Optimized triangulation algorithm. Must more faster now.
Added loader for TERRAGEN terrains (*.ter). ScenePreprocessor generates a default material if none is given. AC: file extension bug Added terragen test files. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@279 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
05e451d962
commit
39bfb7608b
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@ -129,10 +129,7 @@ bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) cons
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if( extension == ".ac" || extension == "ac")
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return true;
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return false;
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return( extension == ".ac3d" || extension == ".ac");
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}
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// ------------------------------------------------------------------------------------------------
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@ -129,7 +129,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_BUILD_NO_COLLADA_IMPORTER
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# include "ColladaLoader.h"
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#endif
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#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
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# include "TerragenLoader.h"
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#endif
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// PostProcess-Steps
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#ifndef AI_BUILD_NO_CALCTANGENTS_PROCESS
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@ -193,11 +195,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# include "TextureTransform.h"
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#endif
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor.
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Importer::Importer() :
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@ -205,12 +204,12 @@ Importer::Importer() :
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mScene(NULL),
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mErrorString("")
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{
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// allocate a default IO handler
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// Allocate a default IO handler
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mIOHandler = new DefaultIOSystem;
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mIsDefaultHandler = true;
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bExtraVerbose = false; // disable extra verbose mode by default
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// add an instance of each worker class here
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// Add an instance of each worker class here
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// the order doesn't really care, however file formats that are
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// used more frequently than others should be at the beginning.
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mImporter.reserve(25);
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@ -290,6 +289,9 @@ Importer::Importer() :
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#if (!defined AI_BUILD_NO_COLLADA_IMPORTER)
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mImporter.push_back( new ColladaLoader());
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#endif
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#if (!defined AI_BUILD_NO_TERRAGEN_IMPORTER)
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mImporter.push_back( new TerragenImporter());
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#endif
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// Add an instance of each post processing step here in the order
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// of sequence it is executed. steps that are added here are not validated -
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@ -52,7 +52,6 @@ void ScenePreprocessor::ProcessScene (aiScene* _scene)
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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ProcessMesh(scene->mMeshes[i]);
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// - nothing to do for materials for the moment
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// - nothing to do for nodes for the moment
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// - nothing to do for textures for the moment
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// - nothing to do for lights for the moment
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@ -61,6 +60,31 @@ void ScenePreprocessor::ProcessScene (aiScene* _scene)
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// Process all animations
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for (unsigned int i = 0; i < scene->mNumAnimations;++i)
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ProcessAnimation(scene->mAnimations[i]);
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// Generate a default material if none was specified
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if (!scene->mNumMaterials && scene->mNumMeshes)
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{
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scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 1];
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MaterialHelper* helper = new MaterialHelper();
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scene->mMaterials[0] = helper;
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// gray
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aiColor3D clr(0.6f,0.6f,0.6f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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// add a small ambient color value
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clr = aiColor3D(0.05f,0.05f,0.05f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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// setup the default name
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aiString name(AI_DEFAULT_MATERIAL_NAME);
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helper->AddProperty(&name,AI_MATKEY_NAME);
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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scene->mMeshes[i]->mMaterialIndex = 0;
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DefaultLogger::get()->debug("ScenePreprocessor: Added default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
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}
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}
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// ---------------------------------------------------------------------------
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@ -0,0 +1,222 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Terragen importer class */
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#include "AssimpPCH.h"
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#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
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#include "TerragenLoader.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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TerragenImporter::TerragenImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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TerragenImporter::~TerragenImporter()
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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 TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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return extension == ".ter";
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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void TerragenImporter::GetExtensionList(std::string& append)
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{
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append.append("*.ter;");
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void TerragenImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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IOStream* file = pIOHandler->Open( pFile, "rb");
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// Check whether we can read from the file
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if( file == NULL)
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throw new ImportErrorException( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
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// Construct a stream reader to read all data in the correct endianess
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StreamReaderLE reader(file);
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if(reader.GetRemainingSize() < 16)
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throw new ImportErrorException( "TER: file is too small" );
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// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
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if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
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throw new ImportErrorException( "TER: Magic string \'TERRAGEN\' not found" );
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if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
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throw new ImportErrorException( "TER: Magic string \'TERRAIN\' not found" );
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unsigned int x = 0,y = 0,mode = 0;
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float rad = 6370.f;
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aiNode* root = pScene->mRootNode = new aiNode();
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root->mName.Set("<TERRAGEN.TERRAIN>");
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// Default scaling is 30
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root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
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// Now read all chunks until we're finished or an EOF marker is encountered
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reader.IncPtr(16);
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while (reader.GetRemainingSize() >= 4)
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{
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const char* head = (const char*)reader.GetPtr();
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reader.IncPtr(4);
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// EOF, break in every case
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if (!::strncmp(head,AI_TERR_EOF_STRING,4))
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break;
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// Number of x-data points
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if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
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{
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x = (uint16_t)reader.GetI2();
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}
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// Number of y-data points
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else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
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{
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y = (uint16_t)reader.GetI2();
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}
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// Squared terrains width-1.
