has a strict definition, in which case you should always warn about spec violations.
But the general rule of thumb is <i>be strict in what you write and tolerant in what you accept</i>.</li>
<li>Call Assimp::BaseImporter::ConvertToUTF8() before you parse anything to convert foreign encodings to UTF-8.
<li>Call Assimp::BaseImporter::ConvertToUTF8() before you parse anything to convert foreign encodings to UTF-8.
That's not necessary for XML importers, which must use the provided IrrXML for reading. </li>
</ul>
@ -1586,11 +1586,11 @@ Don't trust the input data! Check all offsets!
Mixed stuff for internal use by loaders, mostly documented (most of them are already included by <i>AssimpPCH.h</i>):
<ul>
<li><b>ByteSwap</b> (<i>ByteSwap.h</i>) - manual byte swapping stuff for binary loaders.</li>
<li><b>ByteSwapper</b> (<i>ByteSwapper.h</i>) - manual byte swapping stuff for binary loaders.</li>
<li><b>StreamReader</b> (<i>StreamReader.h</i>) - safe, endianess-correct, binary reading.</li>
<li><b>IrrXML</b> (<i>irrXMLWrapper.h</i>) - for XML-parsing (SAX.</li>
<li><b>CommentRemover</b> (<i>RemoveComments.h</i>) - remove single-line and multi-line comments from a text file.</li>
<li>fast_atof, strtoul10, strtoul16, SkipSpaceAndLineEnd, SkipToNextToken .. large family of low-level
<li>fast_atof, strtoul10, strtoul16, SkipSpaceAndLineEnd, SkipToNextToken .. large family of low-level
parsing functions, mostly declared in <i>fast_atof.h</i>, <i>StringComparison.h</i> and <i>ParsingUtils.h</i> (a collection that grew
historically, so don't expect perfect organization). </li>
<li><b>ComputeNormalsWithSmoothingsGroups()</b> (<i>SmoothingGroups.h</i>) - Computes normal vectors from plain old smoothing groups. </li>
@ -1640,8 +1640,8 @@ The boost whitelist:
@code
// -------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool xxxxImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,
// Returns whether the class can handle the format of the given file.
bool xxxxImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const
{
const std::string extension = GetExtension(pFile);
@ -1649,8 +1649,8 @@ bool xxxxImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,
return true;
}
if (!extension.length() || checkSig) {
// no extension given, or we're called a second time because no
// suitable loader was found yet. This means, we're trying to open
// no extension given, or we're called a second time because no
// suitable loader was found yet. This means, we're trying to open
// the file and look for and hints to identify the file format.
// #Assimp::BaseImporter provides some utilities:
//
@ -1659,11 +1659,11 @@ bool xxxxImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,
// against a given list of 'magic' strings.
//
// #Assimp::BaseImporter::CheckMagicToken - for binary files. It goes
// to a particular offset in the file and and compares the next words
// to a particular offset in the file and and compares the next words
// against a given list of 'magic' tokens.
// These checks MUST be done (even if !checkSig) if the file extension
// is not exclusive to your format. For example, .xml is very common
// These checks MUST be done (even if !checkSig) if the file extension
// is not exclusive to your format. For example, .xml is very common
// and (co)used by many formats.
}
return false;
@ -1677,7 +1677,7 @@ void xxxxImporter::GetExtensionList(std::set<std::string>& extensions)
}
// -------------------------------------------------------------------------------
void xxxxImporter::InternReadFile( const std::string& pFile,
void xxxxImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
@ -1686,20 +1686,20 @@ void xxxxImporter::InternReadFile( const std::string& pFile,
if( file.get() == NULL) {
throw DeadlyImportError( "Failed to open xxxx file " + pFile + ".");
}
// Your task: fill pScene
// Throw a ImportErrorException with a meaningful (!) error message if
// Throw a ImportErrorException with a meaningful (!) error message if
// something goes wrong.
}
@endcode
*/
/**
@page AnimationOverview Animation Overview
\section Transformations
This diagram shows how you can calculate your transformationmatrices for an animated character:
<img src="AnimationOverview.png" />
**/
**/

View File

@ -348,16 +348,14 @@ public:
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX and are simple strings).
* @param iValue New value of the property
* @param bWasExisting Optional pointer to receive true if the
* property was set before. The new value replaces the previous value
* in this case.
* @return true if the property was set before. The new value replaces
* the previous value in this case.
* @note Property of different types (float, int, string ..) are kept
* on different stacks, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
void SetPropertyInteger(const char* szName, int iValue,
bool* bWasExisting = NULL);
bool SetPropertyInteger(const char* szName, int iValue);
// -------------------------------------------------------------------
/** Set a boolean configuration property. Boolean properties
@ -366,30 +364,27 @@ public:
* #GetPropertyBool and vice versa.
* @see SetPropertyInteger()
*/
void SetPropertyBool(const char* szName, bool value, bool* bWasExisting = NULL) {
SetPropertyInteger(szName,value,bWasExisting);
bool SetPropertyBool(const char* szName, bool value) {
return SetPropertyInteger(szName,value);
}
// -------------------------------------------------------------------
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyFloat(const char* szName, float fValue,
bool* bWasExisting = NULL);
bool SetPropertyFloat(const char* szName, float fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyString(const char* szName, const std::string& sValue,
bool* bWasExisting = NULL);
bool SetPropertyString(const char* szName, const std::string& sValue);
// -------------------------------------------------------------------
/** Set a matrix configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue,
bool* bWasExisting = NULL);
bool SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue);
// -------------------------------------------------------------------
/** Get a configuration property.

View File

@ -194,16 +194,14 @@ public:
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX and are simple strings).
* @param iValue New value of the property
* @param bWasExisting Optional pointer to receive true if the
* property was set before. The new value replaces the previous value
* in this case.
* @return true if the property was set before. The new value replaces
* the previous value in this case.
* @note Property of different types (float, int, string ..) are kept
* on different stacks, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
void SetPropertyInteger(const char* szName, int iValue,
bool* bWasExisting = NULL);
bool SetPropertyInteger(const char* szName, int iValue);
// -------------------------------------------------------------------
/** Set a boolean configuration property. Boolean properties
@ -212,30 +210,27 @@ public:
* #GetPropertyBool and vice versa.
* @see SetPropertyInteger()
*/
void SetPropertyBool(const char* szName, bool value, bool* bWasExisting = NULL) {
SetPropertyInteger(szName,value,bWasExisting);
bool SetPropertyBool(const char* szName, bool value) {
return SetPropertyInteger(szName,value);
}
// -------------------------------------------------------------------
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyFloat(const char* szName, float fValue,
bool* bWasExisting = NULL);
bool SetPropertyFloat(const char* szName, float fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyString(const char* szName, const std::string& sValue,
bool* bWasExisting = NULL);
bool SetPropertyString(const char* szName, const std::string& sValue);
// -------------------------------------------------------------------
/** Set a matrix configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue,
bool* bWasExisting = NULL);
bool SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue);
// -------------------------------------------------------------------
/** Get a configuration property.

View File

@ -877,8 +877,24 @@ enum aiComponent
*/
#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader will ignore the provided up direction.
*
* If this property is set to true, the up direction provided in the file header will
* be ignored and the file will be loaded as is.
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader will invert the transparency value.
*
* If this property is set to true, the transparency value will be interpreted as the
* inverse of the usual transparency. This is useful because lots of exporters does
* not respect the standard and do the opposite of what is normally expected.
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_COLLADA_INVERT_TRANSPARENCY "IMPORT_COLLADA_INVERT_TRANSPARENCY"
// ---------- All the Export defines ------------
@ -887,7 +903,6 @@ enum aiComponent
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
#endif // !! AI_CONFIG_H_INC

View File

@ -131,21 +131,19 @@ TEST_F(ImporterTest, testMemoryRead)
// ------------------------------------------------------------------------------------------------
TEST_F(ImporterTest, testIntProperty)
{
bool b;
pImp->SetPropertyInteger("quakquak",1503,&b);
bool b = pImp->SetPropertyInteger("quakquak",1503);
EXPECT_FALSE(b);
EXPECT_EQ(1503, pImp->GetPropertyInteger("quakquak",0));
EXPECT_EQ(314159, pImp->GetPropertyInteger("not_there",314159));
pImp->SetPropertyInteger("quakquak",1504,&b);
b = pImp->SetPropertyInteger("quakquak",1504);
EXPECT_TRUE(b);
}
// ------------------------------------------------------------------------------------------------
TEST_F(ImporterTest, testFloatProperty)
{
bool b;
pImp->SetPropertyFloat("quakquak",1503.f,&b);
bool b = pImp->SetPropertyFloat("quakquak",1503.f);
EXPECT_TRUE(!b);
EXPECT_EQ(1503.f, pImp->GetPropertyFloat("quakquak",0.f));
EXPECT_EQ(314159.f, pImp->GetPropertyFloat("not_there",314159.f));
@ -154,8 +152,7 @@ TEST_F(ImporterTest, testFloatProperty)
// ------------------------------------------------------------------------------------------------
TEST_F(ImporterTest, testStringProperty)
{
bool b;
pImp->SetPropertyString("quakquak","test",&b);
bool b = pImp->SetPropertyString("quakquak","test");
EXPECT_TRUE(!b);
EXPECT_EQ("test", pImp->GetPropertyString("quakquak","weghwekg"));
EXPECT_EQ("ILoveYou", pImp->GetPropertyString("not_there","ILoveYou"));

