Fix spelling mistake
parent
babf3b8e3d
commit
3b8126d26a
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@ -259,7 +259,7 @@ namespace Discreet3DS {
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// Specifies the file name of a texture
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// Specifies the file name of a texture
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CHUNK_MAPFILE = 0xA300,
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CHUNK_MAPFILE = 0xA300,
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// Specifies whether a materail requires two-sided rendering
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// Specifies whether a material requires two-sided rendering
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CHUNK_MAT_TWO_SIDE = 0xA081,
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CHUNK_MAT_TWO_SIDE = 0xA081,
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// ********************************************************************
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// ********************************************************************
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@ -690,7 +690,7 @@ void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellatio
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if (ne->Type == AMFNodeElementBase::ENET_Metadata) continue;
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if (ne->Type == AMFNodeElementBase::ENET_Metadata) continue;
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if (ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
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if (ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
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// create alias for conveniance
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// create alias for convenience
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AMFInstance &als = *((AMFInstance *)ne);
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AMFInstance &als = *((AMFInstance *)ne);
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// find referenced object
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// find referenced object
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if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);
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if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);
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@ -681,7 +681,7 @@ void ASEImporter::BuildNodes(std::vector<BaseNode *> &nodes) {
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}
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}
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}
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}
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// Are there ane orphaned nodes?
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// Are there any orphaned nodes?
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if (!aiList.empty()) {
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if (!aiList.empty()) {
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std::vector<aiNode *> apcNodes;
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std::vector<aiNode *> apcNodes;
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apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
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apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
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@ -406,7 +406,7 @@ void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
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f.mIndices = new unsigned int[f.mNumIndices];
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f.mIndices = new unsigned int[f.mNumIndices];
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for (unsigned int a = 0; a < f.mNumIndices; ++a) {
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for (unsigned int a = 0; a < f.mNumIndices; ++a) {
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// Check if unsigned short ( 16 bit ) are big enought for the indices
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// Check if unsigned short ( 16 bit ) are big enough for the indices
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if (fitsIntoUI16(mesh->mNumVertices)) {
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if (fitsIntoUI16(mesh->mNumVertices)) {
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f.mIndices[a] = Read<uint16_t>(stream);
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f.mIndices[a] = Read<uint16_t>(stream);
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} else {
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} else {
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@ -168,7 +168,7 @@ static void WriteNode(const aiNode *node, IOStream *io, unsigned int depth) {
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}
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}
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// -----------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------
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// Some chuncks of text will need to be encoded for XML
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// Some chunks of text will need to be encoded for XML
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// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
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// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
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static std::string encodeXML(const std::string &data) {
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static std::string encodeXML(const std::string &data) {
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std::string buffer;
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std::string buffer;
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@ -178,7 +178,7 @@ void BVHLoader::ReadHierarchy(aiScene *pScene) {
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Reads a node and recursively its childs and returns the created node;
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// Reads a node and recursively its children and returns the created node;
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aiNode *BVHLoader::ReadNode() {
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aiNode *BVHLoader::ReadNode() {
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// first token is name
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// first token is name
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std::string nodeName = GetNextToken();
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std::string nodeName = GetNextToken();
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@ -112,7 +112,7 @@ protected:
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/** Reads the hierarchy */
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/** Reads the hierarchy */
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void ReadHierarchy(aiScene *pScene);
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void ReadHierarchy(aiScene *pScene);
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/** Reads a node and recursively its childs and returns the created node. */
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/** Reads a node and recursively its children and returns the created node. */
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aiNode *ReadNode();
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aiNode *ReadNode();
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/** Reads an end node and returns the created node. */
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/** Reads an end node and returns the created node. */
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@ -476,7 +476,7 @@ public:
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* in BlenderScene.cpp and is machine-generated.
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* in BlenderScene.cpp and is machine-generated.
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* Converters are used to quickly handle objects whose
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* Converters are used to quickly handle objects whose
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* exact data type is a runtime-property and not yet
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* exact data type is a runtime-property and not yet
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* known at compile time (consier Object::data).*/
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* known at compile time (consider Object::data).*/
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void RegisterConverters();
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void RegisterConverters();
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// --------------------------------------------------------
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// --------------------------------------------------------
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@ -586,7 +586,7 @@ void COBImporter::ReadUnit_Ascii(Scene &out, LineSplitter &splitter, const Chunk
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return;
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return;
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}
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}
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// parent chunks preceede their childs, so we should have the
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// parent chunks preceede their children, so we should have the
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// corresponding chunk already.
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// corresponding chunk already.
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for (std::shared_ptr<Node> &nd : out.nodes) {
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for (std::shared_ptr<Node> &nd : out.nodes) {
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if (nd->id == nfo.parent_id) {
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if (nd->id == nfo.parent_id) {
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@ -668,7 +668,7 @@ void COBImporter::ReadCame_Ascii(Scene &out, LineSplitter &splitter, const Chunk
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ReadBasicNodeInfo_Ascii(msh, ++splitter, nfo);
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ReadBasicNodeInfo_Ascii(msh, ++splitter, nfo);
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// skip the next line, we don't know this differenciation between a
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// skip the next line, we don't know this differentiation between a
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// standard camera and a panoramic camera.
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// standard camera and a panoramic camera.
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++splitter;
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++splitter;
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}
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}
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@ -1169,7 +1169,7 @@ void COBImporter::ReadUnit_Binary(COB::Scene &out, StreamReaderLE &reader, const
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const chunk_guard cn(nfo, reader);
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const chunk_guard cn(nfo, reader);
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// parent chunks preceede their childs, so we should have the
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// parent chunks preceede their children, so we should have the
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// corresponding chunk already.
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// corresponding chunk already.
