Merge branch 'master' into use_log_macros
commit
8f26b9d840
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@ -311,7 +311,7 @@ IF ( NOT ASSIMP_BUILD_ZLIB )
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ENDIF( NOT ASSIMP_BUILD_ZLIB )
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IF( NOT ZLIB_FOUND )
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MESSAGE(STATUS "compiling zlib from souces")
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MESSAGE(STATUS "compiling zlib from sources")
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INCLUDE(CheckIncludeFile)
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INCLUDE(CheckTypeSize)
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INCLUDE(CheckFunctionExists)
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@ -10,10 +10,7 @@
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# ASSIMP_LIBRARY_DIRS - link directories
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# ASSIMP_LIBRARIES - libraries to link plugins with
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# ASSIMP_Boost_VERSION - the boost version assimp was compiled with
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get_filename_component(_PREFIX "${CMAKE_CURRENT_LIST_FILE}" PATH)
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get_filename_component(_PREFIX "${_PREFIX}" PATH)
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get_filename_component(_PREFIX "${_PREFIX}" PATH)
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get_filename_component(ASSIMP_ROOT_DIR "${_PREFIX}" PATH)
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get_filename_component(ASSIMP_ROOT_DIR "@CMAKE_INSTALL_PREFIX@" REALPATH)
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if( MSVC )
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# in order to prevent DLL hell, each of the DLLs have to be suffixed with the major version and msvc prefix
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@ -272,8 +272,9 @@ float ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int mesh
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// so iterate through all vertices of the current triangle
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const aiFace* pcFace = &pMesh->mFaces[ fidx ];
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for (unsigned int* p = pcFace->mIndices, *p2 = pcFace->mIndices+3;p != p2;++p) {
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const unsigned int dp = *p;
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unsigned nind = pcFace->mNumIndices;
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for (unsigned ind = 0; ind < nind; ind++) {
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unsigned dp = pcFace->mIndices[ind];
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// the current vertex won't have any free triangles after this step
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if (ivdx != (int)dp) {
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@ -367,9 +368,11 @@ float ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int mesh
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// sort the output index buffer back to the input array
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piCSIter = piIBOutput;
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for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) {
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pcFace->mIndices[0] = *piCSIter++;
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pcFace->mIndices[1] = *piCSIter++;
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pcFace->mIndices[2] = *piCSIter++;
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unsigned nind = pcFace->mNumIndices;
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unsigned * ind = pcFace->mIndices;
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if (nind > 0) ind[0] = *piCSIter++;
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if (nind > 1) ind[1] = *piCSIter++;
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if (nind > 2) ind[2] = *piCSIter++;
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}
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// delete temporary storage
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@ -88,10 +88,13 @@ VertexTriangleAdjacency::VertexTriangleAdjacency(aiFace *pcFaces,
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*piEnd++ = 0u;
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// first pass: compute the number of faces referencing each vertex
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for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace) {
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pi[pcFace->mIndices[0]]++;
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pi[pcFace->mIndices[1]]++;
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pi[pcFace->mIndices[2]]++;
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for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace)
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{
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unsigned nind = pcFace->mNumIndices;
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unsigned * ind = pcFace->mIndices;
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if (nind > 0) pi[ind[0]]++;
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if (nind > 1) pi[ind[1]]++;
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if (nind > 2) pi[ind[2]]++;
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}
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// second pass: compute the final offset table
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@ -109,15 +112,12 @@ VertexTriangleAdjacency::VertexTriangleAdjacency(aiFace *pcFaces,
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this->mAdjacencyTable = new unsigned int[iSum];
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iSum = 0;
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for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace,++iSum) {
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unsigned nind = pcFace->mNumIndices;
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unsigned * ind = pcFace->mIndices;
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unsigned int idx = pcFace->mIndices[0];
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mAdjacencyTable[pi[idx]++] = iSum;
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idx = pcFace->mIndices[1];
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mAdjacencyTable[pi[idx]++] = iSum;
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idx = pcFace->mIndices[2];
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mAdjacencyTable[pi[idx]++] = iSum;
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if (nind > 0) mAdjacencyTable[pi[ind[0]]++] = iSum;
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if (nind > 1) mAdjacencyTable[pi[ind[1]]++] = iSum;
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if (nind > 2) mAdjacencyTable[pi[ind[2]]++] = iSum;
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}
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// fourth pass: undo the offset computations made during the third pass
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// We could do this in a separate buffer, but this would be TIMES slower.
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@ -732,6 +732,14 @@ void glTF2Exporter::ExportMeshes()
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}
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}
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/*************** Vertex colors ****************/
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for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel)
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{
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Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, false);
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if (c)
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p.attributes.color.push_back(c);
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}
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/*************** Vertices indices ****************/
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if (aim->mNumFaces > 0) {
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std::vector<IndicesType> indices;
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@ -101,8 +101,11 @@ TEST_F(VTAdjacencyTest, smallDataSet)
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mesh.mFaces = new aiFace[3];
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mesh.mFaces[0].mIndices = new unsigned int[3];
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mesh.mFaces[0].mNumIndices = 3;
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mesh.mFaces[1].mIndices = new unsigned int[3];
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mesh.mFaces[1].mNumIndices = 3;
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mesh.mFaces[2].mIndices = new unsigned int[3];
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mesh.mFaces[2].mNumIndices = 3;
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mesh.mFaces[0].mIndices[0] = 1;
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mesh.mFaces[0].mIndices[1] = 3;
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