View File

@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
using namespace AssimpView;

View File

@ -43,195 +43,204 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_ASSET_HELPER_H_INCLUDED)
#define AV_ASSET_HELPER_H_INCLUDED
class SceneAnimator;
#include <d3d9.h>
#include <d3dx9.h>
#include <d3dx9mesh.h>
//-------------------------------------------------------------------------------
/** \brief Class to wrap ASSIMP's asset output structures
*/
//-------------------------------------------------------------------------------
class AssetHelper
{
public:
enum
{
// the original normal set will be used
ORIGINAL = 0x0u,
#include <assimp/scene.h>
// a smoothed normal set will be used
SMOOTH = 0x1u,
namespace AssimpView {
// a hard normal set will be used
HARD = 0x2u,
};
class SceneAnimator;
// default constructor
AssetHelper()
: iNormalSet(ORIGINAL)
{
mAnimator = NULL;
apcMeshes = NULL;
pcScene = NULL;
}
//-------------------------------------------------------------------------------
/** \brief Class to wrap ASSIMP's asset output structures
*/
//-------------------------------------------------------------------------------
class AssetHelper
{
public:
enum
{
// the original normal set will be used
ORIGINAL = 0x0u,
//---------------------------------------------------------------
// default vertex data structure
// (even if tangents, bitangents or normals aren't
// required by the shader they will be committed to the GPU)
//---------------------------------------------------------------
struct Vertex
{
aiVector3D vPosition;
aiVector3D vNormal;
// a smoothed normal set will be used
SMOOTH = 0x1u,
D3DCOLOR dColorDiffuse;
aiVector3D vTangent;
aiVector3D vBitangent;
aiVector2D vTextureUV;
aiVector2D vTextureUV2;
unsigned char mBoneIndices[4];
unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
// a hard normal set will be used
HARD = 0x2u,
};
/** Returns the vertex declaration elements to create a declaration from. */
static D3DVERTEXELEMENT9* GetDeclarationElements()
{
static D3DVERTEXELEMENT9 decl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
D3DDECL_END()
};
// default constructor
AssetHelper()
: iNormalSet( ORIGINAL )
{
mAnimator = NULL;
apcMeshes = NULL;
pcScene = NULL;
}
return decl;
}
};
//---------------------------------------------------------------
// default vertex data structure
// (even if tangents, bitangents or normals aren't
// required by the shader they will be committed to the GPU)
//---------------------------------------------------------------
struct Vertex
{
aiVector3D vPosition;
aiVector3D vNormal;
//---------------------------------------------------------------
// FVF vertex structure used for normals
//---------------------------------------------------------------
struct LineVertex
{
aiVector3D vPosition;
DWORD dColorDiffuse;
D3DCOLOR dColorDiffuse;
aiVector3D vTangent;
aiVector3D vBitangent;
aiVector2D vTextureUV;
aiVector2D vTextureUV2;
unsigned char mBoneIndices[ 4 ];
unsigned char mBoneWeights[ 4 ]; // last Weight not used, calculated inside the vertex shader
// retrieves the FVF code of the vertex type
static DWORD GetFVF()
{
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
}
};
/** Returns the vertex declaration elements to create a declaration from. */
static D3DVERTEXELEMENT9* GetDeclarationElements()
{
static D3DVERTEXELEMENT9 decl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
D3DDECL_END()
};
//---------------------------------------------------------------
// Helper class to store GPU related resources created for
// a given aiMesh
//---------------------------------------------------------------
class MeshHelper
{
public:
return decl;
}
};
MeshHelper ()
:
piVB (NULL),
piIB (NULL),
piVBNormals (NULL),
piEffect (NULL),
bSharedFX (false),
piDiffuseTexture (NULL),
piSpecularTexture (NULL),
piAmbientTexture (NULL),
piEmissiveTexture (NULL),
piNormalTexture (NULL),
piOpacityTexture (NULL),
piShininessTexture (NULL),
piLightmapTexture (NULL),
twosided (false),
pvOriginalNormals (NULL)
{}
//---------------------------------------------------------------
// FVF vertex structure used for normals
//---------------------------------------------------------------
struct LineVertex
{
aiVector3D vPosition;
DWORD dColorDiffuse;
~MeshHelper ()
{
// NOTE: This is done in DeleteAssetData()
// TODO: Make this a proper d'tor
}
// retrieves the FVF code of the vertex type
static DWORD GetFVF()
{
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
}
};
// shading mode to use. Either Lambert or otherwise phong
// will be used in every case
aiShadingMode eShadingMode;
//---------------------------------------------------------------
// Helper class to store GPU related resources created for
// a given aiMesh
//---------------------------------------------------------------
class MeshHelper
{
public:
// vertex buffer
IDirect3DVertexBuffer9* piVB;
MeshHelper()
:
piVB( NULL ),
piIB( NULL ),
piVBNormals( NULL ),
piEffect( NULL ),
bSharedFX( false ),
piDiffuseTexture( NULL ),
piSpecularTexture( NULL ),
piAmbientTexture( NULL ),
piEmissiveTexture( NULL ),
piNormalTexture( NULL ),
piOpacityTexture( NULL ),
piShininessTexture( NULL ),
piLightmapTexture( NULL ),
twosided( false ),
pvOriginalNormals( NULL )
{}
// index buffer. For partially transparent meshes
// created with dynamic usage to be able to update
// the buffer contents quickly
IDirect3DIndexBuffer9* piIB;
~MeshHelper()
{
// NOTE: This is done in DeleteAssetData()
// TODO: Make this a proper d'tor
}
// vertex buffer to be used to draw vertex normals
// (vertex normals are generated in every case)
IDirect3DVertexBuffer9* piVBNormals;
// shading mode to use. Either Lambert or otherwise phong
// will be used in every case
aiShadingMode eShadingMode;
// shader to be used
ID3DXEffect* piEffect;
bool bSharedFX;
// vertex buffer
IDirect3DVertexBuffer9* piVB;
// material textures
IDirect3DTexture9* piDiffuseTexture;
IDirect3DTexture9* piSpecularTexture;
IDirect3DTexture9* piAmbientTexture;
IDirect3DTexture9* piEmissiveTexture;
IDirect3DTexture9* piNormalTexture;
IDirect3DTexture9* piOpacityTexture;
IDirect3DTexture9* piShininessTexture;
IDirect3DTexture9* piLightmapTexture;
// index buffer. For partially transparent meshes
// created with dynamic usage to be able to update
// the buffer contents quickly
IDirect3DIndexBuffer9* piIB;
// material colors
D3DXVECTOR4 vDiffuseColor;
D3DXVECTOR4 vSpecularColor;
D3DXVECTOR4 vAmbientColor;
D3DXVECTOR4 vEmissiveColor;
// vertex buffer to be used to draw vertex normals
// (vertex normals are generated in every case)
IDirect3DVertexBuffer9* piVBNormals;
// opacity for the material
float fOpacity;
// shader to be used
ID3DXEffect* piEffect;
bool bSharedFX;
// shininess for the material
float fShininess;
// material textures
IDirect3DTexture9* piDiffuseTexture;
IDirect3DTexture9* piSpecularTexture;
IDirect3DTexture9* piAmbientTexture;
IDirect3DTexture9* piEmissiveTexture;
IDirect3DTexture9* piNormalTexture;
IDirect3DTexture9* piOpacityTexture;
IDirect3DTexture9* piShininessTexture;
IDirect3DTexture9* piLightmapTexture;
// strength of the specular highlight
float fSpecularStrength;
// material colors
D3DXVECTOR4 vDiffuseColor;
D3DXVECTOR4 vSpecularColor;
D3DXVECTOR4 vAmbientColor;
D3DXVECTOR4 vEmissiveColor;
// two-sided?
bool twosided;
// opacity for the material
float fOpacity;
// Stores a pointer to the original normal set of the asset
aiVector3D* pvOriginalNormals;
};
// shininess for the material
float fShininess;
// One instance per aiMesh in the globally loaded asset
MeshHelper** apcMeshes;
// strength of the specular highlight
float fSpecularStrength;
// Scene wrapper instance
aiScene* pcScene;
// two-sided?
bool twosided;
// Animation player to animate the scene if necessary
SceneAnimator* mAnimator;
// Stores a pointer to the original normal set of the asset
aiVector3D* pvOriginalNormals;
};
// Specifies the normal set to be used
unsigned int iNormalSet;
// One instance per aiMesh in the globally loaded asset
MeshHelper** apcMeshes;
// ------------------------------------------------------------------
// set the normal set to be used
void SetNormalSet(unsigned int iSet);
// Scene wrapper instance
aiScene* pcScene;
// ------------------------------------------------------------------
// flip all normal vectors
void FlipNormals();
void FlipNormalsInt();
};
// Animation player to animate the scene if necessary
SceneAnimator* mAnimator;
// Specifies the normal set to be used
unsigned int iNormalSet;
// ------------------------------------------------------------------
// set the normal set to be used
void SetNormalSet( unsigned int iSet );
// ------------------------------------------------------------------
// flip all normal vectors
void FlipNormals();
void FlipNormalsInt();
};
}
#endif // !! IG

