pull/2028/head
Kim Kulling 2018-06-16 14:59:15 +02:00
commit 31adc4385c
10 changed files with 31 additions and 14 deletions

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@ -42,3 +42,6 @@ For Windows:
1. Open a command prompt
2. cmake CMakeLists.txt
2. Open your default IDE and build it
For iOS:
Just check the following project, which deploys a compiler toolchain for different iOS-versions: https://github.com/assimp/assimp/tree/master/port/iOS

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@ -115,7 +115,7 @@ std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
}
}
if(!Properties70) {
if(!Properties70 || !Properties70->Compound()) {
if(!no_warn) {
DOMWarning("property table (Properties70) not found",&element);
}

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@ -985,6 +985,10 @@ int64_t to_ktime(double ticks, const aiAnimation* anim) {
return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND;
}
int64_t to_ktime(double time) {
return (static_cast<int64_t>(time * FBX::SECOND));
}
void FBXExporter::WriteObjects ()
{
if (!binary) {
@ -2089,7 +2093,7 @@ void FBXExporter::WriteObjects ()
// position/translation
for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
const aiVectorKey& k = na->mPositionKeys[ki];
times.push_back(to_ktime(k.mTime, anim));
times.push_back(to_ktime(k.mTime));
xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z);
@ -2103,7 +2107,7 @@ void FBXExporter::WriteObjects ()
times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
const aiQuatKey& k = na->mRotationKeys[ki];
times.push_back(to_ktime(k.mTime, anim));
times.push_back(to_ktime(k.mTime));
// TODO: aiQuaternion method to convert to Euler...
aiMatrix4x4 m(k.mValue.GetMatrix());
aiVector3D qs, qr, qt;
@ -2121,7 +2125,7 @@ void FBXExporter::WriteObjects ()
times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
const aiVectorKey& k = na->mScalingKeys[ki];
times.push_back(to_ktime(k.mTime, anim));
times.push_back(to_ktime(k.mTime));
xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z);

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@ -73,6 +73,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess()
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenNormals) != 0;
}
@ -105,7 +106,8 @@ void GenFaceNormalsProcess::Execute( aiScene* pScene) {
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{
if (NULL != pMesh->mNormals) {
return false;
if (force_) delete[] pMesh->mNormals;
else return false;
}
// If the mesh consists of lines and/or points but not of
@ -134,7 +136,7 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor;

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@ -79,6 +79,7 @@ public:
private:
bool GenMeshFaceNormals(aiMesh* pcMesh);
mutable bool force_ = false;
};
} // end of namespace Assimp

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@ -72,6 +72,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
// Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
{
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenSmoothNormals) != 0;
}
@ -113,8 +114,10 @@ void GenVertexNormalsProcess::Execute( aiScene* pScene)
// Executes the post processing step on the given imported data.
bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
{
if (NULL != pMesh->mNormals)
return false;
if (NULL != pMesh->mNormals) {
if (force_) delete[] pMesh->mNormals;
else return false;
}
// If the mesh consists of lines and/or points but not of
// triangles or higher-order polygons the normal vectors

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@ -107,6 +107,7 @@ private:
/** Configuration option: maximum smoothing angle, in radians*/
ai_real configMaxAngle;
mutable bool force_ = false;
};
} // end of namespace Assimp

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@ -472,7 +472,7 @@ void XFileParser::ParseDataObjectMesh( Mesh* pMesh)
Face& face = pMesh->mPosFaces[a];
for (unsigned int b = 0; b < numIndices; ++b) {
const int idx( ReadInt() );
if ( idx <= numVertices ) {
if ( static_cast<unsigned int>( idx ) <= numVertices ) {
face.mIndices.push_back( idx );
}
}
@ -1296,8 +1296,7 @@ unsigned int XFileParser::ReadBinDWord() {
// ------------------------------------------------------------------------------------------------
unsigned int XFileParser::ReadInt()
{
:
cd if( mIsBinaryFormat)
if( mIsBinaryFormat)
{
if( mBinaryNumCount == 0 && mEnd - mP >= 2)
{
@ -1310,7 +1309,7 @@ cd if( mIsBinaryFormat)
--mBinaryNumCount;
const size_t len( mEnd - mP );
if ( mEnd - mP >= 4) {
if ( len >= 4) {
return ReadBinDWord();
} else {
mP = mEnd;

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@ -559,6 +559,9 @@ enum aiPostProcessSteps
// aiProcess_GenEntityMeshes = 0x100000,
// aiProcess_OptimizeAnimations = 0x200000
// aiProcess_FixTexturePaths = 0x200000
aiProcess_ForceGenNormals = 0x20000000,
};

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@ -42,6 +42,7 @@ cmake_minimum_required( VERSION 2.6 )
INCLUDE_DIRECTORIES(
${Assimp_SOURCE_DIR}/include
${Assimp_SOURCE_DIR}/code
${Assimp_BINARY_DIR}/tools/assimp_cmd
)
LINK_DIRECTORIES( ${Assimp_BINARY_DIR} ${Assimp_BINARY_DIR}/lib )