NFF finished except cone implementation.

Added fixes by lynxeye to make assimp work with GCC 4.
Website - again a backup of the current version.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@130 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-09-11 20:50:15 +00:00
parent c9eee99303
commit 559daf900d
28 changed files with 244 additions and 65 deletions

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@ -265,6 +265,12 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
case Dot3DS::Dot3DSFile::Metal :
eShading = aiShadingMode_CookTorrance; break;
// FIX to workaround a warning with GCC 4 who complained
// about a missing case Blinn: here - Blinn isn't a valid
// value in the 3DS Loader, it is just needed for ASE
case Dot3DS::Dot3DSFile::Blinn :
eShading = aiShadingMode_Blinn; break;
}
mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
@ -402,7 +408,6 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
aiSplit[*a].push_back(iNum);
}
// now generate submeshes
bool bFirst = true;
for (unsigned int p = 0; p < this->mScene->mMaterials.size();++p)
{
if (aiSplit[p].size() != 0)
@ -586,8 +591,6 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
// | | | |
// MESH_0 MESH_1 MESH_2 ... MESH_N
//
unsigned int iCnt = 0;
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes;

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@ -326,8 +326,8 @@ struct Texture
, mOffsetU (0.0f)
, mOffsetV (0.0f)
, mRotation (0.0f)
, iUVSrc (0)
, mMapMode (aiTextureMapMode_Wrap)
, iUVSrc (0)
{
mTextureBlend = std::numeric_limits<float>::quiet_NaN();
}
@ -364,9 +364,9 @@ struct Material
mTransparency (1.0f),
mBumpHeight (1.0f),
iBakeUVTransform (0),
pcSingleTexture (NULL),
mShininessStrength (1.0f),
mTwoSided (false)
mTwoSided (false),
pcSingleTexture (NULL)
{
static int iCnt = 0;

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@ -269,4 +269,4 @@ protected:
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC
#endif // AI_3DSIMPORTER_H_INC

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@ -189,4 +189,4 @@ protected:
} // end of namespace Assimp
#endif // AI_BASEIMPORTER_H_INC
#endif // AI_BASEIMPORTER_H_INC

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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ParsingUtils.h"
#include "StandardShapes.h"
#include "fast_atof.h"
#include "qnan.h"
// public assimp headers
#include "../include/IOStream.h"
@ -105,7 +106,7 @@ bool GetNextLine(const char*& buffer, char out[4096])
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_FLOAT(f) \
SkipSpaces(&sz); \
sz = fast_atof_move(sz, f);
if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, f);
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_TRIPLE(v) \
@ -115,10 +116,12 @@ bool GetNextLine(const char*& buffer, char out[4096])
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_SHAPE_INFORMATION() \
sz = &line[1]; \
aiVector3D center; float radius; \
aiVector3D center, radius(1.0f,std::numeric_limits<float>::quiet_NaN(),std::numeric_limits<float>::quiet_NaN()); \
AI_NFF_PARSE_TRIPLE(center); \
AI_NFF_PARSE_FLOAT(radius); \
AI_NFF_PARSE_TRIPLE(radius); \
if (is_qnan(radius.z))radius.z = radius.x; \
if (is_qnan(radius.y))radius.y = radius.x; \
currentMesh.radius = radius; \
currentMesh.center = center;
// ------------------------------------------------------------------------------------------------
@ -156,7 +159,9 @@ void NFFImporter::InternReadFile( const std::string& pFile,
char line[4096];
const char* sz;
unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0;
unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0,
dodecahedron = 0,octecahedron = 0,octahedron = 0,tetrahedron = 0, hexahedron = 0;
while (GetNextLine(buffer,line))
{
if ('p' == line[0])
@ -186,7 +191,12 @@ void NFFImporter::InternReadFile( const std::string& pFile,
SkipSpaces(sz,&sz);
m = strtol10(sz);
out->vertices.reserve(out->vertices.size()+m);
// ---- flip the face order
out->vertices.resize(out->vertices.size()+m);
if (out == currentMeshWithNormals)
{
out->normals.resize(out->vertices.size());
}
for (unsigned int n = 0; n < m;++n)
{
if(!GetNextLine(buffer,line))
@ -197,12 +207,12 @@ void NFFImporter::InternReadFile( const std::string& pFile,
aiVector3D v; sz = &line[0];
AI_NFF_PARSE_TRIPLE(v);
out->vertices.push_back(v);
out->vertices[out->vertices.size()-n-1] = v;
if ('p' == line[1])
if (out == currentMeshWithNormals)
{
AI_NFF_PARSE_TRIPLE(v);
out->normals.push_back(v);
out->normals[out->vertices.size()-n-1] = v;
}
}
out->faces.push_back(m);
@ -256,15 +266,88 @@ void NFFImporter::InternReadFile( const std::string& pFile,
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[1];
AI_NFF_PARSE_SHAPE_INFORMATION();
// generate the sphere - it consists of simple triangles
StandardShapes::MakeSphere(aiVector3D(), radius, iTesselation, currentMesh.vertices);
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeSphere(aiVector3D(), 1.0f, iTesselation, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"sphere_%i",sphere++);
}
// 'dod' - dodecahedron
else if (!strncmp(line,"dod",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeDodecahedron(aiVector3D(), 1.0f, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
}
// 'oct' - octahedron
else if (!strncmp(line,"oct",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeOctahedron(aiVector3D(), 1.0f, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"octecahedron_%i",octecahedron++);
}
// 'tet' - tetrahedron
else if (!strncmp(line,"tet",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeTetrahedron(aiVector3D(), 1.0f, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
}
// 'hex' - hexahedron
else if (!strncmp(line,"hex",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeHexahedron(aiVector3D(),1.0f, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
}
// 'tess' - tesselation
else if (!strncmp(line,"tess",4) && IsSpace(line[4]))
{
@ -359,12 +442,17 @@ void NFFImporter::InternReadFile( const std::string& pFile,
node->mNumMeshes = 1;
node->mMeshes = new unsigned int[1];
node->mMeshes[0] = m;
node->mName.Set(src.name);
// setup the transformation matrix of the node
node->mTransformation.a4 = src.center.x;
node->mTransformation.b4 = src.center.y;
node->mTransformation.c4 = src.center.z;
node->mTransformation.a1 = src.radius.x;
node->mTransformation.b2 = src.radius.y;
node->mTransformation.c3 = src.radius.z;
++ppcChildren;
}
else *pMeshes++ = m;