View File

@ -39,12 +39,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
extern std::string g_szSkyboxShader;
// From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
// ------------------------------------------------------------------------------

View File

@ -38,91 +38,91 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#pragma once
#if (!defined AV_BACKGROUND_H_INCLUDED)
#define AV_BACKGROUND_H_INCLUDED
namespace AssimpView
{
class CBackgroundPainter
{
CBackgroundPainter()
:
clrColor( D3DCOLOR_ARGB( 0xFF, 100, 100, 100 ) ),
pcTexture( NULL ),
piSkyBoxEffect( NULL ),
eMode( SIMPLE_COLOR )
{}
class CBackgroundPainter
{
CBackgroundPainter()
:
clrColor(D3DCOLOR_ARGB(0xFF,100,100,100)),
pcTexture(NULL),
piSkyBoxEffect(NULL),
eMode(SIMPLE_COLOR)
{}
public:
public:
// Supported background draw modi
enum MODE { SIMPLE_COLOR, TEXTURE_2D, TEXTURE_CUBE };
// Supported background draw modi
enum MODE {SIMPLE_COLOR, TEXTURE_2D, TEXTURE_CUBE};
// Singleton accessors
static CBackgroundPainter s_cInstance;
inline static CBackgroundPainter& Instance()
{
return s_cInstance;
}
// Singleton accessors
static CBackgroundPainter s_cInstance;
inline static CBackgroundPainter& Instance ()
{
return s_cInstance;
}
// set the current background color
// (this removes any textures loaded)
void SetColor( D3DCOLOR p_clrNew );
// set the current background color
// (this removes any textures loaded)
void SetColor (D3DCOLOR p_clrNew);
// Setup a cubemap/a 2d texture as background
void SetCubeMapBG( const char* p_szPath );
void SetTextureBG( const char* p_szPath );
// Setup a cubemap/a 2d texture as background
void SetCubeMapBG (const char* p_szPath);
void SetTextureBG (const char* p_szPath);
// Called by the render loop
void OnPreRender();
void OnPostRender();
// Called by the render loop
void OnPreRender();
void OnPostRender();
// Release any native resources associated with the instance
void ReleaseNativeResource();
// Release any native resources associated with the instance
void ReleaseNativeResource();
// Recreate any native resources associated with the instance
void RecreateNativeResource();
// Recreate any native resources associated with the instance
void RecreateNativeResource();
// Rotate the skybox
void RotateSB( const aiMatrix4x4* pm );
// Rotate the skybox
void RotateSB(const aiMatrix4x4* pm);
// Reset the state of the skybox
void ResetSB();
// Reset the state of the skybox
void ResetSB();
inline MODE GetMode() const
{
return this->eMode;
}
inline MODE GetMode() const
{
return this->eMode;
}
inline IDirect3DBaseTexture9* GetTexture()
{
return this->pcTexture;
}
inline IDirect3DBaseTexture9* GetTexture()
{
return this->pcTexture;
}
inline ID3DXBaseEffect* GetEffect()
{
return this->piSkyBoxEffect;
}
inline ID3DXBaseEffect* GetEffect()
{
return this->piSkyBoxEffect;
}
private:
private:
void RemoveSBDeps();
void RemoveSBDeps();
// current background color
D3DCOLOR clrColor;
// current background color
D3DCOLOR clrColor;
// current background texture
IDirect3DBaseTexture9* pcTexture;
ID3DXEffect* piSkyBoxEffect;
// current background texture
IDirect3DBaseTexture9* pcTexture;
ID3DXEffect* piSkyBoxEffect;
// current background mode
MODE eMode;
// current background mode
MODE eMode;
// path to the texture
std::string szPath;
// path to the texture
std::string szPath;
// transformation matrix for the skybox
aiMatrix4x4 mMatrix;
};
// transformation matrix for the skybox
aiMatrix4x4 mMatrix;
};
#endif // !! AV_BACKGROUND_H_INCLUDED
}

View File

@ -38,13 +38,16 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "AnimEvaluator.h"
#include "SceneAnimator.h"
namespace AssimpView {
using namespace Assimp;
extern std::string g_szCheckerBackgroundShader;
struct SVertex
{
float x,y,z,w,u,v;
@ -690,7 +693,7 @@ int CDisplay::FillDisplayList(void)
// fill in the first entry
TVITEMEX tvi;
TVINSERTSTRUCT sNew;
tvi.pszText = "Model";
tvi.pszText = (char*) "Model";
tvi.cchTextMax = (int)strlen(tvi.pszText);
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_STATE;
tvi.state = TVIS_EXPANDED;
@ -2240,7 +2243,7 @@ int CDisplay::RenderTextureView()
const float ny = (float)sRect.bottom;
const float x = (float)sDesc.Width;
const float y = (float)sDesc.Height;
float f = std::min((nx-30) / x,(ny-30) / y) * (m_fTextureZoom/1000.0f);
float f = min((nx-30) / x,(ny-30) / y) * (m_fTextureZoom/1000.0f);
float fHalfX = (nx - (f * x)) / 2.0f;
float fHalfY = (ny - (f * y)) / 2.0f;

