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-9d2fd5bffc1fpull/1/head
parent
c9eee99303
commit
559daf900d
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@ -265,6 +265,12 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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case Dot3DS::Dot3DSFile::Metal :
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eShading = aiShadingMode_CookTorrance; break;
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// FIX to workaround a warning with GCC 4 who complained
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// about a missing case Blinn: here - Blinn isn't a valid
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// value in the 3DS Loader, it is just needed for ASE
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case Dot3DS::Dot3DSFile::Blinn :
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eShading = aiShadingMode_Blinn; break;
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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@ -402,7 +408,6 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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aiSplit[*a].push_back(iNum);
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}
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// now generate submeshes
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bool bFirst = true;
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for (unsigned int p = 0; p < this->mScene->mMaterials.size();++p)
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{
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if (aiSplit[p].size() != 0)
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@ -586,8 +591,6 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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// | | | |
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// MESH_0 MESH_1 MESH_2 ... MESH_N
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//
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unsigned int iCnt = 0;
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DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
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pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes;
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@ -326,8 +326,8 @@ struct Texture
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, mOffsetU (0.0f)
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, mOffsetV (0.0f)
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, mRotation (0.0f)
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, iUVSrc (0)
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, mMapMode (aiTextureMapMode_Wrap)
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, iUVSrc (0)
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{
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mTextureBlend = std::numeric_limits<float>::quiet_NaN();
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}
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@ -364,9 +364,9 @@ struct Material
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mTransparency (1.0f),
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mBumpHeight (1.0f),
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iBakeUVTransform (0),
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pcSingleTexture (NULL),
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mShininessStrength (1.0f),
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mTwoSided (false)
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mTwoSided (false),
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pcSingleTexture (NULL)
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{
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static int iCnt = 0;
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@ -269,4 +269,4 @@ protected:
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} // end of namespace Assimp
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#endif // AI_3DSIMPORTER_H_INC
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#endif // AI_3DSIMPORTER_H_INC
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@ -189,4 +189,4 @@ protected:
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} // end of namespace Assimp
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#endif // AI_BASEIMPORTER_H_INC
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#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.
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#include "ParsingUtils.h"
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#include "StandardShapes.h"
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#include "fast_atof.h"
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#include "qnan.h"
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// public assimp headers
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#include "../include/IOStream.h"
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@ -105,7 +106,7 @@ bool GetNextLine(const char*& buffer, char out[4096])
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_FLOAT(f) \
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SkipSpaces(&sz); \
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sz = fast_atof_move(sz, f);
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if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, f);
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_TRIPLE(v) \
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@ -115,10 +116,12 @@ bool GetNextLine(const char*& buffer, char out[4096])
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_SHAPE_INFORMATION() \
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sz = &line[1]; \
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aiVector3D center; float radius; \
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aiVector3D center, radius(1.0f,std::numeric_limits<float>::quiet_NaN(),std::numeric_limits<float>::quiet_NaN()); \
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AI_NFF_PARSE_TRIPLE(center); \
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AI_NFF_PARSE_FLOAT(radius); \
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AI_NFF_PARSE_TRIPLE(radius); \
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if (is_qnan(radius.z))radius.z = radius.x; \
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if (is_qnan(radius.y))radius.y = radius.x; \
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currentMesh.radius = radius; \
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currentMesh.center = center;
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// ------------------------------------------------------------------------------------------------
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@ -156,7 +159,9 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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char line[4096];
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const char* sz;
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unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0;
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unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0,
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dodecahedron = 0,octecahedron = 0,octahedron = 0,tetrahedron = 0, hexahedron = 0;
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while (GetNextLine(buffer,line))
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{
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if ('p' == line[0])
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@ -186,7 +191,12 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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SkipSpaces(sz,&sz);
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m = strtol10(sz);
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out->vertices.reserve(out->vertices.size()+m);
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// ---- flip the face order
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out->vertices.resize(out->vertices.size()+m);
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if (out == currentMeshWithNormals)
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{
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out->normals.resize(out->vertices.size());
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}
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for (unsigned int n = 0; n < m;++n)
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{
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if(!GetNextLine(buffer,line))
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@ -197,12 +207,12 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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aiVector3D v; sz = &line[0];
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AI_NFF_PARSE_TRIPLE(v);
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out->vertices.push_back(v);
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out->vertices[out->vertices.size()-n-1] = v;
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if ('p' == line[1])
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if (out == currentMeshWithNormals)
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{
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AI_NFF_PARSE_TRIPLE(v);
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out->normals.push_back(v);
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out->normals[out->vertices.size()-n-1] = v;
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}
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}
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out->faces.push_back(m);
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@ -256,15 +266,88 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[1];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// generate the sphere - it consists of simple triangles
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StandardShapes::MakeSphere(aiVector3D(), radius, iTesselation, currentMesh.vertices);