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@ -119,7 +119,7 @@ private:
bool bHasNormals, bLocked;
// for spheres, cones and cylinders: center point of the object
aiVector3D center;
aiVector3D center, radius;
char name[128];

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@ -110,7 +110,10 @@ protected:
Entry() { /** intentionally not initialized.*/ }
Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance,uint32_t pSG)
:
mPosition( pPosition), mIndex( pIndex), mDistance( pDistance),mSmoothGroups (pSG)
mIndex( pIndex),
mPosition( pPosition),
mSmoothGroups (pSG),
mDistance( pDistance)
{ }
bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
@ -122,4 +125,4 @@ protected:
} // end of namespace Assimp
#endif // AI_SPATIALSORT_H_INC
#endif // AI_SPATIALSORT_H_INC

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@ -100,4 +100,4 @@ void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh);
// include implementations
#include "SmoothingGroups.inl"
#endif // !! AI_SMOOTHINGGROUPS_H_INC
#endif // !! AI_SMOOTHINGGROUPS_H_INC

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@ -95,8 +95,7 @@ void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
// now generate the spatial sort tree
SGSpatialSort sSort;
for( std::vector<T>::iterator
i = sMesh.mFaces.begin();
for( std::vector<T>::iterator i = sMesh.mFaces.begin();
i != sMesh.mFaces.end();++i)
{
sSort.Add(sMesh.mPositions[(*i).mIndices[0]],(*i).mIndices[0],(*i).iSmoothGroup);
@ -105,8 +104,7 @@ void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
}
sSort.Prepare();
for( std::vector<T>::iterator
i = sMesh.mFaces.begin();
for( std::vector<T>::iterator i = sMesh.mFaces.begin();
i != sMesh.mFaces.end();++i)
{
std::vector<unsigned int> poResult;

Binary file not shown.

