Add some constants and fix compile
parent
50b00d33b5
commit
305d1f45aa
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@ -275,7 +275,9 @@ void HMPImporter::InternReadFile_HMP7() {
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// now load all vertices from the file
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// now load all vertices from the file
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aiVector3D *pcVertOut = pcMesh->mVertices;
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aiVector3D *pcVertOut = pcMesh->mVertices;
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ai_assert(pcVertOut != nullptr);
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aiVector3D *pcNorOut = pcMesh->mNormals;
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aiVector3D *pcNorOut = pcMesh->mNormals;
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ai_assert(pcNorOut != nullptr);
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const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
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const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
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for (unsigned int y = 0; y < height; ++y) {
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for (unsigned int y = 0; y < height; ++y) {
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for (unsigned int x = 0; x < width; ++x) {
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for (unsigned int x = 0; x < width; ++x) {
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@ -327,29 +329,31 @@ void HMPImporter::CreateMaterial(const unsigned char *szCurrent,
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// now read the first skin and skip all others
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// now read the first skin and skip all others
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ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
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ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
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} else {
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*szCurrentOut = szCurrent;
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// generate a default material
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return;
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const int iMode = (int)aiShadingMode_Gouraud;
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aiMaterial *pcHelper = new aiMaterial();
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
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// add the material to the scene
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial *[1];
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pScene->mMaterials[0] = pcHelper;
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}
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}
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// generate a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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aiMaterial *pcHelper = new aiMaterial();
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
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// add the material to the scene
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial *[1];
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pScene->mMaterials[0] = pcHelper;
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*szCurrentOut = szCurrent;
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*szCurrentOut = szCurrent;
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}
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}
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@ -376,28 +380,30 @@ void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height)
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const unsigned int upperBound = pcMesh->mNumVertices;
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const unsigned int upperBound = pcMesh->mNumVertices;
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unsigned int iCurrent = 0;
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unsigned int iCurrent = 0;
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for (unsigned int y = 0; y < height - 1; ++y) {
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for (unsigned int y = 0; y < height - 1; ++y) {
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const size_t offset0 = y * width;
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const size_t offset1 = (y + 1) * width;
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for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
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for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
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pcFaceOut->mNumIndices = 4;
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pcFaceOut->mNumIndices = 4;
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pcFaceOut->mIndices = new unsigned int[4];
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pcFaceOut->mIndices = new unsigned int[4];
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if ((y * width + x + 1) >= upperBound){
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if ((offset + x + 1) >= upperBound){
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continue;
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continue;
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}
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}
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ai_assert(upperBound
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*pcVertOut++ = pcMesh->mVertices[y * width + x];
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*pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x];
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*pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x + 1];
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*pcVertOut++ = pcMesh->mVertices[y * width + x + 1];
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*pcNorOut++ = pcMesh->mNormals[y * width + x];
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*pcVertOut++ = pcMesh->mVertices[offset0 + x];
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*pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x];
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*pcVertOut++ = pcMesh->mVertices[offset1 + x];
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*pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x + 1];
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*pcVertOut++ = pcMesh->mVertices[offset1 + x + 1];
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*pcNorOut++ = pcMesh->mNormals[y * width + x + 1];
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*pcVertOut++ = pcMesh->mVertices[offset0 + x + 1];
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*pcNorOut++ = pcMesh->mNormals[offset0 + x];
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*pcNorOut++ = pcMesh->mNormals[offset1 + x];
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*pcNorOut++ = pcMesh->mNormals[offset1 + x + 1];
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*pcNorOut++ = pcMesh->mNormals[offset0 + x + 1];
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if (pcMesh->mTextureCoords[0]) {
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if (pcMesh->mTextureCoords[0]) {
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*pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x + 1];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1];
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*pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x + 1];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1];
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}
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}
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for (unsigned int i = 0; i < 4; ++i)
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for (unsigned int i = 0; i < 4; ++i)
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