add missing include.
parent
8b95479bb0
commit
2edcf82f5a
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@ -695,7 +695,7 @@ namespace Assimp {
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std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
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// generate transformation matrices for all the different transformation components
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const float zero_epsilon = 1e-6f;
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const float zero_epsilon = Math::getEpsilon<float>();
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const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
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const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
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@ -2968,7 +2968,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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TransformationCompDefaultValue(comp)
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);
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const float epsilon = 1e-6f;
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const float epsilon = Math::getEpsilon<float>();
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return (dyn_val - static_val).SquareLength() < epsilon;
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}
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@ -500,7 +500,7 @@ bool Curve::InRange(IfcFloat u) const {
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if (IsClosed()) {
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return true;
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}
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const IfcFloat epsilon = 1e-5;
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const IfcFloat epsilon = Math::getEpsilon<float>();
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return u - range.first > -epsilon && range.second - u > -epsilon;
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}
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#endif
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@ -593,7 +593,7 @@ typedef std::vector<std::pair<
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bool BoundingBoxesAdjacent(const BoundingBox& bb, const BoundingBox& ibb)
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{
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// TODO: I'm pretty sure there is a much more compact way to check this
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const IfcFloat epsilon = 1e-5f;
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const IfcFloat epsilon = Math::getEpsilon<float>();
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return (std::fabs(bb.second.x - ibb.first.x) < epsilon && bb.first.y <= ibb.second.y && bb.second.y >= ibb.first.y) ||
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(std::fabs(bb.first.x - ibb.second.x) < epsilon && ibb.first.y <= bb.second.y && ibb.second.y >= bb.first.y) ||
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(std::fabs(bb.second.y - ibb.first.y) < epsilon && bb.first.x <= ibb.second.x && bb.second.x >= ibb.first.x) ||
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@ -681,7 +681,7 @@ bool IntersectingLineSegments(const IfcVector2& n0, const IfcVector2& n1,
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// ------------------------------------------------------------------------------------------------
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void FindAdjacentContours(ContourVector::iterator current, const ContourVector& contours)
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{
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const IfcFloat sqlen_epsilon = static_cast<IfcFloat>(1e-8);
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const IfcFloat sqlen_epsilon = static_cast<IfcFloat>(Math::getEpsilon<float>());
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const BoundingBox& bb = (*current).bb;
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// What is to be done here is to populate the skip lists for the contour
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@ -758,7 +758,7 @@ void FindAdjacentContours(ContourVector::iterator current, const ContourVector&
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool LikelyBorder(const IfcVector2& vdelta)
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{
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const IfcFloat dot_point_epsilon = static_cast<IfcFloat>(1e-5);
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const IfcFloat dot_point_epsilon = static_cast<IfcFloat>(Math::getEpsilon<float>());
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return std::fabs(vdelta.x * vdelta.y) < dot_point_epsilon;
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}
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@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "MD5Loader.h"
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#include <assimp/StringComparison.h>
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#include <assimp/fast_atof.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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@ -64,7 +65,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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// Minimum weight value. Weights inside [-n ... n] are ignored
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#define AI_MD5_WEIGHT_EPSILON 1e-5f
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#define AI_MD5_WEIGHT_EPSILON Math::getEpsilon<float>()
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static const aiImporterDesc desc = {
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -94,23 +92,24 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MDLImporter::MDLImporter()
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: configFrameID(),
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mBuffer(),
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iGSFileVersion(),
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pIOHandler(),
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pScene(),
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iFileSize()
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{}
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: configFrameID()
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, mBuffer()
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, iGSFileVersion()
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, pIOHandler()
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, pScene()
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, iFileSize() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MDLImporter::~MDLImporter()
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{}
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MDLImporter::~MDLImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MDLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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bool MDLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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const std::string extension = GetExtension(pFile);
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// if check for extension is not enough, check for the magic tokens
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@ -404,23 +403,15 @@ void MDLImporter::InternReadFile_Quake1() {
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// now get a pointer to the first frame in the file
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BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
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BE_NCONST MDL::SimpleFrame* pcFirstFrame;
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MDL::SimpleFrame* pcFirstFrame;
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if (0 == pcFrames->type) {
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// get address of single frame