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for (std::shared_ptr<Node> &nd : out.nodes) {
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for (std::shared_ptr<Node> &nd : out.nodes) {
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if (nd->id == nfo.parent_id) {
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if (nd->id == nfo.parent_id) {
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@ -1595,7 +1595,7 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
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bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
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bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
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}
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}
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ASSIMP_LOG_DEBUG("bone research: Indicies size: ", out_indices.size());
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ASSIMP_LOG_DEBUG("bone research: Indices size: ", out_indices.size());
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// lookup must be populated in case something goes wrong
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// lookup must be populated in case something goes wrong
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// this also allocates bones to mesh instance outside
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// this also allocates bones to mesh instance outside
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@ -693,7 +693,7 @@ private:
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typedef std::vector<int64_t> KeyTimeList;
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typedef std::vector<int64_t> KeyTimeList;
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typedef std::vector<float> KeyValueList;
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typedef std::vector<float> KeyValueList;
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/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
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/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
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class AnimationCurve : public Object {
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class AnimationCurve : public Object {
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public:
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public:
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AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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@ -1709,7 +1709,7 @@ void FBXExporter::WriteObjects ()
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//p.AddP70string("UVSet", ""); // TODO: how should this work?
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//p.AddP70string("UVSet", ""); // TODO: how should this work?
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p.AddP70bool("UseMaterial", 1);
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p.AddP70bool("UseMaterial", 1);
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tnode.AddChild(p);
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tnode.AddChild(p);
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// can't easily detrmine which texture path will be correct,
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// can't easily determine which texture path will be correct,
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// so just store what we have in every field.
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// so just store what we have in every field.
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// these being incorrect is a common problem with FBX anyway.
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// these being incorrect is a common problem with FBX anyway.
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tnode.AddChild("FileName", texture_path);
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tnode.AddChild("FileName", texture_path);
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@ -1915,7 +1915,7 @@ void FBXExporter::WriteObjects ()
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// mark all parent nodes as skeleton as well,
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// mark all parent nodes as skeleton as well,
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// up until we find the root node,
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// up until we find the root node,
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// or else the node containing the mesh,
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// or else the node containing the mesh,
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// or else the parent of a node containig the mesh.
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// or else the parent of a node containing the mesh.
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for (
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for (
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const aiNode* parent = n->mParent;
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const aiNode* parent = n->mParent;
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parent && parent != mScene->mRootNode;
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parent && parent != mScene->mRootNode;
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@ -132,7 +132,7 @@ void IRRImporter::SetupProperties(const Importer *pImp) {
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Build a mesh tha consists of a single squad (a side of a skybox)
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// Build a mesh that consists of a single squad (a side of a skybox)
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aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1,
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aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1,
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const SkyboxVertex &v2,
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const SkyboxVertex &v2,
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const SkyboxVertex &v3,
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const SkyboxVertex &v3,
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@ -76,7 +76,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* Currently supports static meshes, vertex colors, materials, textures
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* Currently supports static meshes, vertex colors, materials, textures
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*
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*
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* For animation, it would require the following conversions:
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* For animation, it would require the following conversions:
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* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion)
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* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and orientation quaternion)
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* - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
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* - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
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* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
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* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
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* triplets, instead of per bone timestamp + lists)
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* triplets, instead of per bone timestamp + lists)
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@ -296,7 +296,7 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d) {
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}
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}
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// texture map properties
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// texture map properties
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if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
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if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
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// extra check, should never happen, do we have the refered texture?
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// extra check, should never happen, do we have the referred texture?
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m->prop[j].value.textureid < m3d->numtexture &&
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m->prop[j].value.textureid < m3d->numtexture &&
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m3d->texture[m->prop[j].value.textureid].name) {
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m3d->texture[m->prop[j].value.textureid].name) {
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name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
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name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
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@ -474,7 +474,7 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
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mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
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std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
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std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
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// create mesh indeces in root node
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// create mesh indices in root node
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mScene->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes->size());
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mScene->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes->size());
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mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
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mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
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for (i = 0; i < meshes->size(); i++) {
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for (i = 0; i < meshes->size(); i++) {
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@ -688,7 +688,7 @@ void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m) {
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
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// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
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// temporary lists to collect data for an aiMesh, which requires local arrays and local indeces
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// temporary lists to collect data for an aiMesh, which requires local arrays and local indices
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// this function fills up an aiMesh with those temporary lists
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// this function fills up an aiMesh with those temporary lists
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void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
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void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
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std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
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std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
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@ -59,7 +59,7 @@ extern "C" {
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#ifndef M3D_DOUBLE
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#ifndef M3D_DOUBLE
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typedef float M3D_FLOAT;
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typedef float M3D_FLOAT;
