closes https://github.com/assimp/assimp/issues/1836: make documentation much more clear how to apply global scaling.

pull/1861/head
Kim Kulling 2018-03-30 16:58:11 +02:00
parent 5ad2582317
commit 4919d3da2f
4 changed files with 8 additions and 11 deletions

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@ -177,8 +177,6 @@ SET( Common_SRCS
SkeletonMeshBuilder.cpp
SplitByBoneCountProcess.cpp
SplitByBoneCountProcess.h
ScaleProcess.cpp
ScaleProcess.h
StandardShapes.cpp
TargetAnimation.cpp
TargetAnimation.h
@ -586,6 +584,8 @@ SET( PostProcessing_SRCS
PolyTools.h
MakeVerboseFormat.cpp
MakeVerboseFormat.h
ScaleProcess.cpp
ScaleProcess.h
)
SOURCE_GROUP( PostProcessing FILES ${PostProcessing_SRCS})

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@ -443,6 +443,8 @@ private:
aiScene* const out;
const FBX::Document& doc;
std::vector<std::string> mLightNames;
};
}

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@ -88,13 +88,6 @@ void ScaleProcess::Execute( aiScene* pScene ) {
void ScaleProcess::traverseNodes( aiNode *node ) {
applyScaling( node );
/*for ( unsigned int i = 0; i < node->mNumChildren; ++i ) {
aiNode *currentNode = currentNode->mChildren[ i ];
if ( nullptr != currentNode ) {
traverseNodes( currentNode );
}
}*/
}
void ScaleProcess::applyScaling( aiNode *currentNode ) {

View File

@ -537,9 +537,11 @@ enum aiPostProcessSteps
/** <hr>This step will perform a global scale of the model.
*
* Some importers are providing a mechanism to define a scaling unit for the
* model. This post processing step can be used to do so.
* model. This post processing step can be used to do so. You need to get the
* global scaling from your importer settings like in FBX. Use the flag
* AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
*
* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to control this.
* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaing factor.
*/
aiProcess_GlobalScale = 0x8000000,