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeSphere(aiVector3D(), 1.0f, iTesselation, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"sphere_%i",sphere++);
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}
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// 'dod' - dodecahedron
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else if (!strncmp(line,"dod",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeDodecahedron(aiVector3D(), 1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
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}
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// 'oct' - octahedron
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else if (!strncmp(line,"oct",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeOctahedron(aiVector3D(), 1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"octecahedron_%i",octecahedron++);
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}
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// 'tet' - tetrahedron
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else if (!strncmp(line,"tet",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeTetrahedron(aiVector3D(), 1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
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}
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// 'hex' - hexahedron
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else if (!strncmp(line,"hex",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeHexahedron(aiVector3D(),1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
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}
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// 'tess' - tesselation
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else if (!strncmp(line,"tess",4) && IsSpace(line[4]))
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{
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@ -359,12 +442,17 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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node->mNumMeshes = 1;
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node->mMeshes = new unsigned int[1];
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node->mMeshes[0] = m;
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node->mName.Set(src.name);
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// setup the transformation matrix of the node
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node->mTransformation.a4 = src.center.x;
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node->mTransformation.b4 = src.center.y;
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node->mTransformation.c4 = src.center.z;
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node->mTransformation.a1 = src.radius.x;
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node->mTransformation.b2 = src.radius.y;
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node->mTransformation.c3 = src.radius.z;
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++ppcChildren;
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}
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else *pMeshes++ = m;
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bool bHasNormals, bLocked;
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// for spheres, cones and cylinders: center point of the object
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aiVector3D center;
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aiVector3D center, radius;
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char name[128];
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@ -110,7 +110,10 @@ protected:
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Entry() { /** intentionally not initialized.*/ }
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Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance,uint32_t pSG)
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:
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mPosition( pPosition), mIndex( pIndex), mDistance( pDistance),mSmoothGroups (pSG)
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mIndex( pIndex),
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mPosition( pPosition),
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mSmoothGroups (pSG),
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mDistance( pDistance)
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{ }
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bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
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@ -122,4 +125,4 @@ protected:
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} // end of namespace Assimp
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#endif // AI_SPATIALSORT_H_INC
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#endif // AI_SPATIALSORT_H_INC
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@ -100,4 +100,4 @@ void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh);
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// include implementations
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#include "SmoothingGroups.inl"
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#endif // !! AI_SMOOTHINGGROUPS_H_INC
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#endif // !! AI_SMOOTHINGGROUPS_H_INC
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@ -95,8 +95,7 @@ void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
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// now generate the spatial sort tree
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SGSpatialSort sSort;
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for( std::vector<T>::iterator
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i = sMesh.mFaces.begin();
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for( std::vector<T>::iterator i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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{
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sSort.Add(sMesh.mPositions[(*i).mIndices[0]],(*i).mIndices[0],(*i).iSmoothGroup);
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@ -105,8 +104,7 @@ void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
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}
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sSort.Prepare();
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for( std::vector<T>::iterator
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i = sMesh.mFaces.begin();
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for( std::vector<T>::iterator i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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{
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std::vector<unsigned int> poResult;
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Binary file not shown.
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@ -59,32 +59,52 @@ class ASSIMP_API StandardShapes
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public:
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/** @brief Generates a hexahedron (cube)
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*
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* Hexahedrons can be scaled on all axes.
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* @param center Center point of the hexahedron
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* @param length Radius of the hexahedron
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* @param positions Receives output triangles.
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*/
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static void MakeHexahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions);
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/** @brief Generates an icosahedron
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*
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* @param center Center point of the icosahedron
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* @param length Face length of the icosahedron
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* @param length Radius of the icosahedron
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* @param positions Receives output triangles.
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*/
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static void MakeIcosahedron(aiVector3D& center,float length,
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static void MakeIcosahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions);
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/** @brief Generates a dodecahedron
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*
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* @param center Center point of the dodecahedron
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* @param length Face length of the dodecahedron
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* @param positions Receives output triangles.
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* @param length Radius of the dodecahedron
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* @param positions Receives output triangles
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*/
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static void MakeDodecahedron(aiVector3D& center,float length,
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static void MakeDodecahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions);
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/** @brief Generates an octahedron
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*
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* @param center Center point of the octahedron
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* @param length Face length of the octahedron
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* @param length Radius of the octahedron
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* @param positions Receives output triangles.