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#ifndef M3D_EPSILON
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#ifndef M3D_EPSILON
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/* carefully choosen for IEEE 754 don't change */
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/* carefully chosen for IEEE 754 don't change */
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#define M3D_EPSILON ((M3D_FLOAT)1e-7)
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#define M3D_EPSILON ((M3D_FLOAT)1e-7)
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#endif
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#endif
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#else
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#else
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@ -121,7 +121,7 @@ typedef uint16_t M3D_INDEX;
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* TMAP texture map chunk (optional)
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* TMAP texture map chunk (optional)
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* VRTS vertex data chunk (optional if it's a material library)
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* VRTS vertex data chunk (optional if it's a material library)
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* BONE bind-pose skeleton, bone hierarchy chunk (optional)
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* BONE bind-pose skeleton, bone hierarchy chunk (optional)
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* n x m3db_t contains propably more, but at least one bone
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* n x m3db_t contains probably more, but at least one bone
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* n x m3ds_t skin group records
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* n x m3ds_t skin group records
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* MTRL* material chunk(s), can be more (optional)
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* MTRL* material chunk(s), can be more (optional)
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* n x m3dp_t each material contains propapbly more, but at least one property
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* n x m3dp_t each material contains propapbly more, but at least one property
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@ -1109,7 +1109,7 @@ void _m3d_inv(M3D_FLOAT *m) {
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r[15] = det * (m[0] * (m[5] * m[10] - m[6] * m[9]) + m[1] * (m[6] * m[8] - m[4] * m[10]) + m[2] * (m[4] * m[9] - m[5] * m[8]));
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r[15] = det * (m[0] * (m[5] * m[10] - m[6] * m[9]) + m[1] * (m[6] * m[8] - m[4] * m[10]) + m[2] * (m[4] * m[9] - m[5] * m[8]));
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memcpy(m, &r, sizeof(r));
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memcpy(m, &r, sizeof(r));
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}
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}
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/* compose a coloumn major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */
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/* compose a column major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */
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void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q) {
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void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q) {
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if (q->x == (M3D_FLOAT)0.0 && q->y == (M3D_FLOAT)0.0 && q->z >= (M3D_FLOAT)0.7071065 && q->z <= (M3D_FLOAT)0.7071075 &&
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if (q->x == (M3D_FLOAT)0.0 && q->y == (M3D_FLOAT)0.0 && q->z >= (M3D_FLOAT)0.7071065 && q->z <= (M3D_FLOAT)0.7071075 &&
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q->w == (M3D_FLOAT)0.0) {
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q->w == (M3D_FLOAT)0.0) {
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@ -4033,7 +4033,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
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out[len] = 0;
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out[len] = 0;
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} else
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} else
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{
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{
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/* stricly only use LF (newline) in binary */
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/* strictly only use LF (newline) in binary */
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sd = _m3d_safestr(model->desc, 3);
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sd = _m3d_safestr(model->desc, 3);
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if (!sd) goto memerr;
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if (!sd) goto memerr;
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/* header */
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/* header */
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@ -4608,7 +4608,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
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h = (m3dhdr_t *)z;
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h = (m3dhdr_t *)z;
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}
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}
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}
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}
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/* add file header at the begining */
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/* add file header at the beginning */
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len += 8;
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len += 8;
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out = (unsigned char *)M3D_MALLOC(len);
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out = (unsigned char *)M3D_MALLOC(len);
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if (!out) goto memerr;
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if (!out) goto memerr;
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@ -271,7 +271,7 @@ inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut)
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// -------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------
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/** @brief Pack a Q3 normal into 16bit latitute/longitude representation
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/** @brief Pack a Q3 normal into 16bit latitude/longitude representation
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* @param p_vIn Input vector
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* @param p_vIn Input vector
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* @param p_iOut Output normal
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* @param p_iOut Output normal
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*
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*
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@ -59,7 +59,7 @@ using namespace Assimp;
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using namespace Assimp::MD5;
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using namespace Assimp::MD5;
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Parse the segment structure fo a MD5 file
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// Parse the segment structure for an MD5 file
|
||||||
MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) {
|
MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) {
|
||||||
ai_assert(nullptr != _buffer);
|
ai_assert(nullptr != _buffer);
|
||||||
ai_assert(0 != _fileSize);
|
ai_assert(0 != _fileSize);
|
||||||
|
|
|
@ -387,7 +387,7 @@ void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char *szData,
|
||||||
// this should not occur - at least the docs say it shouldn't.
|
// this should not occur - at least the docs say it shouldn't.
|
||||||
// however, one can easily try out what MED does if you have
|
// however, one can easily try out what MED does if you have
|
||||||
// a model with a DDS texture and export it to MDL5 ...
|
// a model with a DDS texture and export it to MDL5 ...
|
||||||
// yeah, it embedds the DDS file.
|
// yeah, it embeds the DDS file.
|
||||||
if (6 == iType) {
|
if (6 == iType) {
|
||||||
// this is a compressed texture in DDS format
|
// this is a compressed texture in DDS format
|
||||||
*piSkip = pcNew->mWidth;
|
*piSkip = pcNew->mWidth;
|
||||||
|
@ -524,7 +524,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
|
||||||
}
|
}
|
||||||
|
|
||||||
// sometimes there are MDL7 files which have a monochrome
|
// sometimes there are MDL7 files which have a monochrome
|
||||||
// texture instead of material colors ... posssible they have
|
// texture instead of material colors ... possible they have
|
||||||
// been converted to MDL7 from other formats, such as MDL5
|
// been converted to MDL7 from other formats, such as MDL5
|
||||||
aiColor4D clrTexture;
|
aiColor4D clrTexture;
|
||||||
if (pcNew)
|
if (pcNew)
|
||||||
|
|
|
@ -195,7 +195,7 @@ namespace pmd
|
||||||
public:
|
public:
|
||||||
uint16_t ik_bone_index;
|
uint16_t ik_bone_index;
|
||||||
uint16_t target_bone_index;
|
uint16_t target_bone_index;
|
||||||
uint16_t interations;
|
uint16_t iterations;
|
||||||
float angle_limit;
|
float angle_limit;
|
||||||
std::vector<uint16_t> ik_child_bone_index;
|
std::vector<uint16_t> ik_child_bone_index;
|
||||||
|
|
||||||
|
@ -205,7 +205,7 @@ namespace pmd
|
||||||
stream->read((char *) &target_bone_index, sizeof(uint16_t));
|
stream->read((char *) &target_bone_index, sizeof(uint16_t));
|
||||||
uint8_t ik_chain_length;
|
uint8_t ik_chain_length;
|
||||||
stream->read((char*) &ik_chain_length, sizeof(uint8_t));
|
stream->read((char*) &ik_chain_length, sizeof(uint8_t));
|
||||||
stream->read((char *) &interations, sizeof(uint16_t));
|
stream->read((char *) &iterations, sizeof(uint16_t));
|
||||||
stream->read((char *) &angle_limit, sizeof(float));
|
stream->read((char *) &angle_limit, sizeof(float));
|
||||||
ik_child_bone_index.resize(ik_chain_length);
|
ik_child_bone_index.resize(ik_chain_length);
|
||||||
for (int i = 0; i < ik_chain_length; i++)
|
for (int i = 0; i < ik_chain_length; i++)
|
||||||
|
|
|
@ -358,7 +358,7 @@ namespace vmd
|
||||||
light_frames[i].Write(stream);
|
light_frames[i].Write(stream);
|
||||||
}
|
}
|
||||||
|
|
||||||
// self shadow datas
|
// self shadow data
|
||||||
const int self_shadow_num = 0;
|
const int self_shadow_num = 0;
|
||||||
stream->write(reinterpret_cast<const char*>(&self_shadow_num), sizeof(int));
|
stream->write(reinterpret_cast<const char*>(&self_shadow_num), sizeof(int));
|
||||||
|
|
||||||
|
|
|
@ -233,7 +233,7 @@ void OFFImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
|
||||||
sz = fast_atoreal_move<ai_real>(sz, *vec[dim]);
|
sz = fast_atoreal_move<ai_real>(sz, *vec[dim]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// if has homogenous coordinate, divide others by this one
|
// if has homogeneous coordinate, divide others by this one
|
||||||
if (hasHomogenous) {
|
if (hasHomogenous) {
|
||||||
SkipSpaces(&sz);
|
SkipSpaces(&sz);
|
||||||
ai_real w = 1.;
|
ai_real w = 1.;
|
||||||
|
|
|
@ -233,7 +233,7 @@ struct Mesh {
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
//! \struct Model
|
//! \struct Model
|
||||||
//! \brief Data structure to store all obj-specific model datas
|
//! \brief Data structure to store all obj-specific model data
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
struct Model {
|
struct Model {
|
||||||
using GroupMap = std::map<std::string, std::vector<unsigned int> *>;
|
using GroupMap = std::map<std::string, std::vector<unsigned int> *>;
|
||||||
|
|
|
@ -555,7 +555,7 @@ public:
|
||||||
should be 0 after this reset. */
|
should be 0 after this reset. */
|
||||||
void Reset();
|
void Reset();
|
||||||
|
|
||||||
/// Covert to Assimp mesh.
