Merge branch 'master' of github.com:assimp/assimp
commit
45178dc3af
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@ -958,19 +958,41 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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}
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// ------------------------------------------------------------------------------------------------
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aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* /*obj*/, const Camera* /*mesh*/, ConversionData& /*conv_data*/)
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aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* camera, ConversionData& /*conv_data*/)
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{
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ScopeGuard<aiCamera> out(new aiCamera());
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return NULL ; //out.dismiss();
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out->mName = obj->id.name+2;
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out->mPosition = aiVector3D(0.f, 0.f, 0.f);
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out->mUp = aiVector3D(0.f, 1.f, 0.f);
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out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
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return out.dismiss();
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}
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// ------------------------------------------------------------------------------------------------
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aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* /*obj*/, const Lamp* /*mesh*/, ConversionData& /*conv_data*/)
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aiLight* BlenderImporter::ConvertLight(const Scene& in, const Object* obj, const Lamp* lamp, ConversionData& conv_data)
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{
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ScopeGuard<aiLight> out(new aiLight());
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out->mName = obj->id.name+2;
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return NULL ; //out.dismiss();
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switch (lamp->type)
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{
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case Lamp::Type_Local:
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out->mType = aiLightSource_POINT;
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break;
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case Lamp::Type_Sun:
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out->mType = aiLightSource_DIRECTIONAL;
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// blender orients directional lights as facing toward -z
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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break;
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default:
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break;
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}
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out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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return out.dismiss();
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}
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// ------------------------------------------------------------------------------------------------
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@ -36,9 +36,8 @@
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#include "assimp/LogStream.hpp"
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// currently these are hardcoded
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static const std::string basepath = "../../test/models/OBJ/";
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static const std::string modelname = "spider.obj";
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// The default hardcoded path. Can be overridden by supplying a path through the commandline.
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static std::string modelpath = "../../test/models/OBJ/spider.obj";
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HGLRC hRC=NULL; // Permanent Rendering Context
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@ -165,6 +164,11 @@ void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize Th
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}
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std::string getBasePath(const std::string& path)
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{
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size_t pos = path.find_last_of("\\/");
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return (std::string::npos == pos) ? "" : path.substr(0, pos + 1);
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}
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int LoadGLTextures(const aiScene* scene)
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{
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@ -220,6 +224,7 @@ int LoadGLTextures(const aiScene* scene)
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/* get iterator */
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std::map<std::string, GLuint*>::iterator itr = textureIdMap.begin();
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std::string basepath = getBasePath(modelpath);
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for (int i=0; i<numTextures; i++)
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{
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@ -799,52 +804,52 @@ LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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int WINAPI WinMain( HINSTANCE hInstance, // Instance
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HINSTANCE hPrevInstance, // Previous Instance
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LPSTR lpCmdLine, // Command Line Parameters
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int nShowCmd ) // Window Show State
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{
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MSG msg; // Windows Message Structure
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BOOL done=FALSE; // Bool Variable To Exit Loop
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MSG msg;
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BOOL done=FALSE;
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createAILogger();
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logInfo("App fired!");
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// load scene
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// Check the command line for an override file path.
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int argc;
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LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
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if (argv != NULL && argc > 1)
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{
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std::wstring modelpathW(argv[1]);
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modelpath = std::string(modelpathW.begin(), modelpathW.end());
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}
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if (!Import3DFromFile(basepath+modelname)) return 0;
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if (!Import3DFromFile(modelpath)) return 0;
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logInfo("=============== Post Import ====================");
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// Ask The User Which Screen Mode They Prefer
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if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start Fullscreen?", MB_YESNO|MB_ICONEXCLAMATION)==IDNO)
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{
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fullscreen=FALSE; // Windowed Mode
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fullscreen=FALSE;
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}
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// Create Our OpenGL Window (also calls GLinit und LoadGLTextures)
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if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
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{
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return 0;
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}
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while(!done) // Game Loop
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{
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if (PeekMessage(&msg, NULL, 0,0, PM_REMOVE)) // Is There A Message Waiting
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if (PeekMessage(&msg, NULL, 0,0, PM_REMOVE))
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{
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if (msg.message==WM_QUIT) // Have we received A Quit Message?
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if (msg.message==WM_QUIT)
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{
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done=TRUE; // If So done=TRUE
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done=TRUE;
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}
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else
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{
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TranslateMessage(&msg); // Translate The Message
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DispatchMessage(&msg); // Dispatch The Message
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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else
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@ -852,26 +857,25 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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// Draw The Scene. Watch For ESC Key And Quit Messaged From DrawGLScene()
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if (active)
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{
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if (keys[VK_ESCAPE]) // Was ESC pressed?
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if (keys[VK_ESCAPE])
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{
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done=TRUE; // ESC signalled A quit
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done=TRUE;
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}
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else
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{
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DrawGLScene(); // Draw The Scene
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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DrawGLScene();
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SwapBuffers(hDC);
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}
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}
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if (keys[VK_F1]) // Is F1 Being Pressed?
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if (keys[VK_F1])
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{
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keys[VK_F1]=FALSE; // If so make Key FALSE
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KillGLWindow(); // Kill Our Current Window
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fullscreen=!fullscreen; // Toggle Fullscreen
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//recreate Our OpenGL Window
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keys[VK_F1]=FALSE;
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KillGLWindow();
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fullscreen=!fullscreen;
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if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
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{
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return 0; // Quit if Window Was Not Created
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return 0;
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}
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}
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}
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@ -879,10 +883,8 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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// *** cleanup ***
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// clear map
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textureIdMap.clear(); //no need to delete pointers in it manually here. (Pointers point to textureIds deleted in next step)
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// clear texture ids
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if (textureIds)
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{
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delete[] textureIds;
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@ -891,8 +893,7 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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// *** cleanup end ***
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// Shutdown
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destroyAILogger();
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KillGLWindow();
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return (msg.wParam); // Exit The Program
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return (msg.wParam);
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}
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