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*/
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static void MakeOctahedron(aiVector3D& center,float length,
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static void MakeOctahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions);
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/** @brief Generates a tetrahedron
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*
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* @param center Center point of the tetrahedron
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* @param length Radius of the octahedron
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* @param positions Receives output triangles.
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*/
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static void MakeTetrahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions);
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* @param tess Number of subdivions - 0 generates a octahedron
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* @param positions Receives output triangles.
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*/
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static void MakeSphere(aiVector3D& center,float radius,unsigned int tess,
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static void MakeSphere(aiVector3D& center,float length,unsigned int tess,
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std::vector<aiVector3D>& positions);
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/** @brief Generates a cone or a cylinder, either opened or closed.
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@ -140,6 +160,40 @@ public:
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static void MakeCircle(aiVector3D& center, aiVector3D& normal,
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float radius, unsigned int tess,
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std::vector<aiVector3D>& positions);
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// simplified versions - the radius is a single float and applies
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// to all axes. These version of the functions must be used if ou
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// REALLY want a platonic primitive :-)
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static void MakeHexahedron(aiVector3D& center,float length,
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std::vector<aiVector3D>& positions)
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{
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MakeHexahedron(center,aiVector3D(length),positions);
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}
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static void MakeDodecahedron(aiVector3D& center,float length,
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std::vector<aiVector3D>& positions)
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{
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MakeDodecahedron(center,aiVector3D(length),positions);
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}
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static void MakeOcathedron(aiVector3D& center,float length,
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std::vector<aiVector3D>& positions)
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{
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MakeOctahedron(center,aiVector3D(length),positions);
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}
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static void MakeTetrahedron(aiVector3D& center,float length,
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std::vector<aiVector3D>& positions)
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{
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MakeTetrahedron(center,aiVector3D(length),positions);
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}
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static void MakeIcosahedron(aiVector3D& center,float length,
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std::vector<aiVector3D>& positions)
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{
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MakeIcosahedron(center,aiVector3D(length),positions);
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}
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};
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} // ! Assimp
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14
code/qnan.h
14
code/qnan.h
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@ -3,9 +3,7 @@
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#if (!defined AI_QNAN_H_INCLUDED)
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#define AI_QNAN_H_INCLUDED
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#if (!defined ASSIMP_BUILD_CPP_09)
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# include <boost/static_assert.hpp>
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#endif
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inline bool is_qnan(const float in)
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{
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@ -21,14 +19,6 @@ inline bool is_qnan(const float in)
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int32_t i;
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} FPUNION1,FPUNION2;
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// use a compile-time asertion if possible
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#if (defined ASSIMP_BUILD_CPP_09)
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||||
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
|
||||
|
|
|
@ -79,4 +79,4 @@ public:
|
|||
|
||||
}
|
||||
|
||||
#endif // !! AI_NULLLOGGER_H_INCLUDED
|
||||
#endif // !! AI_NULLLOGGER_H_INCLUDED
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -89,4 +89,4 @@ struct aiMatrix3x3
|
|||
} // end of extern C
|
||||
#endif
|
||||
|
||||
#endif // AI_MATRIX3x3_H_INC
|
||||
#endif // AI_MATRIX3x3_H_INC
|
||||
|
|
|
@ -53,4 +53,4 @@ inline aiMatrix3x3& aiMatrix3x3::Transpose()
|
|||
|
||||
|
||||
#endif // __cplusplus
|
||||
#endif // AI_MATRIX3x3_INL_INC
|
||||
#endif // AI_MATRIX3x3_INL_INC
|
||||
|
|
|
@ -451,4 +451,5 @@ struct aiMesh
|
|||
}
|
||||
#endif
|
||||
|
||||
#endif // AI_MESH_H_INC
|
||||
#endif // AI_MESH_H_INC
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
dod 0 0 0 5
|
|
@ -0,0 +1,2 @@
|
|||
f 1 0 0
|
||||
hex 0 0 0 5 10 20
|
|
@ -0,0 +1 @@
|
|||
oct 0 0 0 5 5 5
|
|
@ -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
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -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
|
|
@ -0,0 +1 @@
|
|||
tet 0 0 0 5
|
|
@ -201,6 +201,7 @@ class AssetHelper
|
|||
// ------------------------------------------------------------------
|
||||
// flip all normal vectors
|
||||
void FlipNormals();
|
||||
void FlipNormalsInt();
|
||||
};
|
||||
|
||||
#endif // !! IG
|
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue