Merge pull request #3372 from lsliegeo/nff_ai_real
NFF importer double precision supportpull/3374/head
commit
51a417ce6f
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@ -96,7 +96,7 @@ const aiImporterDesc *NFFImporter::GetInfo() const {
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_FLOAT(f) \
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SkipSpaces(&sz); \
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if (!::IsLineEnd(*sz)) sz = fast_atoreal_move<float>(sz, (float &)f);
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if (!::IsLineEnd(*sz)) sz = fast_atoreal_move<ai_real>(sz, (ai_real &)f);
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_TRIPLE(v) \
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@ -233,7 +233,7 @@ void NFFImporter::InternReadFile(const std::string &pFile,
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// camera parameters
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aiVector3D camPos, camUp(0.f, 1.f, 0.f), camLookAt(0.f, 0.f, 1.f);
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float angle = 45.f;
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ai_real angle = 45.f;
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aiVector2D resolution;
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bool hasCam = false;
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@ -262,7 +262,7 @@ void NFFImporter::InternReadFile(const std::string &pFile,
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// check whether this is the NFF2 file format
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if (TokenMatch(buffer, "nff", 3)) {
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const float qnan = get_qnan();
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const ai_real qnan = get_qnan();
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const aiColor4D cQNAN = aiColor4D(qnan, 0.f, 0.f, 1.f);
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const aiVector3D vQNAN = aiVector3D(qnan, 0.f, 0.f);
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@ -706,7 +706,7 @@ void NFFImporter::InternReadFile(const std::string &pFile,
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}
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// 'f' - shading information block
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else if (TokenMatch(sz, "f", 1)) {
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float d;
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ai_real d;
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// read the RGB colors
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AI_NFF_PARSE_TRIPLE(s.color);
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@ -856,7 +856,7 @@ void NFFImporter::InternReadFile(const std::string &pFile,
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// read the two center points and the respective radii
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aiVector3D center1, center2;
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float radius1 = 0.f, radius2 = 0.f;
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ai_real radius1 = 0.f, radius2 = 0.f;
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AI_NFF_PARSE_TRIPLE(center1);
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AI_NFF_PARSE_FLOAT(radius1);
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@ -874,7 +874,7 @@ void NFFImporter::InternReadFile(const std::string &pFile,
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curMesh.dir = center2 - center1;
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curMesh.center = center1 + curMesh.dir / (ai_real)2.0;
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float f;
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ai_real f;
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if ((f = curMesh.dir.Length()) < 10e-3f) {
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ASSIMP_LOG_ERROR("NFF: Cone height is close to zero");
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continue;
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@ -113,14 +113,14 @@ private:
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{}
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aiColor3D color,diffuse,specular,ambient,emissive;
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float refracti;
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ai_real refracti;
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std::string texFile;
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// For NFF2
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bool twoSided;
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bool shaded;
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float opacity, shininess;
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ai_real opacity, shininess;
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std::string name;
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@ -155,7 +155,7 @@ private:
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{}
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aiVector3D position;
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float intensity;
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ai_real intensity;
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aiColor3D color;
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};
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