|
/// Convert to Assimp mesh.
|
||||||
aiMesh *ConvertToAssimpMesh(Mesh *parent);
|
aiMesh *ConvertToAssimpMesh(Mesh *parent);
|
||||||
|
|
||||||
/// Vertex data.
|
/// Vertex data.
|
||||||
|
|
|
@ -351,8 +351,8 @@ void OpenGEXImporter::handleNodes(DDLNode *node, aiScene *pScene) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
DDLNode::DllNodeList childs = node->getChildNodeList();
|
DDLNode::DllNodeList children = node->getChildNodeList();
|
||||||
for (DDLNode::DllNodeList::iterator it = childs.begin(); it != childs.end(); ++it) {
|
for (DDLNode::DllNodeList::iterator it = children.begin(); it != children.end(); ++it) {
|
||||||
Grammar::TokenType tokenType(Grammar::matchTokenType((*it)->getType().c_str()));
|
Grammar::TokenType tokenType(Grammar::matchTokenType((*it)->getType().c_str()));
|
||||||
switch (tokenType) {
|
switch (tokenType) {
|
||||||
case Grammar::MetricToken:
|
case Grammar::MetricToken:
|
||||||
|
|
|
@ -95,7 +95,7 @@ struct sQ3BSPVertex {
|
||||||
vec3f vPosition; ///< Position of vertex
|
vec3f vPosition; ///< Position of vertex
|
||||||
vec2f vTexCoord; ///< (u,v) Texturecoordinate of detailtexture
|
vec2f vTexCoord; ///< (u,v) Texturecoordinate of detailtexture
|
||||||
vec2f vLightmap; ///< (u,v) Texturecoordinate of lightmap
|
vec2f vLightmap; ///< (u,v) Texturecoordinate of lightmap
|
||||||
vec3f vNormal; ///< vertex normale
|
vec3f vNormal; ///< vertex normal
|
||||||
unsigned char bColor[ 4 ]; ///< Color in RGBA
|
unsigned char bColor[ 4 ]; ///< Color in RGBA
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -868,7 +868,7 @@ void SMDImporter::ParseNodeInfo(const char* szCurrent, const char** szCurrentOut
|
||||||
|
|
||||||
bool bQuota = true;
|
bool bQuota = true;
|
||||||
if ('\"' != *szCurrent) {
|
if ('\"' != *szCurrent) {
|
||||||
LogWarning("Bone name is expcted to be enclosed in "
|
LogWarning("Bone name is expected to be enclosed in "
|
||||||
"double quotation marks. ");
|
"double quotation marks. ");
|
||||||
bQuota = false;
|
bQuota = false;
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -219,7 +219,7 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
|
||||||
// convert meshes from the source node
|
// convert meshes from the source node
|
||||||
CreateMeshes( pScene, node, pNode->mMeshes);
|
CreateMeshes( pScene, node, pNode->mMeshes);
|
||||||
|
|
||||||
// handle childs
|
// handle children
|
||||||
if( !pNode->mChildren.empty() ) {
|
if( !pNode->mChildren.empty() ) {
|
||||||
node->mNumChildren = (unsigned int)pNode->mChildren.size();
|
node->mNumChildren = (unsigned int)pNode->mChildren.size();
|
||||||
node->mChildren = new aiNode* [node->mNumChildren];
|
node->mChildren = new aiNode* [node->mNumChildren];
|
||||||
|
|
|
@ -279,7 +279,7 @@ void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) {
|
||||||
const char *NodeName_Shape = "Shape";
|
const char *NodeName_Shape = "Shape";
|
||||||
|
|
||||||
list<SAttribute> attr_list;
|
list<SAttribute> attr_list;
|
||||||
aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for conveniance.
|
aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for convenience.
|
||||||
|
|
||||||
// Check if mesh already defined early.
|
// Check if mesh already defined early.
|
||||||
if (mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) {
|
if (mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) {
|
||||||
|
@ -375,7 +375,7 @@ void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLe
|
||||||
const char *NodeName_A = "Appearance";
|
const char *NodeName_A = "Appearance";
|
||||||
|
|
||||||
list<SAttribute> attr_list;
|
list<SAttribute> attr_list;
|
||||||
aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for conveniance.
|
aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for convenience.
|
||||||
|
|
||||||
// Check if material already defined early.
|
// Check if material already defined early.
|
||||||
if (mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) {
|
if (mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) {
|
||||||
|
@ -586,7 +586,7 @@ bool X3DExporter::CheckAndExport_Light(const aiNode &pNode, const size_t pTabLev
|
||||||
if (!found) return false;
|
if (!found) return false;
|
||||||
|
|
||||||
// Light source is found.
|
// Light source is found.
|
||||||
const aiLight &light = *mScene->mLights[idx_light]; // Alias for conveniance.
|
const aiLight &light = *mScene->mLights[idx_light]; // Alias for convenience.