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pcFirstFrame = &pcFrames->frame;
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pcFirstFrame =( MDL::SimpleFrame*) &pcFrames->frame;
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} else {
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// get the first frame in the group
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#if 1
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// FIXME: the cast is wrong and cause a warning on clang 5.0
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// disable this code for now, fix it later
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ai_assert(false && "Bad pointer cast");
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pcFirstFrame = nullptr; // Workaround: msvc++ C4703 error
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#else
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BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*)pcFrames;
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pcFirstFrame = (BE_NCONST MDL::SimpleFrame*)(&pcFrames2->time + pcFrames->type);
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#endif
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BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*) pcFrames;
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pcFirstFrame = &(pcFrames2->frames[0]);
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}
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BE_NCONST MDL::Vertex* pcVertices = (BE_NCONST MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
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VALIDATE_FILE_SIZE((const unsigned char*)(pcVertices + pcHeader->num_verts));
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@ -89,16 +89,12 @@ public:
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MDLImporter();
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~MDLImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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@ -107,8 +103,6 @@ public:
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void SetupProperties(const Importer* pImp);
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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@ -122,8 +116,6 @@ protected:
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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protected:
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// -------------------------------------------------------------------
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/** Import a quake 1 MDL file (IDPO)
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*/
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@ -154,7 +146,6 @@ protected:
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void SizeCheck(const void* szPos);
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void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
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// -------------------------------------------------------------------
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/** Validate the header data structure of a game studio MDL7 file
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* \param pcHeader Input header to be validated
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@ -167,7 +158,6 @@ protected:
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*/
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void ValidateHeader_Quake1(const MDL::Header* pcHeader);
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// -------------------------------------------------------------------
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/** Try to load a palette from the current directory (colormap.lmp)
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* If it is not found the default palette of Quake1 is returned
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@ -179,9 +169,8 @@ protected:
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*/
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void FreePalette(const unsigned char* pszColorMap);
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// -------------------------------------------------------------------
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/** Load a paletized texture from the file and convert it to 32bpp
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/** Load a palletized texture from the file and convert it to 32bpp
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*/
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void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
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@ -195,7 +184,6 @@ protected:
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unsigned int iType,
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unsigned int* piSkip);
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// -------------------------------------------------------------------
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/** Used to load textures from MDL5
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* \param szData Input data
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@ -206,7 +194,6 @@ protected:
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unsigned int iType,
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unsigned int* piSkip);
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// -------------------------------------------------------------------
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/** Checks whether a texture can be replaced with a single color
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* This is useful for all file formats before MDL7 (all those
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@ -218,14 +205,12 @@ protected:
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*/
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aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
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// -------------------------------------------------------------------
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/** Converts the absolute texture coordinates in MDL5 files to
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* relative in a range between 0 and 1
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*/
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void CalculateUVCoordinates_MDL5();
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// -------------------------------------------------------------------
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/** Read an UV coordinate from the file. If the file format is not
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* MDL5, the function calculates relative texture coordinates
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@ -245,7 +230,6 @@ protected:
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*/
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void SetupMaterialProperties_3DGS_MDL5_Quake1( );
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// -------------------------------------------------------------------
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/** Parse a skin lump in a MDL7/HMP7 file with all of its features
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* variant 1: Current cursor position is the beginning of the skin header
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@ -49,6 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_MATERIAL_INL_INC
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#define AI_MATERIAL_INL_INC
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#include <assimp/MathFunctions.h>
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// ---------------------------------------------------------------------------
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inline aiPropertyTypeInfo ai_real_to_property_type_info(float)
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{
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