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else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
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{
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x = y = (uint16_t)reader.GetI2()+1;
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}
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// terrain scaling
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else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
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{
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root->mTransformation.a1 = reader.GetF4();
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root->mTransformation.b2 = reader.GetF4();
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root->mTransformation.c3 = reader.GetF4();
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}
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// mapping == 1: earth radius
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else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
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{
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rad = reader.GetF4();
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}
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// mapping mode
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else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
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{
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mode = reader.GetI1();
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if (0 != mode)
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DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
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}
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// actual terrain data
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else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
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{
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float hscale = (float)reader.GetI2() / 65536;
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float bheight = (float)reader.GetI2();
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if (!hscale)hscale = 1;
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// Ensure we have enough data
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if (reader.GetRemainingSize() < x*y*2)
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throw new ImportErrorException("TER: ALTW chunk is too small");
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if (x <= 1 || y <= 1)
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throw new ImportErrorException("TER: Invalid terrain size");
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// Allocate the output mesh
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
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aiMesh* m = pScene->mMeshes[0] = new aiMesh();
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// We return quads
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aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
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aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
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const int16_t* data = (const int16_t*)reader.GetPtr();
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for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
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for (unsigned int xx = 0; xx < x-1;++xx,++f) {
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// make verts
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const float fy = (float)yy, fx = (float)xx;
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register unsigned tmp,tmp2;
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*pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
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*pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
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// make indices
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f->mIndices = new unsigned int[f->mNumIndices = 4];
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for (unsigned int i = 0; i < 4;++i)
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f->mIndices[i] = t++;
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}
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}
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// Add the mesh to the root node
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root->mMeshes = new unsigned int[root->mNumMeshes = 1];
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root->mMeshes[0] = 0;
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}
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// Get to the next chunk (4 byte aligned)
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unsigned dtt;
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if ((dtt = reader.GetCurrentPos() & 0x3))
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reader.IncPtr(4-dtt);
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}
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// Check whether we have a mesh now
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if (pScene->mNumMeshes != 1)
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throw new ImportErrorException("TER: Unable to load terrain");
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}
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#endif // !! AI_BUILD_NO_TERRAGEN_IMPORTER
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@ -0,0 +1,109 @@
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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||||
All rights reserved.
|
||||
|
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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
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
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
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
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
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
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----------------------------------------------------------------------
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*/
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/** @file Declaration of the .ter importer class. */
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#ifndef INCLUDED_AI_TERRAGEN_TERRAIN_LOADER_H
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#define INCLUDED_AI_TERRAGEN_TERRAIN_LOADER_H
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#include "BaseImporter.h"
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namespace Assimp {
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// Magic strings
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#define AI_TERR_BASE_STRING "TERRAGEN"
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#define AI_TERR_TERRAIN_STRING "TERRAIN "
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#define AI_TERR_EOF_STRING "EOF "
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// Chunka
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#define AI_TERR_CHUNK_XPTS "XPTS"
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#define AI_TERR_CHUNK_YPTS "YPTS"
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#define AI_TERR_CHUNK_SIZE "SIZE"
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#define AI_TERR_CHUNK_SCAL "SCAL"
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#define AI_TERR_CHUNK_CRAD "CRAD"
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#define AI_TERR_CHUNK_CRVM "CRVM"
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#define AI_TERR_CHUNK_ALTW "ALTW"
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// ---------------------------------------------------------------------------
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/** @brief Importer class to load Terragen (0.9) terrain files.
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*
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* The loader is basing on the information found here:
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* http://www.planetside.co.uk/terragen/dev/tgterrain.html#chunks
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*/
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class TerragenImporter : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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TerragenImporter();
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/** Destructor, private as well */
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~TerragenImporter();
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public:
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// -------------------------------------------------------------------
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/** @brief Returns whether we can handle the format of the given file
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*
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* See BaseImporter::CanRead() for details.
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**/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
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protected:
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// -------------------------------------------------------------------
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/** @brief Called by Importer::GetExtensionList()
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*
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* See BaseImporter::GetExtensionList() for details
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*/
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void GetExtensionList(std::string& append);
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// -------------------------------------------------------------------
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/** @brief Imports the given file into the given scene structure.