|
||||||
|
|
||||||
aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse();
|
aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse();
|
||||||
|
|
||||||
|
|
|
@ -207,7 +207,7 @@ void BaseImporter::GetExtensionList(std::set<std::string> &extensions) {
|
||||||
if (!r) {
|
if (!r) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// We need to make sure that we didn't accidentially identify the end of another token as our token,
|
// We need to make sure that we didn't accidentally identify the end of another token as our token,
|
||||||
// e.g. in a previous version the "gltf " present in some gltf files was detected as "f "
|
// e.g. in a previous version the "gltf " present in some gltf files was detected as "f "
|
||||||
if (noAlphaBeforeTokens && (r != buffer && isalpha(static_cast<unsigned char>(r[-1])))) {
|
if (noAlphaBeforeTokens && (r != buffer && isalpha(static_cast<unsigned char>(r[-1])))) {
|
||||||
continue;
|
continue;
|
||||||
|
|
|
@ -52,7 +52,7 @@ using namespace Assimp;
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
SGSpatialSort::SGSpatialSort()
|
SGSpatialSort::SGSpatialSort()
|
||||||
{
|
{
|
||||||
// define the reference plane. We choose some arbitrary vector away from all basic axises
|
// define the reference plane. We choose some arbitrary vector away from all basic axes
|
||||||
// in the hope that no model spreads all its vertices along this plane.
|
// in the hope that no model spreads all its vertices along this plane.
|
||||||
mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
|
mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
|
||||||
mPlaneNormal.Normalize();
|
mPlaneNormal.Normalize();
|
||||||
|
@ -121,7 +121,7 @@ void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
|
||||||
index++;
|
index++;
|
||||||
|
|
||||||
// Mow start iterating from there until the first position lays outside of the distance range.
|
// Mow start iterating from there until the first position lays outside of the distance range.
|
||||||
// Add all positions inside the distance range within the given radius to the result aray
|
// Add all positions inside the distance range within the given radius to the result array
|
||||||
|
|
||||||
float squareEpsilon = pRadius * pRadius;
|
float squareEpsilon = pRadius * pRadius;
|
||||||
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
|
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
|
||||||
|
|
|
@ -55,7 +55,7 @@ const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Constructs a spatially sorted representation from the given position array.
|
// Constructs a spatially sorted representation from the given position array.
|
||||||
// define the reference plane. We choose some arbitrary vector away from all basic axises
|
// define the reference plane. We choose some arbitrary vector away from all basic axes
|
||||||
// in the hope that no model spreads all its vertices along this plane.
|
// in the hope that no model spreads all its vertices along this plane.
|
||||||
SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
|
SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
|
||||||
mPlaneNormal(PlaneInit) {
|
mPlaneNormal(PlaneInit) {
|
||||||
|
@ -148,7 +148,7 @@ void SpatialSort::FindPositions(const aiVector3D &pPosition,
|
||||||
index++;
|
index++;
|
||||||
|
|
||||||
// Mow start iterating from there until the first position lays outside of the distance range.
|
// Mow start iterating from there until the first position lays outside of the distance range.
|
||||||
// Add all positions inside the distance range within the given radius to the result aray
|
// Add all positions inside the distance range within the given radius to the result array
|
||||||
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
|
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
|
||||||
const ai_real pSquared = pRadius * pRadius;
|
const ai_real pSquared = pRadius * pRadius;
|
||||||
while (it->mDistance < maxDist) {
|
while (it->mDistance < maxDist) {
|
||||||
|
|
|
@ -67,7 +67,7 @@ bool RemoveVCProcess::IsActive(unsigned int pFlags) const {
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Small helper function to delete all elements in a T** aray using delete
|
// Small helper function to delete all elements in a T** array using delete
|
||||||
template <typename T>
|
template <typename T>
|
||||||
inline void ArrayDelete(T **&in, unsigned int &num) {
|
inline void ArrayDelete(T **&in, unsigned int &num) {
|
||||||
for (unsigned int i = 0; i < num; ++i)
|
for (unsigned int i = 0; i < num; ++i)
|
||||||
|
|
|
@ -118,7 +118,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
|
||||||
{
|
{
|
||||||
aiMesh *mesh = pScene->mMeshes[meshID];
|
aiMesh *mesh = pScene->mMeshes[meshID];
|
||||||
|
|
||||||
// Reconstruct mesh vertexes to the new unit system
|
// Reconstruct mesh vertices to the new unit system
|
||||||
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
|
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
|
||||||
{
|
{
|
||||||
aiVector3D& vertex = mesh->mVertices[vertexID];
|
aiVector3D& vertex = mesh->mVertices[vertexID];
|
||||||
|
|
|
@ -129,7 +129,7 @@ void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
|
||||||
pcNode->mMeshes[b] = aiEntries[b];
|
pcNode->mMeshes[b] = aiEntries[b];
|
||||||
}
|
}
|
||||||
|
|
||||||
// recusively update all other nodes
|
// recursively update all other nodes
|
||||||
for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
|
for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
|
||||||
UpdateNode ( pcNode->mChildren[i], avList );
|
UpdateNode ( pcNode->mChildren[i], avList );
|
||||||
}
|
}
|
||||||
|
|
|
@ -178,7 +178,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
|
||||||
}
|
}
|
||||||
else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
|
else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
|
||||||
// Clamp - translations beyond 1,1 are senseless
|
// Clamp - translations beyond 1,1 are senseless
|
||||||
::ai_snprintf(szTemp,512,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);
|
::ai_snprintf(szTemp,512,"[c] UV V offset %f can be clamped to 1.0f",info.mTranslation.y);
|
||||||
|
|
||||||
out = 1.f;
|
out = 1.f;
|
||||||
}
|
}
|
||||||
|
@ -539,7 +539,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
|
||||||
m5.a3 += trl.x; m5.b3 += trl.y;
|
m5.a3 += trl.x; m5.b3 += trl.y;
|
||||||
matrix = m2 * m4 * matrix * m3 * m5;
|
matrix = m2 * m4 * matrix * m3 * m5;
|
||||||
|
|
||||||
for (src = dest; src != end; ++src) { /* manual homogenious divide */
|
for (src = dest; src != end; ++src) { /* manual homogeneous divide */
|
||||||
src->z = 1.f;
|
src->z = 1.f;
|
||||||
*src = matrix * *src;
|
*src = matrix * *src;
|
||||||
src->x /= src->z;
|
src->x /= src->z;
|
||||||
|
|
10
doc/dox.h
10
doc/dox.h
|
@ -85,7 +85,7 @@ as long as you retain the license information and take own responsibility for wh
|
||||||
the LICENSE file.
|
the LICENSE file.
|
||||||
|
|
||||||
You can find test models for almost all formats in the <assimp_root>/test/models directory. Beware, they're *free*,
|
You can find test models for almost all formats in the <assimp_root>/test/models directory. Beware, they're *free*,
|
||||||
but not all of them are *open-source*. If there's an accompagning '<file>\source.txt' file don't forget to read it.
|
but not all of them are *open-source*. If there's an accompanying '<file>\source.txt' file don't forget to read it.
|
||||||
|
|
||||||
@section main_install Installation
|
@section main_install Installation
|
||||||
|
|
||||||
|
@ -687,7 +687,7 @@ There are two cases:
|
||||||
format such as DDS or PNG. The term "compressed" does not mean that the texture data must
|
format such as DDS or PNG. The term "compressed" does not mean that the texture data must
|
||||||
actually be compressed, however the texture was found in the model file as if it was stored in a
|
actually be compressed, however the texture was found in the model file as if it was stored in a
|
||||||
separate file on the harddisk. Appropriate decoders (such as libjpeg, libpng, D3DX, DevIL) are
|
separate file on the harddisk. Appropriate decoders (such as libjpeg, libpng, D3DX, DevIL) are
|
||||||
required to load theses textures. aiTexture::mWidth specifies the size of the texture data in
|
required to load these textures. aiTexture::mWidth specifies the size of the texture data in
|
||||||
bytes, aiTexture::pcData is a pointer to the raw image data and aiTexture::achFormatHint is
|
bytes, aiTexture::pcData is a pointer to the raw image data and aiTexture::achFormatHint is
|
||||||
either zeroed or contains the most common file extension of the embedded texture's format. This
|
either zeroed or contains the most common file extension of the embedded texture's format. This
|
||||||
value is only set if assimp is able to determine the file format.
|
value is only set if assimp is able to determine the file format.
|
||||||
|
@ -1181,7 +1181,7 @@ You can get assigned shader sources by using the following material keys:
|
||||||
<li>AI_MATKEY_SHADER_VERTEX</li> Assigned vertex shader code stored as a string.
|
<li>AI_MATKEY_SHADER_VERTEX</li> Assigned vertex shader code stored as a string.
|
||||||
<li>AI_MATKEY_SHADER_FRAGMENT</li> Assigned fragment shader code stored as a string.
|
<li>AI_MATKEY_SHADER_FRAGMENT</li> Assigned fragment shader code stored as a string.
|
||||||
<li>AI_MATKEY_SHADER_GEO</li> Assigned geometry shader code stored as a string.
|
<li>AI_MATKEY_SHADER_GEO</li> Assigned geometry shader code stored as a string.
|
||||||
<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tesselation shader code stored as a string.
|
<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tessellation shader code stored as a string.
|
||||||
<li>AI_MATKEY_SHADER_PRIMITIVE</li> Assigned primitive shader code stored as a string.
|
<li>AI_MATKEY_SHADER_PRIMITIVE</li> Assigned primitive shader code stored as a string.
|
||||||
<li>AI_MATKEY_SHADER_COMPUTE</li> Assigned compute shader code stored as a string.
|
<li>AI_MATKEY_SHADER_COMPUTE</li> Assigned compute shader code stored as a string.
|
||||||
|
|
||||||
|
@ -1359,7 +1359,7 @@ When filing bugs on the Blender loader, always give the Blender version (or, eve
|
||||||
This section contains implementation notes on the IFC-STEP importer.
|
This section contains implementation notes on the IFC-STEP importer.
|
||||||
@subsection ifc_overview Overview
|
@subsection ifc_overview Overview
|
||||||
|
|
||||||
The library provides a partial implementation of the IFC2x3 industry standard for automatized exchange of CAE/architectural
|
The library provides a partial implementation of the IFC2x3 industry standard for automated exchange of CAE/architectural
|
||||||
data sets. See http://en.wikipedia.org/wiki/Industry_Foundation_Classes for more information on the format. We aim
|
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.
|
at getting as much 3D data out of the files as possible.
|
||||||
|
|
||||||
|
@ -1503,7 +1503,7 @@ like Windows and Linux ( 32 bit and 64 bit ).
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
Provide some _free_ test models in <tt><root>/test/models/<FormatName>/</tt> and credit their authors.
|
Provide some _free_ test models in <tt><root>/test/models/<FormatName>/</tt> and credit their authors.
|
||||||
Test files for a file format shouldn't be too large (<i>~500 KiB in total</i>), and not too repetive. Try to cover all format features with test data.
|
Test files for a file format shouldn't be too large (<i>~500 KiB in total</i>), and not too repetitive. Try to cover all format features with test data.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
Done! Please, share your loader that everyone can profit from it!
|
Done! Please, share your loader that everyone can profit from it!
|
||||||
|
|
|
@ -40,7 +40,7 @@ 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 order swappings
|
||||||
(e.g. little to big endian) */
|
(e.g. little to big endian) */
|
||||||
#pragma once
|
#pragma once
|
||||||
#ifndef AI_BYTESWAPPER_H_INC
|
#ifndef AI_BYTESWAPPER_H_INC
|
||||||
|
|
|
@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
|
||||||
namespace Assimp {
|
namespace Assimp {
|
||||||
|
|
||||||
/// @brief Logger class, which will exten the class by log-functions.
|
/// @brief Logger class, which will extend the class by log-functions.
