commit
7b4f916b13
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@ -84,7 +84,10 @@ class BVHLoader : public BaseImporter
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std::vector<ChannelType> mChannels;
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std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
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Node() { }
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Node()
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: mNode(nullptr)
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{ }
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explicit Node( const aiNode* pNode) : mNode( pNode) { }
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};
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@ -157,9 +157,6 @@ void BaseImporter::GetExtensionList(std::set<std::string>& extensions)
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// read 200 characters from the file
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std::unique_ptr<char[]> _buffer (new char[searchBytes+1 /* for the '\0' */]);
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char* buffer = _buffer.get();
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if( NULL == buffer ) {
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return false;
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}
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const size_t read = pStream->Read(buffer,1,searchBytes);
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if( !read ) {
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@ -136,7 +136,7 @@ void CSMImporter::InternReadFile( const std::string& pFile,
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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aiAnimation* anim = new aiAnimation();
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std::unique_ptr<aiAnimation> anim(new aiAnimation());
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int first = 0, last = 0x00ffffff;
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// now process the file and look out for '$' sections
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@ -294,8 +294,8 @@ void CSMImporter::InternReadFile( const std::string& pFile,
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// Store the one and only animation in the scene
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pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
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pScene->mAnimations[0] = anim;
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anim->mName.Set("$CSM_MasterAnim");
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pScene->mAnimations[0] = anim.release();
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// mark the scene as incomplete and run SkeletonMeshBuilder on it
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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@ -120,7 +120,11 @@ public:
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{
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unsigned int mBone; ///< Index of the bone
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float mWeight; ///< Weight of that bone on this vertex
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Weight() { }
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Weight()
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: mBone(0)
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, mWeight(0.0f)
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{ }
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Weight( unsigned int pBone, float pWeight)
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{
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mBone = pBone;
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@ -651,7 +651,8 @@ void PretransformVertices::Execute( aiScene* pScene)
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// generate mesh nodes
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
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{
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aiNode* pcNode = *nodes = new aiNode();
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aiNode* pcNode = new aiNode();
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*nodes = pcNode;
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pcNode->mParent = pScene->mRootNode;
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pcNode->mName = pScene->mMeshes[i]->mName;
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@ -663,7 +664,8 @@ void PretransformVertices::Execute( aiScene* pScene)
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// generate light nodes
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for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
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{
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aiNode* pcNode = *nodes = new aiNode();
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aiNode* pcNode = new aiNode();
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*nodes = pcNode;
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pcNode->mParent = pScene->mRootNode;
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pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i);
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pScene->mLights[i]->mName = pcNode->mName;
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@ -671,7 +673,8 @@ void PretransformVertices::Execute( aiScene* pScene)
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// generate camera nodes
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for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
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{
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aiNode* pcNode = *nodes = new aiNode();
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aiNode* pcNode = new aiNode();
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*nodes = pcNode;
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pcNode->mParent = pScene->mRootNode;
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pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i);
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pScene->mCameras[i]->mName = pcNode->mName;
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@ -139,6 +139,11 @@ public:
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*/
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Importer(const Importer& other);
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// -------------------------------------------------------------------
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/** Assignment operator has been deleted
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*/
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Importer &operator=(const Importer &) = delete;
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// -------------------------------------------------------------------
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/** Destructor. The object kept ownership of the imported data,
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* which now will be destroyed along with the object.
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@ -162,7 +162,10 @@ struct aiMeshKey
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#ifdef __cplusplus
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aiMeshKey() {
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aiMeshKey()
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: mTime(0.0)
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, mValue(0)
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{
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}
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/** Construction from a given time and key value */
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@ -313,16 +313,16 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<T
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u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
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v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
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const TReal c1 = static_cast<TReal>(2.0) / (u * u);
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const TReal c2 = static_cast<TReal>(2.0) / (v * v);
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const TReal c3 = c1 * c2 * (u * v);
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const TReal c1_ = static_cast<TReal>(2.0) / (u * u);
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const TReal c2_ = static_cast<TReal>(2.0) / (v * v);
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const TReal c3_ = c1_ * c2_ * (u * v);
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for (unsigned int i = 0; i < 3; i++)
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{
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for (unsigned int j = 0; j < 3; j++)
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{
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mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
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+ c3 * v[i] * u[j];
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mtx[i][j] = - c1_ * u[i] * u[j] - c2_ * v[i] * v[j]
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+ c3_ * v[i] * u[j];
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}
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mtx[i][i] += static_cast<TReal>(1.0);
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}
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@ -212,7 +212,10 @@ struct aiVertexWeight
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#ifdef __cplusplus
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//! Default constructor
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aiVertexWeight() { }
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aiVertexWeight()
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: mVertexId(0)
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, mWeight(0.0f)
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{ }
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//! Initialisation from a given index and vertex weight factor
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//! \param pID ID
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@ -270,6 +273,32 @@ struct aiBone
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}
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}
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//! Assignment operator
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aiBone &operator=(const aiBone& other)
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{
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if (this == &other) {
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return *this;
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}
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mName = other.mName;
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mNumWeights = other.mNumWeights;
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mOffsetMatrix = other.mOffsetMatrix;
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if (other.mWeights && other.mNumWeights)
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{
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if (mWeights) {
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delete[] mWeights;
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}
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mWeights = new aiVertexWeight[mNumWeights];
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::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
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}
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return *this;
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}
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//! Destructor - deletes the array of vertex weights
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~aiBone()
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{
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@ -304,6 +304,20 @@ struct aiString
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data[len] = 0;
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}
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/** Assigment operator */
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aiString& operator = (const aiString &rOther) {
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if (this == &rOther) {
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return *this;
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}
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length = rOther.length;;
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memcpy( data, rOther.data, length);
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data[length] = '\0';
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return *this;
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}
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/** Assign a const char* to the string */
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aiString& operator = (const char* sz) {
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Set(sz);
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