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*
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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}; //! class TerragenImporter
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} // end of namespace Assimp
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#endif // AI_AC3DIMPORTER_H_INC
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@ -81,8 +81,8 @@ void TriangulateProcess::Execute( aiScene* pScene)
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if( TriangulateMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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if (bHas)DefaultLogger::get()->info("TriangulateProcess finished. Found polygons to triangulate");
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else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do.");
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if (bHas)DefaultLogger::get()->info ("TriangulateProcess finished. All polygons have been triangulated");
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else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do.");
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}
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// ------------------------------------------------------------------------------------------------
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@ -111,8 +111,21 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
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std::vector<aiFace> newFaces;
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newFaces.reserve( pMesh->mNumFaces*2);
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// Find out how many output faces we'll have
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unsigned int numOut = 0;
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
if( face.mNumIndices <= 3)
|
||||
numOut++;
|
||||
|
||||
else numOut += face.mNumIndices-2;
|
||||
}
|
||||
|
||||
// Just another check whether aiMesh::mPrimitiveTypes is correct
|
||||
assert(numOut != pMesh->mNumFaces);
|
||||
|
||||
aiFace* out = new aiFace[numOut], *curOut = out;
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
||||
{
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
|
@ -120,41 +133,38 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
// if it's a simple primitive, just copy it
|
||||
if( face.mNumIndices <= 3)
|
||||
{
|
||||
newFaces.push_back( aiFace());
|
||||
aiFace& nface = newFaces.back();
|
||||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = face.mNumIndices;
|
||||
nface.mIndices = face.mIndices;
|
||||
face.mIndices = NULL;
|
||||
nface.mIndices = face.mIndices;
|
||||
}
|
||||
else
|
||||
{
|
||||
assert( face.mNumIndices > 3);
|
||||
for( unsigned int b = 0; b < face.mNumIndices - 2; b++)
|
||||
for( unsigned int b = 0, end = face.mNumIndices - 2; b < end; b++)
|
||||
{
|
||||
newFaces.push_back( aiFace());
|
||||
aiFace& nface = newFaces.back();
|
||||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = 3;
|
||||
nface.mIndices = new unsigned int[3];
|
||||
nface.mIndices[0] = face.mIndices[0];
|
||||
|
||||
// Reuse the buffer for the very last element to save another allocation
|
||||
if (b == end-1)
|
||||
nface.mIndices = face.mIndices;
|
||||
else
|
||||
{
|
||||
nface.mIndices = new unsigned int[3];
|
||||
nface.mIndices[0] = face.mIndices[0];
|
||||
}
|
||||
|
||||
nface.mIndices[1] = face.mIndices[b+1];
|
||||
nface.mIndices[2] = face.mIndices[b+2];
|
||||
}
|
||||
}
|
||||
face.mIndices = NULL;
|
||||
}
|
||||
|
||||
// kill the old faces
|
||||
delete [] pMesh->mFaces;
|
||||
|
||||
// and insert our newly generated faces
|
||||
pMesh->mNumFaces = (unsigned int)newFaces.size();
|
||||
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
|
||||
for( unsigned int a = 0; a < newFaces.size(); a++)
|
||||
{
|
||||
// operator= would copy the whole array which is definitely not necessary
|
||||
pMesh->mFaces[a].mNumIndices = newFaces[a].mNumIndices;
|
||||
pMesh->mFaces[a].mIndices = newFaces[a].mIndices;
|
||||
newFaces[a].mIndices = NULL;
|
||||
}
|
||||
|
||||
// ... and store the new ones
|
||||
pMesh->mFaces = out;
|
||||
pMesh->mNumFaces = numOut;
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -291,6 +291,8 @@ void ValidateDSProcess::Execute( aiScene* pScene)
|
|||
}
|
||||
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
|
||||
{
|
||||
// NOTE: ScenePreprocessor generates a default material if none is there
|
||||
// (and at least one mesh is found). So this should never be triggered ...
|
||||
ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
|
||||
}
|
||||
else if (pScene->mMaterials)
|
||||
|
|
|
@ -76,7 +76,8 @@ SOURCES = AssimpPCH.cpp \
|
|||
TargetAnimation.cpp \
|
||||
ComputeUVMappingProcess.cpp \
|
||||
ColladaLoader.cpp \
|
||||
ColladaParser.cpp
|
||||
ColladaParser.cpp \
|
||||
TerragenLoader.cpp
|
||||
|
||||
OBJECTS = $(SOURCES:.cpp=.o)
|
||||
|
||||
|
|
|
@ -76,7 +76,8 @@ SOURCES = AssimpPCH.cpp \
|
|||
TargetAnimation.cpp \
|
||||
ComputeUVMappingProcess.cpp \
|
||||
ColladaLoader.cpp \
|
||||
ColladaParser.cpp
|
||||
ColladaParser.cpp \
|
||||
TerragenLoader.cpp
|
||||
|
||||
OBJECTS = $(SOURCES:.cpp=.o)
|
||||
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -1751,6 +1751,18 @@
|
|||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="TER"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\code\TerragenLoader.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\TerragenLoader.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="PostProcess"
|
||||
|
|
Loading…
Reference in New Issue