Merge branch 'master' of https://github.com/thomasbiang/assimp into gltf2_sparseAccessor_export

pull/3227/head
Yingying Wang 2020-06-08 14:30:32 -07:00
commit 71b16bf3df
2 changed files with 20 additions and 5 deletions

View File

@ -72,9 +72,12 @@ namespace o3dgc
unsigned char mask = bstream.ReadUChar(m_iterator, m_streamType);
ifs.SetCCW ((mask & 1) == 1);
ifs.SetSolid ((mask & 2) == 1);
ifs.SetConvex ((mask & 4) == 1);
ifs.SetIsTriangularMesh((mask & 8) == 1);
// (mask & 2) == 1
ifs.SetSolid (false);
// (mask & 4) == 1
ifs.SetConvex (false);
// (mask & 8) == 1
ifs.SetIsTriangularMesh(false);
//bool markerBit0 = (mask & 16 ) == 1;
//bool markerBit1 = (mask & 32 ) == 1;
//bool markerBit2 = (mask & 64 ) == 1;

View File

@ -73,9 +73,21 @@ TEST_F(utMatrix3x3Test, FromToMatrixTest) {
aiVector3D from, to;
auto random_ratio = []() -> float {
return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
};
for (int i = 0; i < NUM_SAMPLES; ++i) {
from = aiVector3D(1.f * rand() / RAND_MAX, 1.f * rand() / RAND_MAX, 1.f * rand() / RAND_MAX).Normalize();
to = aiVector3D(1.f * rand() / RAND_MAX, 1.f * rand() / RAND_MAX, 1.f * rand() / RAND_MAX).Normalize();
from = aiVector3D(
1.f * random_ratio(),
1.f * random_ratio(),
1.f * random_ratio())
.Normalize();
to = aiVector3D(
1.f * random_ratio(),
1.f * random_ratio(),
1.f * random_ratio())
.Normalize();
aiMatrix3x3::FromToMatrix(from, to, trafo);
res = trafo * from;