View File

@ -42,6 +42,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_DISPLAY_H_INCLUDED)
#define AV_DISPLAY_H_INCLUDE
#include <windows.h>
#include <shellapi.h>
#include <commctrl.h>
// see CDisplay::m_aiImageList
#define AI_VIEW_IMGLIST_NODE 0x0
#define AI_VIEW_IMGLIST_MATERIAL 0x1
@ -49,486 +53,490 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_VIEW_IMGLIST_TEXTURE_INVALID 0x3
#define AI_VIEW_IMGLIST_MODEL 0x4
//-------------------------------------------------------------------------------
/* Corresponds to the "Display" combobox in the UI
*/
//-------------------------------------------------------------------------------
class CDisplay
{
private:
namespace AssimpView
{
// helper class
struct Info
{
Info( D3DXVECTOR4* p1,
AssetHelper::MeshHelper* p2,
const char* p3)
: pclrColor(p1),pMesh(p2),szShaderParam(p3) {}
//-------------------------------------------------------------------------------
/* Corresponds to the "Display" combobox in the UI
*/
//-------------------------------------------------------------------------------
class CDisplay
{
private:
D3DXVECTOR4* pclrColor;
AssetHelper::MeshHelper* pMesh;
const char* szShaderParam;
};
// helper class
struct Info
{
Info( D3DXVECTOR4* p1,
AssetHelper::MeshHelper* p2,
const char* p3 )
: pclrColor( p1 ), pMesh( p2 ), szShaderParam( p3 ) {}
// default constructor
CDisplay()
: m_iViewMode(VIEWMODE_FULL),
m_pcCurrentTexture(NULL),
m_pcCurrentNode(NULL),
m_pcCurrentMaterial(NULL),
m_hImageList(NULL),
m_hRoot(NULL),
m_fTextureZoom(1000.0f)
{
this->m_aiImageList[0] = 0;
this->m_aiImageList[1] = 1;
this->m_aiImageList[2] = 2;
this->m_aiImageList[3] = 3;
this->m_aiImageList[4] = 4;
D3DXVECTOR4* pclrColor;
AssetHelper::MeshHelper* pMesh;
const char* szShaderParam;
};
this->m_avCheckerColors[0].x = this->m_avCheckerColors[0].y = this->m_avCheckerColors[0].z = 0.4f;
this->m_avCheckerColors[1].x = this->m_avCheckerColors[1].y = this->m_avCheckerColors[1].z = 0.6f;
}
// default constructor
CDisplay()
: m_iViewMode( VIEWMODE_FULL ),
m_pcCurrentTexture( NULL ),
m_pcCurrentNode( NULL ),
m_pcCurrentMaterial( NULL ),
m_hImageList( NULL ),
m_hRoot( NULL ),
m_fTextureZoom( 1000.0f )
{
this->m_aiImageList[ 0 ] = 0;
this->m_aiImageList[ 1 ] = 1;
this->m_aiImageList[ 2 ] = 2;
this->m_aiImageList[ 3 ] = 3;
this->m_aiImageList[ 4 ] = 4;
public:
this->m_avCheckerColors[ 0 ].x = this->m_avCheckerColors[ 0 ].y = this->m_avCheckerColors[ 0 ].z = 0.4f;
this->m_avCheckerColors[ 1 ].x = this->m_avCheckerColors[ 1 ].y = this->m_avCheckerColors[ 1 ].z = 0.6f;
}
public:
//------------------------------------------------------------------
enum
{
// the full model is displayed
VIEWMODE_FULL,
//------------------------------------------------------------------
enum
{
// the full model is displayed
VIEWMODE_FULL,
// a material is displayed on a simple spjere as model
VIEWMODE_MATERIAL,
// a material is displayed on a simple spjere as model
VIEWMODE_MATERIAL,
// a texture with an UV set mapped on it is displayed
VIEWMODE_TEXTURE,
// a texture with an UV set mapped on it is displayed
VIEWMODE_TEXTURE,
// a single node in the scenegraph is displayed
VIEWMODE_NODE,
};
// a single node in the scenegraph is displayed
VIEWMODE_NODE,
};
//------------------------------------------------------------------
// represents a texture in the tree view
struct TextureInfo
{
// texture info
IDirect3DTexture9** piTexture;
//------------------------------------------------------------------
// represents a texture in the tree view
struct TextureInfo
{
// texture info
IDirect3DTexture9** piTexture;
// Blend factor of the texture
float fBlend;
// Blend factor of the texture
float fBlend;
// blend operation for the texture
aiTextureOp eOp;
// blend operation for the texture
aiTextureOp eOp;
// UV index for the texture
unsigned int iUV;
// UV index for the texture
unsigned int iUV;
// Associated tree item
HTREEITEM hTreeItem;
// Associated tree item
HTREEITEM hTreeItem;
// Original path to the texture
std::string szPath;
// Original path to the texture
std::string szPath;
// index of the corresponding material
unsigned int iMatIndex;
// index of the corresponding material
unsigned int iMatIndex;
// type of the texture
unsigned int iType;
};
// type of the texture
unsigned int iType;
};
//------------------------------------------------------------------
// represents a node in the tree view
struct NodeInfo
{
// node object
aiNode* psNode;
//------------------------------------------------------------------
// represents a node in the tree view
struct NodeInfo
{
// node object
aiNode* psNode;
// corresponding tree view item
HTREEITEM hTreeItem;
};
// corresponding tree view item
HTREEITEM hTreeItem;
};
//------------------------------------------------------------------
// represents a mesh in the tree view
struct MeshInfo
{
// the mesh object
aiMesh* psMesh;
//------------------------------------------------------------------
// represents a mesh in the tree view
struct MeshInfo
{
// the mesh object
aiMesh* psMesh;
// corresponding tree view item
HTREEITEM hTreeItem;
};
// corresponding tree view item
HTREEITEM hTreeItem;
};
//------------------------------------------------------------------
// represents a material in the tree view
struct MaterialInfo
{
// material index
unsigned int iIndex;
//------------------------------------------------------------------
// represents a material in the tree view
struct MaterialInfo
{
// material index
unsigned int iIndex;
// material object
aiMaterial* psMaterial;
// material object
aiMaterial* psMaterial;
// ID3DXEffect interface
ID3DXEffect* piEffect;
// ID3DXEffect interface
ID3DXEffect* piEffect;
// corresponding tree view item
HTREEITEM hTreeItem;
};
// corresponding tree view item
HTREEITEM hTreeItem;
};
//------------------------------------------------------------------
// Singleton accessors
static CDisplay s_cInstance;
inline static CDisplay& Instance ()
{
return s_cInstance;
}
//------------------------------------------------------------------
// Singleton accessors
static CDisplay s_cInstance;
inline static CDisplay& Instance()
{
return s_cInstance;
}
//------------------------------------------------------------------
// Called during the render loop. Renders the scene (including the
// HUD etc) in the current view mode
int OnRender();
//------------------------------------------------------------------
// Called during the render loop. Renders the scene (including the
// HUD etc) in the current view mode
int OnRender();
//------------------------------------------------------------------
// called when the user selects another item in the "Display" tree
// view the method determines the new view mode and performs all
// required operations
// \param p_hTreeItem Selected tree view item
int OnSetup(HTREEITEM p_hTreeItem);
//------------------------------------------------------------------
// called when the user selects another item in the "Display" tree
// view the method determines the new view mode and performs all
// required operations
// \param p_hTreeItem Selected tree view item
int OnSetup( HTREEITEM p_hTreeItem );
//------------------------------------------------------------------
// Variant 1: Render the full scene with the asset
int RenderFullScene();
//------------------------------------------------------------------
// Variant 1: Render the full scene with the asset
int RenderFullScene();
#if 0
//------------------------------------------------------------------
// Variant 2: Render only a part of the scene. One node to
// be exact
int RenderScenePart();
//------------------------------------------------------------------
// Variant 2: Render only a part of the scene. One node to
// be exact
int RenderScenePart();
#endif
//------------------------------------------------------------------
// Variant 3: Render a large sphere and map a given material on it
int RenderMaterialView();
//------------------------------------------------------------------
// Variant 3: Render a large sphere and map a given material on it
int RenderMaterialView();
//------------------------------------------------------------------
// Variant 4: Render a flat plane, map a texture on it and
// display the UV wire on it
int RenderTextureView();
//------------------------------------------------------------------
// Variant 4: Render a flat plane, map a texture on it and
// display the UV wire on it
int RenderTextureView();
//------------------------------------------------------------------
// Fill the UI combobox with a list of all supported view modi
//
// The display modes are added in order
int FillDisplayList(void);
//------------------------------------------------------------------
// Fill the UI combobox with a list of all supported view modi
//
// The display modes are added in order
int FillDisplayList( void );
//------------------------------------------------------------------
// Add a material and all sub textures to the display mode list
// hRoot - Handle to the root of the tree view
// iIndex - Material index
int AddMaterialToDisplayList(HTREEITEM hRoot,
unsigned int iIndex);
//------------------------------------------------------------------
// Add a material and all sub textures to the display mode list
// hRoot - Handle to the root of the tree view
// iIndex - Material index
int AddMaterialToDisplayList( HTREEITEM hRoot,
unsigned int iIndex );
//------------------------------------------------------------------
// Add a texture to the display list
// pcMat - material containing the texture
// hTexture - Handle to the material tree item
// szPath - Path to the texture
// iUVIndex - UV index to be used for the texture
// fBlendFactor - Blend factor to be used for the texture
// eTextureOp - texture operation to be used for the texture
int AddTextureToDisplayList(unsigned int iType,
unsigned int iIndex,
const aiString* szPath,
HTREEITEM hFX,
unsigned int iUVIndex = 0,
const float fBlendFactor = 0.0f,
aiTextureOp eTextureOp = aiTextureOp_Multiply,
unsigned int iMesh = 0);
//------------------------------------------------------------------
// Add a texture to the display list
// pcMat - material containing the texture
// hTexture - Handle to the material tree item
// szPath - Path to the texture
// iUVIndex - UV index to be used for the texture
// fBlendFactor - Blend factor to be used for the texture
// eTextureOp - texture operation to be used for the texture
int AddTextureToDisplayList( unsigned int iType,
unsigned int iIndex,
const aiString* szPath,
HTREEITEM hFX,
unsigned int iUVIndex = 0,
const float fBlendFactor = 0.0f,
aiTextureOp eTextureOp = aiTextureOp_Multiply,
unsigned int iMesh = 0 );
//------------------------------------------------------------------
// Add a node to the display list
// Recusrivly adds all subnodes as well
// iIndex - Index of the node in the parent's child list
// iDepth - Current depth of the node
// pcNode - Node object
// hRoot - Parent tree view node
int AddNodeToDisplayList(
unsigned int iIndex,
unsigned int iDepth,
aiNode* pcNode,
HTREEITEM hRoot);
//------------------------------------------------------------------
// Add a node to the display list
// Recusrivly adds all subnodes as well
// iIndex - Index of the node in the parent's child list
// iDepth - Current depth of the node
// pcNode - Node object
// hRoot - Parent tree view node
int AddNodeToDisplayList(
unsigned int iIndex,
unsigned int iDepth,
aiNode* pcNode,
HTREEITEM hRoot );
//------------------------------------------------------------------
// Add a mesh to the display list
// iIndex - Index of the mesh in the scene's mesh list
// hRoot - Parent tree view node
int AddMeshToDisplayList(
unsigned int iIndex,
HTREEITEM hRoot);
//------------------------------------------------------------------
// Add a mesh to the display list
// iIndex - Index of the mesh in the scene's mesh list
// hRoot - Parent tree view node
int AddMeshToDisplayList(
unsigned int iIndex,
HTREEITEM hRoot );
//------------------------------------------------------------------
// Load the image list for the tree view item
int LoadImageList(void);
//------------------------------------------------------------------
// Load the image list for the tree view item
int LoadImageList( void );
//------------------------------------------------------------------
// Expand all nodes in the tree
int ExpandTree();
//------------------------------------------------------------------
// Expand all nodes in the tree
int ExpandTree();
//------------------------------------------------------------------
// Fill the UI combobox with a list of all supported animations
// The animations are added in order
int FillAnimList(void);
//------------------------------------------------------------------
// Fill the UI combobox with a list of all supported animations
// The animations are added in order
int FillAnimList( void );
//------------------------------------------------------------------
// Clear the combox box containing the list of animations
int ClearAnimList(void);
//------------------------------------------------------------------
// Clear the combox box containing the list of animations
int ClearAnimList( void );
//------------------------------------------------------------------
// Clear the combox box containing the list of scenegraph items
int ClearDisplayList(void);
//------------------------------------------------------------------
// Clear the combox box containing the list of scenegraph items
int ClearDisplayList( void );
//------------------------------------------------------------------
// Fill in the default statistics
int FillDefaultStatistics(void);
//------------------------------------------------------------------
// Fill in the default statistics
int FillDefaultStatistics( void );
