General
- cleaned up doc, made section on face winding clearer MD3 - fixed coordinate system - changed default face order for .shader files MD2 - fixed coordinate system - fixed face order git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@367 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
c2d8881549
commit
93ab7383da
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@ -310,8 +310,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
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}
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}
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else
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{
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else {
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// apply a default material
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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@ -338,8 +337,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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unsigned int iCurrent = 0;
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float fDivisorU = 1.0f,fDivisorV = 1.0f;
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if (m_pcHeader->numTexCoords)
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{
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if (m_pcHeader->numTexCoords) {
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// allocate storage for texture coordinates, too
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pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNumUVComponents[0] = 2;
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@ -356,8 +354,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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else fDivisorV = (float)m_pcHeader->skinHeight;
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}
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for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i)
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{
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for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
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// Allocate the face
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pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
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pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
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@ -365,12 +362,11 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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for (unsigned int c = 0; c < 3;++c,++iCurrent) {
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// validate vertex indices
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register unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
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if (iIndex >= m_pcHeader->numVertices)
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{
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if (iIndex >= m_pcHeader->numVertices) {
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DefaultLogger::get()->error("MD2: Vertex index is outside the allowed range");
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iIndex = m_pcHeader->numVertices-1;
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}
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@ -391,9 +387,9 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
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LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
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// invert z for proper output coordinate system
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vNormal.z *= -1.0f;
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vec.z *= -1.0f;
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// flip z and y to become right-handed
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std::swap((float&)vNormal.z,(float&)vNormal.y);
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std::swap((float&)vec.z,(float&)vec.y);
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if (m_pcHeader->numTexCoords) {
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// validate texture coordinates
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@ -531,7 +531,7 @@ bool MD3Importer::ReadMultipartFile()
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aiNode* tag_torso, *tag_head;
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std::vector<AttachmentInfo> attach;
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DefaultLogger::get()->info("Multi-part MD3 player model: lower, upper and head parts are joined");
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DefaultLogger::get()->info("Multi part MD3 player model: lower, upper and head parts are joined");
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// ensure we won't try to load ourselves recursively
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BatchLoader::PropertyMap props;
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@ -601,6 +601,12 @@ bool MD3Importer::ReadMultipartFile()
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RemoveSingleNodeFromList (scene_upper->mRootNode->FindNode("tag_torso"));
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RemoveSingleNodeFromList (scene_head-> mRootNode->FindNode("tag_head" ));
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// Undo the rotations which we applied to the coordinate systems. We're
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// working in global Quake space here
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scene_head->mRootNode->mTransformation = aiMatrix4x4();
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scene_lower->mRootNode->mTransformation = aiMatrix4x4();
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scene_upper->mRootNode->mTransformation = aiMatrix4x4();
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// and merge the scenes
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SceneCombiner::MergeScenes(&mScene,master, attach,
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AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
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@ -608,6 +614,10 @@ bool MD3Importer::ReadMultipartFile()
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AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS |
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(!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0));
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// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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mScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
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return true;
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error_cleanup:
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@ -673,10 +683,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// get base path and file name
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// todo ... move to PathConverter
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std::string::size_type s = mFile.find_last_of('/');
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if (s == std::string::npos) {
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s = mFile.find_last_of('\\');
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}
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std::string::size_type s = mFile.find_last_of("/\\");
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if (s == std::string::npos) {
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s = 0;
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}
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@ -907,8 +914,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// Ensure correct endianess
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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
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{
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for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i) {
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AI_SWAP2( pcVertices[i].NORMAL );
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AI_SWAP2( pcVertices[i].X );
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AI_SWAP2( pcVertices[i].Y );
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@ -917,8 +923,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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AI_SWAP4( pcUVs[i].U );
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AI_SWAP4( pcUVs[i].U );
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}
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for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
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{
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for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) {
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AI_SWAP4(pcTriangles[i].INDEXES[0]);
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AI_SWAP4(pcTriangles[i].INDEXES[1]);
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AI_SWAP4(pcTriangles[i].INDEXES[2]);
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@ -939,34 +944,31 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// Fill in all triangles
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
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{
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for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i) {
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pcMesh->mFaces[i].mIndices = new unsigned int[3];
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pcMesh->mFaces[i].mNumIndices = 3;