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@ -59,32 +59,52 @@ class ASSIMP_API StandardShapes
public:
/** @brief Generates a hexahedron (cube)
*
* Hexahedrons can be scaled on all axes.
* @param center Center point of the hexahedron
* @param length Radius of the hexahedron
* @param positions Receives output triangles.
*/
static void MakeHexahedron(aiVector3D& center,const aiVector3D& length,
std::vector<aiVector3D>& positions);
/** @brief Generates an icosahedron
*
* @param center Center point of the icosahedron
* @param length Face length of the icosahedron
* @param length Radius of the icosahedron
* @param positions Receives output triangles.
*/
static void MakeIcosahedron(aiVector3D& center,float length,
static void MakeIcosahedron(aiVector3D& center,const aiVector3D& length,
std::vector<aiVector3D>& positions);
/** @brief Generates a dodecahedron
*
* @param center Center point of the dodecahedron
* @param length Face length of the dodecahedron
* @param positions Receives output triangles.
* @param length Radius of the dodecahedron
* @param positions Receives output triangles
*/
static void MakeDodecahedron(aiVector3D& center,float length,
static void MakeDodecahedron(aiVector3D& center,const aiVector3D& length,
std::vector<aiVector3D>& positions);
/** @brief Generates an octahedron
*
* @param center Center point of the octahedron
* @param length Face length of the octahedron
* @param length Radius of the octahedron
* @param positions Receives output triangles.
*/
static void MakeOctahedron(aiVector3D& center,float length,
static void MakeOctahedron(aiVector3D& center,const aiVector3D& length,
std::vector<aiVector3D>& positions);
/** @brief Generates a tetrahedron
*
* @param center Center point of the tetrahedron
* @param length Radius of the octahedron
* @param positions Receives output triangles.
*/
static void MakeTetrahedron(aiVector3D& center,const aiVector3D& length,
std::vector<aiVector3D>& positions);
@ -95,7 +115,7 @@ public:
* @param tess Number of subdivions - 0 generates a octahedron
* @param positions Receives output triangles.
*/
static void MakeSphere(aiVector3D& center,float radius,unsigned int tess,
static void MakeSphere(aiVector3D& center,float length,unsigned int tess,
std::vector<aiVector3D>& positions);
/** @brief Generates a cone or a cylinder, either opened or closed.
@ -140,6 +160,40 @@ public:
static void MakeCircle(aiVector3D& center, aiVector3D& normal,
float radius, unsigned int tess,
std::vector<aiVector3D>& positions);
// simplified versions - the radius is a single float and applies
// to all axes. These version of the functions must be used if ou
// REALLY want a platonic primitive :-)
static void MakeHexahedron(aiVector3D& center,float length,
std::vector<aiVector3D>& positions)
{
MakeHexahedron(center,aiVector3D(length),positions);
}
static void MakeDodecahedron(aiVector3D& center,float length,
std::vector<aiVector3D>& positions)
{
MakeDodecahedron(center,aiVector3D(length),positions);
}
static void MakeOcathedron(aiVector3D& center,float length,
std::vector<aiVector3D>& positions)
{
MakeOctahedron(center,aiVector3D(length),positions);
}
static void MakeTetrahedron(aiVector3D& center,float length,
std::vector<aiVector3D>& positions)
{
MakeTetrahedron(center,aiVector3D(length),positions);
}
static void MakeIcosahedron(aiVector3D& center,float length,
std::vector<aiVector3D>& positions)
{
MakeIcosahedron(center,aiVector3D(length),positions);
}
};
} // ! Assimp

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@ -3,9 +3,7 @@
#if (!defined AI_QNAN_H_INCLUDED)
#define AI_QNAN_H_INCLUDED
#if (!defined ASSIMP_BUILD_CPP_09)
# include <boost/static_assert.hpp>
#endif
inline bool is_qnan(const float in)
{
@ -21,14 +19,6 @@ inline bool is_qnan(const float in)
int32_t i;
} FPUNION1,FPUNION2;
// use a compile-time asertion if possible
#if (defined ASSIMP_BUILD_CPP_09)
static_assert(sizeof(float)==sizeof(int32_t),
"A float seems not to be 4 bytes on this platform");
#else
BOOST_STATIC_ASSERT(sizeof(float)==sizeof(int32_t));
#endif
FPUNION1.f = in;
FPUNION2.f = std::numeric_limits<float>::quiet_NaN();
return FPUNION1.i == FPUNION2.i;
@ -39,4 +29,4 @@ inline bool is_not_qnan(const float in)
return !is_qnan(in);
}
#endif // !! AI_QNAN_H_INCLUDED
#endif // !! AI_QNAN_H_INCLUDED

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@ -79,4 +79,4 @@ public:
}
#endif // !! AI_NULLLOGGER_H_INCLUDED
#endif // !! AI_NULLLOGGER_H_INCLUDED

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@ -132,4 +132,4 @@ inline aiReturn aiMaterial::Get<aiString>(const char* pKey,aiString& pOut)
return aiGetMaterialString(this,pKey,&pOut);
}
#endif //! AI_MATERIAL_INL_INC
#endif //! AI_MATERIAL_INL_INC