|
||||||
/// @tparam TDeriving
|
/// @tparam TDeriving
|
||||||
template<class TDeriving>
|
template<class TDeriving>
|
||||||
class LogFunctions {
|
class LogFunctions {
|
||||||
|
|
|
@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/** @file MemoryIOWrapper.h
|
/** @file MemoryIOWrapper.h
|
||||||
* Handy IOStream/IOSystem implemetation to read directly from a memory buffer */
|
* Handy IOStream/IOSystem implementation to read directly from a memory buffer */
|
||||||
#pragma once
|
#pragma once
|
||||||
#ifndef AI_MEMORYIOSTREAM_H_INC
|
#ifndef AI_MEMORYIOSTREAM_H_INC
|
||||||
#define AI_MEMORYIOSTREAM_H_INC
|
#define AI_MEMORYIOSTREAM_H_INC
|
||||||
|
|
|
@ -207,7 +207,7 @@ public:
|
||||||
|
|
||||||
// ---------------------------------------------------------------------
|
// ---------------------------------------------------------------------
|
||||||
/** Set current file pointer (Get it from #GetPtr). This is if you
|
/** Set current file pointer (Get it from #GetPtr). This is if you
|
||||||
* prefer to do pointer arithmetics on your own or want to copy
|
* prefer to do pointer arithmetic on your own or want to copy
|
||||||
* large chunks of data at once.
|
* large chunks of data at once.
|
||||||
* @param p The new pointer, which is validated against the size
|
* @param p The new pointer, which is validated against the size
|
||||||
* limit and buffer boundaries. */
|
* limit and buffer boundaries. */
|
||||||
|
|
|
@ -93,7 +93,7 @@ namespace Assimp {
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
/** Intermediate description a vertex with all possible components. Defines a full set of
|
/** Intermediate description a vertex with all possible components. Defines a full set of
|
||||||
* operators, so you may use such a 'Vertex' in basic arithmetics. All operators are applied
|
* operators, so you may use such a 'Vertex' in basic arithmetic. All operators are applied
|
||||||
* to *all* vertex components equally. This is useful for stuff like interpolation
|
* to *all* vertex components equally. This is useful for stuff like interpolation
|
||||||
* or subdivision, but won't work if special handling is required for some vertex components. */
|
* or subdivision, but won't work if special handling is required for some vertex components. */
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
@ -222,7 +222,7 @@ private:
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
/** This time binary arithmetics of v0 with a floating-point number */
|
/** This time binary arithmetic of v0 with a floating-point number */
|
||||||
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
|
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
|
||||||
// this is a heavy task for the compiler to optimize ... *pray*
|
// this is a heavy task for the compiler to optimize ... *pray*
|
||||||
|
|
||||||
|
@ -242,7 +242,7 @@ private:
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
/** This time binary arithmetics of v0 with a floating-point number */
|
/** This time binary arithmetic of v0 with a floating-point number */
|
||||||
template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
|
template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
|
||||||
// this is a heavy task for the compiler to optimize ... *pray*
|
// this is a heavy task for the compiler to optimize ... *pray*
|
||||||
|
|
||||||
|
|
|
@ -112,7 +112,7 @@ ASSIMP_API void aiReleaseExportFormatDescription(const C_STRUCT aiExportFormatDe
|
||||||
* export them again. Since the scene returned by the various importer functions
|
* export them again. Since the scene returned by the various importer functions
|
||||||
* is const, a modifiable copy is needed.
|
* is const, a modifiable copy is needed.
|
||||||
* @param pIn Valid scene to be copied
|
* @param pIn Valid scene to be copied
|
||||||
* @param pOut Receives a modifyable copy of the scene. Use aiFreeScene() to
|
* @param pOut Receives a modifiable copy of the scene. Use aiFreeScene() to
|
||||||
* delete it again.
|
* delete it again.
|
||||||
*/
|
*/
|
||||||
ASSIMP_API void aiCopyScene(const C_STRUCT aiScene *pIn,
|
ASSIMP_API void aiCopyScene(const C_STRUCT aiScene *pIn,
|
||||||
|
|
|
@ -440,7 +440,7 @@ enum aiPostProcessSteps
|
||||||
*
|
*
|
||||||
* @note UV transformations are usually implemented in real-time apps by
|
* @note UV transformations are usually implemented in real-time apps by
|
||||||
* transforming texture coordinates at vertex shader stage with a 3x3
|
* transforming texture coordinates at vertex shader stage with a 3x3
|
||||||
* (homogenous) transformation matrix.
|
* (homogeneous) transformation matrix.
|
||||||
*/
|
*/
|
||||||
aiProcess_TransformUVCoords = 0x80000,
|
aiProcess_TransformUVCoords = 0x80000,
|
||||||
|
|
||||||
|
|
|
@ -40,7 +40,7 @@
|
||||||
NSMutableArray* modelMeshes;
|
NSMutableArray* modelMeshes;
|
||||||
BOOL builtBuffers;
|
BOOL builtBuffers;
|
||||||
|
|
||||||
NSMutableDictionary* textureDictionary; // Array of Dicionaries that map image filenames to textureIds
|
NSMutableDictionary* textureDictionary; // Array of Dictionaries that map image filenames to textureIds
|
||||||
}
|
}
|
||||||
|
|
||||||
@property (retain) IBOutlet NSView* _view;
|
@property (retain) IBOutlet NSView* _view;
|
||||||
|
|
|
@ -361,7 +361,7 @@ int main(int argc, char **argv)
|
||||||
C_STRUCT aiLogStream stream;
|
C_STRUCT aiLogStream stream;
|
||||||
|
|
||||||
if (argc < 2) {
|
if (argc < 2) {
|
||||||
print_error("No input model file specifed.");
|
print_error("No input model file specified.");
|
||||||
print_run_command(COMMAND_USAGE);
|
print_run_command(COMMAND_USAGE);
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
}
|
}
|
||||||
|
|
|
@ -129,7 +129,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
|
||||||
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
|
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
|
||||||
if (!argv) {
|
if (!argv) {
|
||||||
MessageBox(nullptr,
|
MessageBox(nullptr,
|
||||||
TEXT("An error occured while reading command line arguments."),
|
TEXT("An error occurred while reading command line arguments."),
|
||||||
TEXT("Error!"),
|
TEXT("Error!"),
|
||||||
MB_ICONERROR | MB_OK);
|
MB_ICONERROR | MB_OK);
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
|
|
|
@ -667,7 +667,7 @@ BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool ful
|
||||||
dwStyle=WS_OVERLAPPEDWINDOW; // Windows style
|
dwStyle=WS_OVERLAPPEDWINDOW; // Windows style
|
||||||
}
|
}
|
||||||
|
|
||||||
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requestes Size
|
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
|
||||||
|
|
||||||
if (nullptr == (g_hWnd=CreateWindowEx(dwExStyle, // Extended Style For The Window
|
if (nullptr == (g_hWnd=CreateWindowEx(dwExStyle, // Extended Style For The Window
|
||||||
TEXT("OpenGL"), // Class Name
|
TEXT("OpenGL"), // Class Name
|
||||||
|
|
|
@ -391,7 +391,7 @@ public:
|
||||||
// Unapply the transformation using the offset matrix.