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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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for (unsigned int c = 0; c < 3;++c,++iCurrent) {
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pcMesh->mFaces[i].mIndices[c] = iCurrent;
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// Read vertices
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pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
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aiVector3D& vec = pcMesh->mVertices[iCurrent];
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vec.x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
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vec.y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
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vec.z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
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// Convert the normal vector to uncompressed float3 format
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
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(float*)&pcMesh->mNormals[iCurrent]);
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aiVector3D& nor = pcMesh->mNormals[iCurrent];
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(float*)&nor);
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// Read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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}
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// Flip face order if necessary
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if (!shader || shader->cull == Q3Shader::CULL_CCW) {
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pcMesh->mFaces[i].mIndices[0] = iTemp+2;
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pcMesh->mFaces[i].mIndices[1] = iTemp+1;
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pcMesh->mFaces[i].mIndices[2] = iTemp+0;
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if (!shader || shader->cull == Q3Shader::CULL_CW) {
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std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
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}
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pcTriangles++;
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}
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@ -1008,7 +1010,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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AI_SWAP4(pcTags->origin.y);
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AI_SWAP4(pcTags->origin.z);
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// Copy local origin
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// Copy local origin, again flip z,y
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nd->mTransformation.a4 = pcTags->origin.x;
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nd->mTransformation.b4 = pcTags->origin.y;
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nd->mTransformation.c4 = pcTags->origin.z;
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@ -1025,6 +1027,10 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mRootNode->mMeshes[i] = i;
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// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
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}
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#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
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@ -145,7 +145,7 @@ struct ShaderMapBlock
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struct ShaderDataBlock
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{
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ShaderDataBlock()
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: cull (CULL_CCW)
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: cull (CULL_CW)
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{}
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//! Name of referenced data element
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@ -551,12 +551,12 @@ By contrast, some other environments use left-handed coordinate systems, a promi
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DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
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#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
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The output face winding is counter-clockwise. Use #aiProcess_FlipWindingOrder to get CW data.
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The output face winding is clockwise. Use #aiProcess_FlipWindingOrder to get CCW data.
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@code
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x0
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x2
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x1
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x2
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@endcode
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The output UV coordinate system has its origin in the lower-left corner:
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@ -63,12 +63,14 @@ extern "C" {
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* a special post-processing step which splits meshes with *different*
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* primitive types mixed up (e.g. lines and triangles) in several, 'clean'
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* submeshes. Furthermore there is a configuration option,
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* AI_CONFIG_PP_SBP_REMOVE, to force SortByPType to remove specific primitive
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* types from the scene - completely. In most cases you'll propably want to
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* set this config to
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* #AI_CONFIG_PP_SBP_REMOVE, to force #aiProcess_SortByPType to remove
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* specific primitive types from the imported scene - completely. In most cases
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* you'll probably want to set this setting to
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* @code
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* aiPrimitiveType_LINE|aiPrimitiveType_POINT
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* @endcode
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* @note Take a look at the @link data Data Structures page @endlink for
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* more information on the layout and winding order of a face.
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*/
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struct aiFace
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{
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@ -436,14 +436,14 @@ enum aiPostProcessSteps
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aiProcess_FlipUVs = 0x80000000, /* don't change */
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// -------------------------------------------------------------------------
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/** <hr>This step adjusts the output face winding order to be clock-wise.
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/** <hr>This step adjusts the output face winding order to be ccw.
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*
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* The default face winding order is counter-clockwise.
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* The default face winding order is clockwise.
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* <br><b>Output face order:</b>
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* @code
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* x0
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*
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* x1
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*
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* x0
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* x2
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* @endcode
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*/
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@ -461,10 +461,9 @@ enum aiPostProcessSteps
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/** @def aiProcess_ConvertToLeftHanded
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* @brief Shortcut flag for Direct3D-based applications.
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*
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* Supersedes the #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
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* #aiProcess_FlipWindingOrder flags. The output data matches Direct3D's conventions:
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* left-handed geometry, upper-left origin for UV coordinates and finally clockwise
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* face order, suitable for CCW culling.
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* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
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* The output data matches Direct3D's conventions: left-handed geometry, upper-left
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* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
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*
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* @deprecated
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*/
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