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@ -89,4 +89,4 @@ struct aiMatrix3x3
} // end of extern C
#endif
#endif // AI_MATRIX3x3_H_INC
#endif // AI_MATRIX3x3_H_INC

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@ -53,4 +53,4 @@ inline aiMatrix3x3& aiMatrix3x3::Transpose()
#endif // __cplusplus
#endif // AI_MATRIX3x3_INL_INC
#endif // AI_MATRIX3x3_INL_INC

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@ -451,4 +451,5 @@ struct aiMesh
}
#endif
#endif // AI_MESH_H_INC
#endif // AI_MESH_H_INC

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@ -164,7 +164,7 @@ struct aiTexture
// Construction
aiTexture ()
: mHeight(0), mWidth(0), pcData(NULL)
: mWidth(0), mHeight(0), pcData(NULL)
{
achFormatHint[0] = '\0';
achFormatHint[1] = '\0';
@ -185,4 +185,4 @@ struct aiTexture
}
#endif
#endif // AI_TEXTURE_H_INC
#endif // AI_TEXTURE_H_INC

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@ -55,6 +55,7 @@ struct aiVector3D
#ifdef __cplusplus
aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
aiVector3D (float _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {}
void Set( float pX, float pY, float pZ) { x = pX; y = pY; z = pZ; }
@ -78,6 +79,9 @@ struct aiVector3D
inline aiVector3D& operator= (float f)
{x = y = z = f;return *this;}
const aiVector3D SymMul(const aiVector3D& o)
{return aiVector3D(x*o.x,y*o.y,z*o.z);}
#endif // __cplusplus
float x, y, z;
@ -143,4 +147,4 @@ inline aiVector3D operator - ( const aiVector3D& v)
#endif // __cplusplus
#endif // AI_VECTOR3D_H_INC
#endif // AI_VECTOR3D_H_INC

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@ -30,4 +30,4 @@ inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVec
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC
#endif // AI_VECTOR3D_INL_INC

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@ -0,0 +1 @@
dod 0 0 0 5

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@ -0,0 +1,2 @@
f 1 0 0
hex 0 0 0 5 10 20

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@ -0,0 +1 @@
oct 0 0 0 5 5 5

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@ -1,10 +1,27 @@
tess 4
f 0.3 0.3 0.3 1 1
# a centered sphere
s 0 0 0 5
# a polgyon that should not be visible
p 4
5 0 0
0 -5 0
-5 0 0
0 5 0
s 20 0 0 5
s 40 0 0 5
s 60 0 0 5
f 1 1 1 1 1
s -5 0 0 3
s 0 5 0 3
s 0 -5 0 3

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@ -14,11 +14,16 @@ s 5.0 4.0 8.0 3.0
f 0.0 1.0 0.0 0 1 1
# And another one
s 1.0 -4.0 2.0 4.0
s 1.0 -4.0 2.0 4.0 2 2
#red
f 1.0 0.0 0.0 0 1 1
# a simple cone
c 10 10 5 3
c 14 14 3 6
c 14 14 3 6
# An icosahedron
tess 0
s 1 -15 2 4 8 8

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@ -0,0 +1 @@
tet 0 0 0 5

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@ -201,6 +201,7 @@ class AssetHelper
// ------------------------------------------------------------------
// flip all normal vectors
void FlipNormals();
void FlipNormalsInt();
};
#endif // !! IG

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@ -93,10 +93,11 @@ public:
bool g_bWasFlipped = false;
//-------------------------------------------------------------------------------
// Flip all normal vectors
//-------------------------------------------------------------------------------
void AssetHelper::FlipNormals()
void AssetHelper::FlipNormalsInt()
{
// invert all normal vectors
for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
@ -107,6 +108,13 @@ void AssetHelper::FlipNormals()
pcMesh->mNormals[a] *= -1.0f;
}
}
}
//-------------------------------------------------------------------------------
void AssetHelper::FlipNormals()
{
FlipNormalsInt();
// recreate native data
DeleteAssetData(true);
CreateAssetData();
@ -145,12 +153,14 @@ void AssetHelper::SetNormalSet(unsigned int iSet)
{
MyGenFaceNormalsProcess* pcProcess = new MyGenFaceNormalsProcess();
pcProcess->Execute(this->pcScene);
//FlipNormalsInt();
delete pcProcess;
}
else if (SMOOTH == iSet)
{
MyGenVertexNormalsProcess* pcProcess = new MyGenVertexNormalsProcess();
pcProcess->Execute(this->pcScene);
//FlipNormalsInt();
delete pcProcess;
}
else if (ORIGINAL == iSet)