|
// Unapply the transformation using the offset matrix.
|
||||||
aiMatrix4x4 unapplied_transform = scene_mesh_bone->mOffsetMatrix * transform;
|
aiMatrix4x4 unapplied_transform = scene_mesh_bone->mOffsetMatrix * transform;
|
||||||
|
|
||||||
// Ensure that we have, approximatively, the identity matrix.
|
// Ensure that we have, approximately, the identity matrix.
|
||||||
expect_equal_matrices(identity_matrix, unapplied_transform, TOLERANCE);
|
expect_equal_matrices(identity_matrix, unapplied_transform, TOLERANCE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -132,6 +132,6 @@ TEST_F(TriangulateProcessTest, testTriangulation) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// we should have no valid normal vectors now necause we aren't a pure polygon mesh
|
// we should have no valid normal vectors now because we aren't a pure polygon mesh
|
||||||
EXPECT_TRUE(pcMesh->mNormals == NULL);
|
EXPECT_TRUE(pcMesh->mNormals == NULL);
|
||||||
}
|
}
|
||||||
|
|
|
@ -313,7 +313,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
|
||||||
|
|
||||||
// Verbose and silent at the same time are not allowed
|
// Verbose and silent at the same time are not allowed
|
||||||
if ( verbose && silent ) {
|
if ( verbose && silent ) {
|
||||||
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbitten. ");
|
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. ");
|
||||||
return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
|
return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -90,7 +90,7 @@ D3DXVECTOR4 g_aclNormalColors[14] =
|
||||||
|
|
||||||
|
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// Recursivly count the number of nodes in an asset's node graph
|
// Recursively count the number of nodes in an asset's node graph
|
||||||
// Used by LoadAsset()
|
// Used by LoadAsset()
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
void GetNodeCount(aiNode* pcNode, unsigned int* piCnt)
|
void GetNodeCount(aiNode* pcNode, unsigned int* piCnt)
|
||||||
|
@ -1535,7 +1535,7 @@ int CDisplay::RenderStereoView(const aiMatrix4x4& m)
|
||||||
// (move back to the original position)
|
// (move back to the original position)
|
||||||
g_sCamera.vPos -= g_sCamera.vRight * 0.03f;
|
g_sCamera.vPos -= g_sCamera.vRight * 0.03f;
|
||||||
|
|
||||||
// reenable all channels
|
// re-enable all channels
|
||||||
g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
|
g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
|
||||||
D3DCOLORWRITEENABLE_RED |
|
D3DCOLORWRITEENABLE_RED |
|
||||||
D3DCOLORWRITEENABLE_GREEN |
|
D3DCOLORWRITEENABLE_GREEN |
|
||||||
|
|
|
@ -1483,7 +1483,7 @@ int CMaterialManager::EndMaterial (AssetHelper::MeshHelper* pcMesh)
|
||||||
pcMesh->piEffect->EndPass();
|
pcMesh->piEffect->EndPass();
|
||||||
pcMesh->piEffect->End();
|
pcMesh->piEffect->End();
|
||||||
|
|
||||||
// reenable culling if necessary
|
// re-enable culling if necessary
|
||||||
if (pcMesh->twosided && g_sOptions.bCulling) {
|
if (pcMesh->twosided && g_sOptions.bCulling) {
|
||||||
g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
|
g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
|
||||||
}
|
}
|
||||||
|
|
|
@ -116,7 +116,7 @@ void MakeFileAssociations() {
|
||||||
RegSetValueEx(hRegistry,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
|
RegSetValueEx(hRegistry,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
|
||||||
RegCloseKey(hRegistry);
|
RegCloseKey(hRegistry);
|
||||||
|
|
||||||
CLogDisplay::Instance().AddEntry("[OK] File assocations have been registered",
|
CLogDisplay::Instance().AddEntry("[OK] File associations have been registered",
|
||||||
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
|
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
|
||||||
|
|
||||||
CLogDisplay::Instance().AddEntry(tmp.data,D3DCOLOR_ARGB(0xFF,0,0xFF,0));
|
CLogDisplay::Instance().AddEntry(tmp.data,D3DCOLOR_ARGB(0xFF,0,0xFF,0));
|
||||||
|
@ -1508,7 +1508,7 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg, WPARAM wParam,LPARAM lParam
|
||||||
sRect.right -= sRect.left;
|
sRect.right -= sRect.left;
|
||||||
sRect.bottom -= sRect.top;
|
sRect.bottom -= sRect.top;
|
||||||
|
|
||||||
// if the mouse klick was inside the viewer panel
|
// if the mouse click was inside the viewer panel
|
||||||
// give the focus to it
|
// give the focus to it
|
||||||
if (xPos > 0 && xPos < sRect.right && yPos > 0 && yPos < sRect.bottom)
|
if (xPos > 0 && xPos < sRect.right && yPos > 0 && yPos < sRect.bottom)
|
||||||
{
|
{
|
||||||
|
|
|
@ -125,7 +125,7 @@ public:
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
/** Calculates the node transformations for the scene. Call this to get
|
/** Calculates the node transformations for the scene. Call this to get
|
||||||
* uptodate results before calling one of the getters.
|
* up-to-date results before calling one of the getters.
|
||||||
* @param pTime Current time. Can be an arbitrary range.
|
* @param pTime Current time. Can be an arbitrary range.
|
||||||
*/
|
*/
|
||||||
void Calculate(double pTime);
|
void Calculate(double pTime);
|
||||||
|
|
|
@ -489,7 +489,7 @@ int CreateAssetData() {
|
||||||
nidx = 3;
|
nidx = 3;
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
CLogWindow::Instance().WriteLine("Unknown primitiv type");
|
CLogWindow::Instance().WriteLine("Unknown primitive type");
|
||||||
break;
|
break;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue