closes https://github.com/assimp/assimp/issues/1836: make documentation much more clear how to apply global scaling.
parent
5ad2582317
commit
4919d3da2f
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@ -177,8 +177,6 @@ SET( Common_SRCS
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SkeletonMeshBuilder.cpp
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SplitByBoneCountProcess.cpp
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SplitByBoneCountProcess.h
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ScaleProcess.cpp
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ScaleProcess.h
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StandardShapes.cpp
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TargetAnimation.cpp
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TargetAnimation.h
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@ -586,6 +584,8 @@ SET( PostProcessing_SRCS
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PolyTools.h
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MakeVerboseFormat.cpp
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MakeVerboseFormat.h
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ScaleProcess.cpp
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ScaleProcess.h
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)
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SOURCE_GROUP( PostProcessing FILES ${PostProcessing_SRCS})
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@ -443,6 +443,8 @@ private:
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aiScene* const out;
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const FBX::Document& doc;
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std::vector<std::string> mLightNames;
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};
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}
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@ -88,13 +88,6 @@ void ScaleProcess::Execute( aiScene* pScene ) {
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void ScaleProcess::traverseNodes( aiNode *node ) {
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applyScaling( node );
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/*for ( unsigned int i = 0; i < node->mNumChildren; ++i ) {
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aiNode *currentNode = currentNode->mChildren[ i ];
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if ( nullptr != currentNode ) {
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traverseNodes( currentNode );
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}
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}*/
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}
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void ScaleProcess::applyScaling( aiNode *currentNode ) {
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@ -537,9 +537,11 @@ enum aiPostProcessSteps
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/** <hr>This step will perform a global scale of the model.
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*
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* Some importers are providing a mechanism to define a scaling unit for the
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* model. This post processing step can be used to do so.
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* model. This post processing step can be used to do so. You need to get the
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* global scaling from your importer settings like in FBX. Use the flag
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* AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
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*
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* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to control this.
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* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaing factor.
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*/
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aiProcess_GlobalScale = 0x8000000,
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