Merge branch 'master' into master
commit
52b106bf7e
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@ -10,16 +10,15 @@
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:: Also see: https://github.com/assimp/assimp/pull/2646
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:: Also see: https://github.com/assimp/assimp/pull/2646
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SET SOURCE_DIR=.
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SET SOURCE_DIR=.
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SET GENERATOR=Visual Studio 16 2019
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:: For generators see "cmake --help"
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SET BINARIES_DIR="./build/Win32"
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SET GENERATOR=Visual Studio 15 2017
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cmake . -G "%GENERATOR%" -A Win32 -S %SOURCE_DIR% -B %BINARIES_DIR%
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cmake --build %BINARIES_DIR% --config debug
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SET BINARIES_DIR="./BINARIES/Win32"
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cmake CMakeLists.txt -G "%GENERATOR%" -S %SOURCE_DIR% -B %BINARIES_DIR%
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cmake --build %BINARIES_DIR% --config release
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cmake --build %BINARIES_DIR% --config release
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SET BINARIES_DIR="./BINARIES/x64"
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SET BINARIES_DIR="./build/x64"
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cmake CMakeLists.txt -G "%GENERATOR% Win64" -S %SOURCE_DIR% -B %BINARIES_DIR%
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cmake . -G "%GENERATOR%" -A x64 -S %SOURCE_DIR% -B %BINARIES_DIR%
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cmake --build %BINARIES_DIR% --config debug
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cmake --build %BINARIES_DIR% --config debug
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cmake --build %BINARIES_DIR% --config release
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cmake --build %BINARIES_DIR% --config release
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@ -243,6 +243,13 @@ SET(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names")
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IF( UNIX )
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IF( UNIX )
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# Use GNUInstallDirs for Unix predefined directories
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# Use GNUInstallDirs for Unix predefined directories
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INCLUDE(GNUInstallDirs)
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INCLUDE(GNUInstallDirs)
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# Ensure that we do not run into issues like http://www.tcm.phy.cam.ac.uk/sw/inodes64.html on 32 bit linux
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IF( ${OPERATING_SYSTEM} MATCHES "Android")
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ELSE()
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IF ( CMAKE_SIZEOF_VOID_P EQUAL 4) # only necessary for 32-bit linux
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ADD_DEFINITIONS(-D_FILE_OFFSET_BITS=64 )
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ENDIF()
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ENDIF()
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ENDIF()
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ENDIF()
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# Grouped compiler settings ########################################
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# Grouped compiler settings ########################################
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@ -191,9 +191,9 @@ bool CalcTangentsProcess::ProcessMesh(aiMesh *pMesh, unsigned int meshIndex) {
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tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
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tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
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tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
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tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
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tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
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tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
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bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
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bitangent.x = (- w.x * sx + v.x * tx) * dirCorrection;
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bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
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bitangent.y = (- w.y * sx + v.y * tx) * dirCorrection;
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bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
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bitangent.z = (- w.z * sx + v.z * tx) * dirCorrection;
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// store for every vertex of that face
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// store for every vertex of that face
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for (unsigned int b = 0; b < face.mNumIndices; ++b) {
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for (unsigned int b = 0; b < face.mNumIndices; ++b) {
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@ -201,7 +201,7 @@ bool CalcTangentsProcess::ProcessMesh(aiMesh *pMesh, unsigned int meshIndex) {
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// project tangent and bitangent into the plane formed by the vertex' normal
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// project tangent and bitangent into the plane formed by the vertex' normal
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aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
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aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
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aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
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aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]) - localTangent * (bitangent * localTangent);
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localTangent.NormalizeSafe();
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localTangent.NormalizeSafe();
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localBitangent.NormalizeSafe();
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localBitangent.NormalizeSafe();
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Loading…
Reference in New Issue