//------------------------------------------------------------------
// Called by LoadAsset()
// reset the class instance to the default values
int Reset(void);
//------------------------------------------------------------------
// Called by LoadAsset()
// reset the class instance to the default values
int Reset( void );
//------------------------------------------------------------------
// Replace the texture that is current selected with
// a new texture
int ReplaceCurrentTexture(const char* szPath);
//------------------------------------------------------------------
// Replace the texture that is current selected with
// a new texture
int ReplaceCurrentTexture( const char* szPath );
//------------------------------------------------------------------
// Display the context menu (if there) for the specified tree item
// hItem Valid tree view item handle
int ShowTreeViewContextMenu(HTREEITEM hItem);
//------------------------------------------------------------------
// Display the context menu (if there) for the specified tree item
// hItem Valid tree view item handle
int ShowTreeViewContextMenu( HTREEITEM hItem );
//------------------------------------------------------------------
// Event handling for pop-up menus displayed by th tree view
int HandleTreeViewPopup(WPARAM wParam,LPARAM lParam);
//------------------------------------------------------------------
// Event handling for pop-up menus displayed by th tree view
int HandleTreeViewPopup( WPARAM wParam, LPARAM lParam );
//------------------------------------------------------------------
// Enable animation-related parts of the UI
int EnableAnimTools(BOOL hm) ;
//------------------------------------------------------------------
// Enable animation-related parts of the UI
int EnableAnimTools( BOOL hm );
//------------------------------------------------------------------
// setter for m_iViewMode
inline void SetViewMode(unsigned int p_iNew)
{
this->m_iViewMode = p_iNew;
}
//------------------------------------------------------------------
// setter for m_iViewMode
inline void SetViewMode( unsigned int p_iNew )
{
this->m_iViewMode = p_iNew;
}
//------------------------------------------------------------------
// getter for m_iViewMode
inline unsigned int GetViewMode()
{
return m_iViewMode;
}
//------------------------------------------------------------------
// getter for m_iViewMode
inline unsigned int GetViewMode()
{
return m_iViewMode;
}
//------------------------------------------------------------------
// change the texture view's zoom factor
inline void SetTextureViewZoom(float f)
{
// FIX: Removed log(), seems to make more problems than it fixes
this->m_fTextureZoom += f* 15;
if (this->m_fTextureZoom < 0.05f)this->m_fTextureZoom = 0.05f;
}
//------------------------------------------------------------------
// change the texture view's zoom factor
inline void SetTextureViewZoom( float f )
{
// FIX: Removed log(), seems to make more problems than it fixes
this->m_fTextureZoom += f * 15;
if( this->m_fTextureZoom < 0.05f )this->m_fTextureZoom = 0.05f;
}
//------------------------------------------------------------------
// change the texture view's offset on the x axis
inline void SetTextureViewOffsetX(float f)
{
this->m_vTextureOffset.x += f;
}
//------------------------------------------------------------------
// change the texture view's offset on the x axis
inline void SetTextureViewOffsetX( float f )
{
this->m_vTextureOffset.x += f;
}
//------------------------------------------------------------------
// change the texture view's offset on the y axis
inline void SetTextureViewOffsetY(float f)
{
this->m_vTextureOffset.y += f;
}
//------------------------------------------------------------------
// change the texture view's offset on the y axis
inline void SetTextureViewOffsetY( float f )
{
this->m_vTextureOffset.y += f;
}
//------------------------------------------------------------------
// add a new texture to the list
inline void AddTexture(const TextureInfo& info)
{
this->m_asTextures.push_back(info);
}
//------------------------------------------------------------------
// add a new texture to the list
inline void AddTexture( const TextureInfo& info )
{
this->m_asTextures.push_back( info );
}
//------------------------------------------------------------------
// add a new node to the list
inline void AddNode(const NodeInfo& info)
{
this->m_asNodes.push_back(info);
}
//------------------------------------------------------------------
// add a new node to the list
inline void AddNode( const NodeInfo& info )
{
this->m_asNodes.push_back( info );
}
//------------------------------------------------------------------
// add a new mesh to the list
inline void AddMesh(const MeshInfo& info)
{
this->m_asMeshes.push_back(info);
}
//------------------------------------------------------------------
// add a new mesh to the list
inline void AddMesh( const MeshInfo& info )
{
this->m_asMeshes.push_back( info );
}
//------------------------------------------------------------------
// add a new material to the list
inline void AddMaterial(const MaterialInfo& info)
{
this->m_asMaterials.push_back(info);
}
//------------------------------------------------------------------
// add a new material to the list
inline void AddMaterial( const MaterialInfo& info )
{
this->m_asMaterials.push_back( info );
}
//------------------------------------------------------------------
// set the primary color of the checker pattern background
inline void SetFirstCheckerColor(D3DXVECTOR4 c)
{
this->m_avCheckerColors[0] = c;
}
//------------------------------------------------------------------
// set the primary color of the checker pattern background
inline void SetFirstCheckerColor( D3DXVECTOR4 c )
{
this->m_avCheckerColors[ 0 ] = c;
}
//------------------------------------------------------------------
// set the secondary color of the checker pattern background
inline void SetSecondCheckerColor(D3DXVECTOR4 c)
{
this->m_avCheckerColors[1] = c;
}
//------------------------------------------------------------------
// set the secondary color of the checker pattern background
inline void SetSecondCheckerColor( D3DXVECTOR4 c )
{
this->m_avCheckerColors[ 1 ] = c;
}
//------------------------------------------------------------------
// get the primary color of the checker pattern background
inline const D3DXVECTOR4* GetFirstCheckerColor() const
{
return &this->m_avCheckerColors[0];
}
//------------------------------------------------------------------
// get the primary color of the checker pattern background
inline const D3DXVECTOR4* GetFirstCheckerColor() const
{
return &this->m_avCheckerColors[ 0 ];
}
//------------------------------------------------------------------
// get the secondary color of the checker pattern background
inline const D3DXVECTOR4* GetSecondCheckerColor() const
{
return &this->m_avCheckerColors[1];
}
//------------------------------------------------------------------
// get the secondary color of the checker pattern background
inline const D3DXVECTOR4* GetSecondCheckerColor() const
{
return &this->m_avCheckerColors[ 1 ];
}
private:
private:
//------------------------------------------------------------------
// Render a screen-filling square using the checker pattern shader
int RenderPatternBG();
//------------------------------------------------------------------
// Render a screen-filling square using the checker pattern shader
int RenderPatternBG();
//------------------------------------------------------------------
// Render a given node in the scenegraph
// piNode Node to be rendered
// piMatrix Current transformation matrix
// bAlpha Render alpha or opaque objects only?
int RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
bool bAlpha = false);
//------------------------------------------------------------------
// Render a given node in the scenegraph
// piNode Node to be rendered
// piMatrix Current transformation matrix
// bAlpha Render alpha or opaque objects only?
int RenderNode( aiNode* piNode, const aiMatrix4x4& piMatrix,
bool bAlpha = false );
//------------------------------------------------------------------
// Setup the camera for the stereo view rendering mode
int SetupStereoView();
//------------------------------------------------------------------
// Setup the camera for the stereo view rendering mode
int SetupStereoView();
//------------------------------------------------------------------
// Render the second view (for the right eye) in stereo mod
// m - World matrix
int RenderStereoView(const aiMatrix4x4& m);
//------------------------------------------------------------------
// Render the second view (for the right eye) in stereo mod
// m - World matrix
int RenderStereoView( const aiMatrix4x4& m );
//------------------------------------------------------------------
// Handle user input
int HandleInput();
//------------------------------------------------------------------
// Handle user input
int HandleInput();
//------------------------------------------------------------------
// Handle user input for the texture viewer
int HandleInputTextureView();
//------------------------------------------------------------------
// Handle user input for the texture viewer
int HandleInputTextureView();
//------------------------------------------------------------------
// Handle user input if no asset is loaded
int HandleInputEmptyScene();
//------------------------------------------------------------------
// Handle user input if no asset is loaded
int HandleInputEmptyScene();
//------------------------------------------------------------------
// Draw the HUD (call only if FPS mode isn't active)
int DrawHUD();
//------------------------------------------------------------------
// Draw the HUD (call only if FPS mode isn't active)
int DrawHUD();
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to texture view mode
int OnSetupTextureView(TextureInfo* pcNew);
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to texture view mode
int OnSetupTextureView( TextureInfo* pcNew );
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to material view mode
int OnSetupMaterialView(MaterialInfo* pcNew);
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to material view mode
int OnSetupMaterialView( MaterialInfo* pcNew );
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to node view mode
int OnSetupNodeView(NodeInfo* pcNew);
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to node view mode
int OnSetupNodeView( NodeInfo* pcNew );
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch back to normal view mode
int OnSetupNormalView();
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch back to normal view mode
int OnSetupNormalView();
//------------------------------------------------------------------
// Used by HandleTreeViewPopup().
int HandleTreeViewPopup2(WPARAM wParam,LPARAM lParam);
//------------------------------------------------------------------
// Used by HandleTreeViewPopup().
int HandleTreeViewPopup2( WPARAM wParam, LPARAM lParam );
//------------------------------------------------------------------
// Render skeleton
int RenderSkeleton (aiNode* piNode,const aiMatrix4x4& piMatrix,
const aiMatrix4x4& parent);
//------------------------------------------------------------------
// Render skeleton
int RenderSkeleton( aiNode* piNode, const aiMatrix4x4& piMatrix,
const aiMatrix4x4& parent );
private:
// view mode
unsigned int m_iViewMode;
private:
// List of all textures in the display CB
std::vector<TextureInfo> m_asTextures;
// view mode
unsigned int m_iViewMode;
// current texture or NULL if no texture is active
TextureInfo* m_pcCurrentTexture;
// List of all textures in the display CB
std::vector<TextureInfo> m_asTextures;
// List of all node in the display CB
std::vector<NodeInfo> m_asNodes;
// current texture or NULL if no texture is active
TextureInfo* m_pcCurrentTexture;
// List of all node in the display CB
std::vector<MeshInfo> m_asMeshes;
// List of all node in the display CB
std::vector<NodeInfo> m_asNodes;
// current Node or NULL if no Node is active
NodeInfo* m_pcCurrentNode;
// List of all node in the display CB
std::vector<MeshInfo> m_asMeshes;
// List of all materials in the display CB
std::vector<MaterialInfo> m_asMaterials;
// current Node or NULL if no Node is active
NodeInfo* m_pcCurrentNode;
// current material or NULL if no material is active
MaterialInfo* m_pcCurrentMaterial;
// List of all materials in the display CB
std::vector<MaterialInfo> m_asMaterials;
// indices into the image list of the "display" tree view control
unsigned int m_aiImageList[5]; /* = {0,1,2,3,4};*/
// current material or NULL if no material is active
MaterialInfo* m_pcCurrentMaterial;
// Image list
HIMAGELIST m_hImageList;
// indices into the image list of the "display" tree view control
unsigned int m_aiImageList[ 5 ]; /* = {0,1,2,3,4};*/
// Root node of the tree, "Model"
HTREEITEM m_hRoot;
// Image list
HIMAGELIST m_hImageList;
// Current zoom factor of the texture viewer
float m_fTextureZoom;
// Root node of the tree, "Model"
HTREEITEM m_hRoot;
// Current offset (in pixels) of the texture viewer
aiVector2D m_vTextureOffset;
// Current zoom factor of the texture viewer
float m_fTextureZoom;
// Colors used to draw the checker pattern (for the
// texture viewer as background )
D3DXVECTOR4 m_avCheckerColors[2];
// Current offset (in pixels) of the texture viewer
aiVector2D m_vTextureOffset;
// View projection matrix
aiMatrix4x4 mViewProjection;
aiVector3D vPos;
};
// Colors used to draw the checker pattern (for the
// texture viewer as background )
D3DXVECTOR4 m_avCheckerColors[ 2 ];
// View projection matrix
aiMatrix4x4 mViewProjection;
aiVector3D vPos;
};
}
#endif // AV_DISPLAY_H_INCLUDE

View File

@ -39,14 +39,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "richedit.h"
namespace AssimpView {
//-------------------------------------------------------------------------------
// Message procedure for the help dialog
//-------------------------------------------------------------------------------

View File

@ -39,10 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
//-------------------------------------------------------------------------------

View File

@ -39,14 +39,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
/* extern */ CLogDisplay CLogDisplay::s_cInstance;
CLogDisplay CLogDisplay::s_cInstance;
//-------------------------------------------------------------------------------
void CLogDisplay::AddEntry(const std::string& szText,

View File

@ -38,59 +38,62 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#pragma once
#if (!defined AV_LOG_DISPLAY_H_INCLUDED)
#define AV_LOG_DISPLAY_H_INCLUDE
#include <list>
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in the upper right corner of the view
*/
//-------------------------------------------------------------------------------
class CLogDisplay
{
private:
namespace AssimpView
{
CLogDisplay() {}
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in the upper right corner of the view
*/
//-------------------------------------------------------------------------------
class CLogDisplay
{
private:
public:
CLogDisplay() {}
// data structure for an entry in the log queue
struct SEntry
{
SEntry ()
:
clrColor(D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0x00)), dwStartTicks(0)
{}
public:
std::string szText;
D3DCOLOR clrColor;
DWORD dwStartTicks;
};
// data structure for an entry in the log queue
struct SEntry
{
SEntry()
:
clrColor( D3DCOLOR_ARGB( 0xFF, 0xFF, 0xFF, 0x00 ) ), dwStartTicks( 0 )
{}
// Singleton accessors
static CLogDisplay s_cInstance;
inline static CLogDisplay& Instance ()
{
return s_cInstance;
}
std::string szText;
D3DCOLOR clrColor;
DWORD dwStartTicks;
};
// Add an entry to the log queue
void AddEntry(const std::string& szText,
const D3DCOLOR clrColor = D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0x00));
// Singleton accessors
static CLogDisplay s_cInstance;
inline static CLogDisplay& Instance()
{
return s_cInstance;
}
// Release any native resources associated with the instance
void ReleaseNativeResource();
// Add an entry to the log queue
void AddEntry( const std::string& szText,
const D3DCOLOR clrColor = D3DCOLOR_ARGB( 0xFF, 0xFF, 0xFF, 0x00 ) );
// Recreate any native resources associated with the instance
void RecreateNativeResource();
// Release any native resources associated with the instance
void ReleaseNativeResource();
// Called during the render loop
void OnRender();
// Recreate any native resources associated with the instance
void RecreateNativeResource();
private:
// Called during the render loop
void OnRender();
std::list<SEntry> asEntries;
ID3DXFont* piFont;
};
private:
#endif // AV_LOG_DISPLAY_H_INCLUDE
std::list<SEntry> asEntries;
ID3DXFont* piFont;
};
}

View File

@ -39,13 +39,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "richedit.h"
namespace AssimpView {
/* extern */ CLogWindow CLogWindow::s_cInstance;
CLogWindow CLogWindow::s_cInstance;
extern HKEY g_hRegistry;
// header for the RTF log file

View File

@ -42,87 +42,92 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_LOG_WINDOW_H_INCLUDED)
#define AV_LOG_WINDOW_H_INCLUDE
//-------------------------------------------------------------------------------
/** \brief Subclass of Assimp::LogStream used to add all log messages to the
* log window.
*/
//-------------------------------------------------------------------------------
class CMyLogStream : public Assimp::LogStream
namespace AssimpView
{
public:
/** @brief Implementation of the abstract method */
void write(const char* message);
};
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in a separate window
*/
//-------------------------------------------------------------------------------
class CLogWindow
{
private:
friend class CMyLogStream;
friend INT_PTR CALLBACK LogDialogProc(HWND hwndDlg,UINT uMsg,
WPARAM wParam,LPARAM lParam);
CLogWindow() : hwnd(NULL), bIsVisible(false), bUpdate(true) {}
public:
//-------------------------------------------------------------------------------
/** \brief Subclass of Assimp::LogStream used to add all log messages to the
* log window.
*/
//-------------------------------------------------------------------------------
class CMyLogStream : public Assimp::LogStream
{
public:
/** @brief Implementation of the abstract method */
void write( const char* message );
};
// Singleton accessors
static CLogWindow s_cInstance;
inline static CLogWindow& Instance ()
{
return s_cInstance;
}
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in a separate window
*/
//-------------------------------------------------------------------------------
class CLogWindow
{
private:
// initializes the log window
void Init ();
friend class CMyLogStream;
friend INT_PTR CALLBACK LogDialogProc( HWND hwndDlg, UINT uMsg,
WPARAM wParam, LPARAM lParam );
// Shows the log window
void Show();
CLogWindow() : hwnd( NULL ), bIsVisible( false ), bUpdate( true ) {}
// Clears the log window
void Clear();
// Save the log window to an user-defined file
void Save();
// write a line to the log window
void WriteLine(const char* message);
// Set the bUpdate member
inline void SetAutoUpdate(bool b)
{
this->bUpdate = b;
}
// updates the log file
void Update();
private:
// Window handle
HWND hwnd;
// current text of the window (contains RTF tags)
std::string szText;
std::string szPlainText;
// is the log window currently visible?
bool bIsVisible;
// Specified whether each new log message updates the log automatically
bool bUpdate;
public:
public:
// associated log stream
CMyLogStream* pcStream;
};
// Singleton accessors
static CLogWindow s_cInstance;
inline static CLogWindow& Instance()
{
return s_cInstance;
}
// initializes the log window
void Init();
// Shows the log window
void Show();
// Clears the log window
void Clear();
// Save the log window to an user-defined file
void Save();
// write a line to the log window
void WriteLine( const char* message );
// Set the bUpdate member
inline void SetAutoUpdate( bool b )
{
this->bUpdate = b;
}
// updates the log file
void Update();
private:
// Window handle
HWND hwnd;
// current text of the window (contains RTF tags)
std::string szText;
std::string szPlainText;
// is the log window currently visible?
bool bIsVisible;
// Specified whether each new log message updates the log automatically
bool bUpdate;
public:
// associated log stream
CMyLogStream* pcStream;
};
}
#endif // AV_LOG_DISPLA

File diff suppressed because it is too large Load Diff

View File

@ -39,164 +39,170 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#if (!defined AV_MATERIAL_H_INCLUDED)
#define AV_MATERIAL_H_INCLUDE
#pragma once
//-------------------------------------------------------------------------------
/* Helper class to create, access and destroy materials
*/
//-------------------------------------------------------------------------------
class CMaterialManager
#include <map>
#include "AssetHelper.h"
namespace AssimpView
{
private:
friend class CDisplay;
//-------------------------------------------------------------------------------
/* Helper class to create, access and destroy materials
*/
//-------------------------------------------------------------------------------
class CMaterialManager
{
private:
// default constructor
CMaterialManager()
: m_iShaderCount (0), sDefaultTexture() {}
friend class CDisplay;
~CMaterialManager() {
if (sDefaultTexture) {
sDefaultTexture->Release();
}
Reset();
}
// default constructor
CMaterialManager()
: m_iShaderCount( 0 ), sDefaultTexture() {}
public:
~CMaterialManager() {
if( sDefaultTexture ) {
sDefaultTexture->Release();
}
Reset();
}
//------------------------------------------------------------------
// Singleton accessors
static CMaterialManager s_cInstance;
inline static CMaterialManager& Instance ()
{
return s_cInstance;
}
public:
//------------------------------------------------------------------
// Delete all resources of a given material
//
// Must be called before CreateMaterial() to prevent memory leaking
void DeleteMaterial(AssetHelper::MeshHelper* pcIn);
//------------------------------------------------------------------
// Create the material for a mesh.
//
// The function checks whether an identical shader is already in use.
// A shader is considered to be identical if it has the same input
// signature and takes the same number of texture channels.
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,
const aiMesh* pcSource);
//------------------------------------------------------------------
// Singleton accessors
static CMaterialManager s_cInstance;
inline static CMaterialManager& Instance()
{
return s_cInstance;
}
//------------------------------------------------------------------
// Setup the material for a given mesh
// pcMesh Mesh to be rendered
// pcProj Projection matrix
// aiMe Current world matrix
// pcCam Camera matrix
// vPos Position of the camera
// TODO: Extract camera position from matrix ...
//
int SetupMaterial (AssetHelper::MeshHelper* pcMesh,
const aiMatrix4x4& pcProj,
const aiMatrix4x4& aiMe,
const aiMatrix4x4& pcCam,
const aiVector3D& vPos);
//------------------------------------------------------------------
// Delete all resources of a given material
//
// Must be called before CreateMaterial() to prevent memory leaking
void DeleteMaterial( AssetHelper::MeshHelper* pcIn );
//------------------------------------------------------------------
// End the material for a given mesh
// Called after mesh rendering is complete
// pcMesh Mesh object
int EndMaterial (AssetHelper::MeshHelper* pcMesh);
//------------------------------------------------------------------
// Create the material for a mesh.
//
// The function checks whether an identical shader is already in use.
// A shader is considered to be identical if it has the same input
// signature and takes the same number of texture channels.
int CreateMaterial( AssetHelper::MeshHelper* pcMesh,
const aiMesh* pcSource );
//------------------------------------------------------------------
// Recreate all specular materials depending on the current
// specularity settings
//
// Diffuse-only materials are ignored.
// Must be called after specular highlights have been toggled
int UpdateSpecularMaterials();
//------------------------------------------------------------------
// Setup the material for a given mesh
// pcMesh Mesh to be rendered
// pcProj Projection matrix
// aiMe Current world matrix
// pcCam Camera matrix
// vPos Position of the camera
// TODO: Extract camera position from matrix ...
//
int SetupMaterial( AssetHelper::MeshHelper* pcMesh,
const aiMatrix4x4& pcProj,
const aiMatrix4x4& aiMe,
const aiMatrix4x4& pcCam,
const aiVector3D& vPos );
//------------------------------------------------------------------
// find a valid path to a texture file
//
// Handle 8.3 syntax correctly, search the environment of the
// executable and the asset for a texture with a name very similar
// to a given one
int FindValidPath(aiString* p_szString);
//------------------------------------------------------------------
// End the material for a given mesh
// Called after mesh rendering is complete
// pcMesh Mesh object
int EndMaterial( AssetHelper::MeshHelper* pcMesh );
//------------------------------------------------------------------
// Load a texture into memory and create a native D3D texture resource
//
// The function tries to find a valid path for a texture
int LoadTexture(IDirect3DTexture9** p_ppiOut,aiString* szPath);
//------------------------------------------------------------------
// Recreate all specular materials depending on the current
// specularity settings
//
// Diffuse-only materials are ignored.
// Must be called after specular highlights have been toggled
int UpdateSpecularMaterials();
//------------------------------------------------------------------
// find a valid path to a texture file
//
// Handle 8.3 syntax correctly, search the environment of the
// executable and the asset for a texture with a name very similar
// to a given one
int FindValidPath( aiString* p_szString );
//------------------------------------------------------------------
// Load a texture into memory and create a native D3D texture resource
//
// The function tries to find a valid path for a texture
int LoadTexture( IDirect3DTexture9** p_ppiOut, aiString* szPath );
//------------------------------------------------------------------
// Getter for m_iShaderCount
//
inline unsigned int GetShaderCount()
{
return this->m_iShaderCount;
}
//------------------------------------------------------------------
// Getter for m_iShaderCount
//
inline unsigned int GetShaderCount()
{
return this->m_iShaderCount;
}
//------------------------------------------------------------------
// Reset the state of the class
// Called whenever a new asset is loaded
inline void Reset()
{
this->m_iShaderCount = 0;
for (TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it) {
(*it).second->Release();
}
sCachedTextures.clear();
}
//------------------------------------------------------------------
// Reset the state of the class
// Called whenever a new asset is loaded
inline void Reset()
{
this->m_iShaderCount = 0;
for( TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it ) {
( *it ).second->Release();
}
sCachedTextures.clear();
}
private:
private:
//------------------------------------------------------------------
// find a valid path to a texture file
//
// Handle 8.3 syntax correctly, search the environment of the
// executable and the asset for a texture with a name very similar
// to a given one
bool TryLongerPath(char* szTemp,aiString* p_szString);
//------------------------------------------------------------------
// find a valid path to a texture file
//
// Handle 8.3 syntax correctly, search the environment of the
// executable and the asset for a texture with a name very similar
// to a given one
bool TryLongerPath( char* szTemp, aiString* p_szString );
//------------------------------------------------------------------
// Setup the default texture for a texture channel
//
// Generates a default checker pattern for a texture
int SetDefaultTexture(IDirect3DTexture9** p_ppiOut);
//------------------------------------------------------------------
// Setup the default texture for a texture channel
//
// Generates a default checker pattern for a texture
int SetDefaultTexture( IDirect3DTexture9** p_ppiOut );
//------------------------------------------------------------------
// Convert a height map to a normal map if necessary
//
// The function tries to detect the type of a texture automatically.
// However, this wont work in every case.
void HMtoNMIfNecessary(IDirect3DTexture9* piTexture,
IDirect3DTexture9** piTextureOut,
bool bWasOriginallyHM = true);
//------------------------------------------------------------------
// Convert a height map to a normal map if necessary
//
// The function tries to detect the type of a texture automatically.
// However, this wont work in every case.
void HMtoNMIfNecessary( IDirect3DTexture9* piTexture,
IDirect3DTexture9** piTextureOut,
bool bWasOriginallyHM = true );
//------------------------------------------------------------------
// Search for non-opaque pixels in a texture
//
// A pixel is considered to be non-opaque if its alpha value is
// less than 255
//------------------------------------------------------------------
bool HasAlphaPixels(IDirect3DTexture9* piTexture);
//------------------------------------------------------------------
// Search for non-opaque pixels in a texture
//
// A pixel is considered to be non-opaque if its alpha value is
// less than 255
//------------------------------------------------------------------
bool HasAlphaPixels( IDirect3DTexture9* piTexture );
private:
private:
//
// Specifies the number of different shaders generated for
// the current asset. This number is incremented by CreateMaterial()
// each time a shader isn't found in cache and needs to be created
//
unsigned int m_iShaderCount;
IDirect3DTexture9* sDefaultTexture;
//
// Specifies the number of different shaders generated for
// the current asset. This number is incremented by CreateMaterial()
// each time a shader isn't found in cache and needs to be created
//
unsigned int m_iShaderCount;
IDirect3DTexture9* sDefaultTexture;
typedef std::map<std::string,IDirect3DTexture9*> TextureCache;
TextureCache sCachedTextures;
};
typedef std::map<std::string, IDirect3DTexture9*> TextureCache;
TextureCache sCachedTextures;
};
#endif //!! include guard
}

View File

@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include <map>
@ -47,7 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace AssimpView {
CMeshRenderer CMeshRenderer::s_cInstance;
//-------------------------------------------------------------------------------

View File

@ -42,56 +42,58 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_MESH_RENDERER_H_INCLUDED)
#define AV_MESH_RENDERER_H_INCLUDED
namespace AssimpView {
//-------------------------------------------------------------------------------
/* Helper class tp render meshes
*/
//-------------------------------------------------------------------------------
class CMeshRenderer
{
private:
//-------------------------------------------------------------------------------
/* Helper class tp render meshes
*/
//-------------------------------------------------------------------------------
class CMeshRenderer
{
private:
// default constructor
CMeshRenderer()
// default constructor
CMeshRenderer()
{
// no other members to initialize
}
{
// no other members to initialize
}
public:
public:
//------------------------------------------------------------------
// Singleton accessors
static CMeshRenderer s_cInstance;
inline static CMeshRenderer& Instance ()
{
return s_cInstance;
}
//------------------------------------------------------------------
// Singleton accessors
static CMeshRenderer s_cInstance;
inline static CMeshRenderer& Instance()
{
return s_cInstance;
}
//------------------------------------------------------------------
// Draw a mesh in the global mesh list using the current pipeline state
// iIndex Index of the mesh to be drawn
//
// The function draws all faces in order, regardless of their distance
int DrawUnsorted(unsigned int iIndex);
//------------------------------------------------------------------
// Draw a mesh in the global mesh list using the current pipeline state
// iIndex Index of the mesh to be drawn
//
// The function draws all faces in order, regardless of their distance
int DrawUnsorted( unsigned int iIndex );
//------------------------------------------------------------------
// Draw a mesh in the global mesh list using the current pipeline state
// iIndex Index of the mesh to be drawn
//
// The method sorts all vertices by their distance (back to front)
//
// mWorld World matrix for the node
int DrawSorted(unsigned int iIndex,
const aiMatrix4x4& mWorld);
//------------------------------------------------------------------
// Draw a mesh in the global mesh list using the current pipeline state
// iIndex Index of the mesh to be drawn
//
// The method sorts all vertices by their distance (back to front)
//
// mWorld World matrix for the node
int DrawSorted( unsigned int iIndex,
const aiMatrix4x4& mWorld );
private:
private:
};
};
}
#endif //!! include guard

View File

@ -39,12 +39,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include <assimp/Exporter.hpp>
#include <algorithm>
#include <windowsx.h>
namespace AssimpView {
using namespace Assimp;
// Static array to keep custom color values
COLORREF g_aclCustomColors[16] = {0};
@ -1044,9 +1048,9 @@ void DoExport(size_t formatId)
ai_assert(strlen(szFileName) <= MAX_PATH);
// invent a nice default file name
char* sz = std::max(strrchr(szFileName,'\\'),strrchr(szFileName,'/'));
char* sz = max(strrchr(szFileName,'\\'),strrchr(szFileName,'/'));
if (sz) {
strncpy(sz,std::max(strrchr(g_szFileName,'\\'),strrchr(g_szFileName,'/')),MAX_PATH);
strncpy(sz,max(strrchr(g_szFileName,'\\'),strrchr(g_szFileName,'/')),MAX_PATH);
}
}
else {

View File

@ -40,7 +40,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "stdafx.h"
#include "assimp_view.h"
// note: these are no longer part of the public API, but they are
@ -53,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace AssimpView {
using namespace Assimp;
bool g_bWasFlipped = false;
float g_smoothAngle = 80.f;

View File

@ -43,7 +43,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the utility class SceneAnimator
*/
#include "stdafx.h"
#include "assimp_view.h"
using namespace AssimpView;

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File diff suppressed because it is too large Load Diff

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@ -47,6 +47,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// include resource definitions
#include "resource.h"
#include <assert.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include <stdio.h>
#include <time.h>
// Include ASSIMP headers (XXX: do we really need all of them?)
#include <assimp/cimport.h>
#include <assimp/Importer.hpp>
@ -59,17 +67,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/LogStream.hpp>
#include <assimp/DefaultLogger.hpp>
#include "../../code/AssimpPCH.h" /* HACK */
#include "../../code/MaterialSystem.h" // aiMaterial class
#include "../../code/StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp
// in order for std::min and std::max to behave properly
#ifdef min
#undef min
#endif // min
#ifdef max
#undef max
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif // max
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif // min
#include <time.h>
@ -77,11 +84,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// default movement speed
#define MOVE_SPEED 3.f
using namespace Assimp;
namespace AssimpView
{
#include "AssetHelper.h"
#include "Camera.h"
#include "RenderOptions.h"
@ -93,7 +95,6 @@ namespace AssimpView
#include "MeshRenderer.h"
#include "MaterialManager.h"
} // end of namespace AssimpView - for a while
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
#include "AnimEvaluator.h"
@ -105,30 +106,30 @@ namespace AssimpView
//-------------------------------------------------------------------------------
// Function prototypes
//-------------------------------------------------------------------------------
int InitD3D(void);
int ShutdownD3D(void);
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample, bool bHW = true);
int CreateDevice (void);
int ShutdownDevice(void);
int GetProjectionMatrix (aiMatrix4x4& p_mOut);
int LoadAsset(void);
int CreateAssetData(void);
int DeleteAssetData(bool bNoMaterials = false);
int ScaleAsset(void);
int DeleteAsset(void);
int SetupFPSView();
int InitD3D(void);
int ShutdownD3D(void);
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample, bool bHW = true);
int CreateDevice (void);
int ShutdownDevice(void);
int GetProjectionMatrix (aiMatrix4x4& p_mOut);
int LoadAsset(void);
int CreateAssetData(void);
int DeleteAssetData(bool bNoMaterials = false);
int ScaleAsset(void);
int DeleteAsset(void);
int SetupFPSView();
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut);
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource);
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut);
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource);
void HandleMouseInputFPS( void );
void HandleMouseInputLightRotate( void );
void HandleMouseInputLocal( void );
void HandleKeyboardInputFPS( void );
void HandleMouseInputLightIntensityAndColor( void );
void HandleMouseInputSkyBox( void );
void HandleKeyboardInputTextureView( void );
void HandleMouseInputTextureView( void );
void HandleMouseInputFPS( void );
void HandleMouseInputLightRotate( void );
void HandleMouseInputLocal( void );
void HandleKeyboardInputFPS( void );
void HandleMouseInputLightIntensityAndColor( void );
void HandleMouseInputSkyBox( void );
void HandleKeyboardInputTextureView( void );
void HandleMouseInputTextureView( void );
//-------------------------------------------------------------------------------
@ -160,7 +161,7 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
//-------------------------------------------------------------------------------
//
// Dialog prcoedure for the help dialog
// Dialog procedure for the help dialog
//
//-------------------------------------------------------------------------------
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
@ -182,7 +183,7 @@ type clamp(intype in)
{
// for unsigned types only ...
intype mask = (0x1u << (sizeof(type)*8))-1;
return (type)std::max((intype)0,std::min(in,mask));
return (type)max((intype)0,min(in,mask));
}

View File

@ -117,11 +117,11 @@
2B7F478E1708365200A106A9 /* tuple.hpp in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45961708365100A106A9 /* tuple.hpp */; };
2B7F478F1708365200A106A9 /* tuple.hpp in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45961708365100A106A9 /* tuple.hpp */; };
2B7F47901708365200A106A9 /* tuple.hpp in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45961708365100A106A9 /* tuple.hpp */; };
2B7F479B1708365200A106A9 /* ByteSwap.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwap.h */; };
2B7F479C1708365200A106A9 /* ByteSwap.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwap.h */; };
2B7F479D1708365200A106A9 /* ByteSwap.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwap.h */; };
2B7F479E1708365200A106A9 /* ByteSwap.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwap.h */; };
2B7F479F1708365200A106A9 /* ByteSwap.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwap.h */; };
2B7F479B1708365200A106A9 /* ByteSwapper.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwapper.h */; };
2B7F479C1708365200A106A9 /* ByteSwapper.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwapper.h */; };
2B7F479D1708365200A106A9 /* ByteSwapper.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwapper.h */; };
2B7F479E1708365200A106A9 /* ByteSwapper.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwapper.h */; };
2B7F479F1708365200A106A9 /* ByteSwapper.h in Headers */ = {isa = PBXBuildFile; fileRef = 2B7F45991708365100A106A9 /* ByteSwapper.h */; };
2B7F47A01708365200A106A9 /* CalcTangentsProcess.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2B7F459A1708365100A106A9 /* CalcTangentsProcess.cpp */; };
2B7F47A11708365200A106A9 /* CalcTangentsProcess.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2B7F459A1708365100A106A9 /* CalcTangentsProcess.cpp */; };
2B7F47A21708365200A106A9 /* CalcTangentsProcess.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2B7F459A1708365100A106A9 /* CalcTangentsProcess.cpp */; };
@ -2018,7 +2018,7 @@
2B7F45931708365100A106A9 /* static_assert.hpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.h; path = static_assert.hpp; sourceTree = "<group>"; };
2B7F45941708365100A106A9 /* timer.hpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.h; path = timer.hpp; sourceTree = "<group>"; };
2B7F45961708365100A106A9 /* tuple.hpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.h; path = tuple.hpp; sourceTree = "<group>"; };
2B7F45991708365100A106A9 /* ByteSwap.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = ByteSwap.h; sourceTree = "<group>"; };
2B7F45991708365100A106A9 /* ByteSwapper.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = ByteSwapper.h; sourceTree = "<group>"; };
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