- Removed Boost_MultiArray-Remake
- Fixed rotation matrix to quaternion conversion, hopefully final this time. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@196 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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67be21715d
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@ -106,16 +106,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# include "../include/BoostWorkaround/boost/scoped_ptr.hpp"
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# include "../include/BoostWorkaround/boost/scoped_ptr.hpp"
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# include "../include/BoostWorkaround/boost/format.hpp"
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# include "../include/BoostWorkaround/boost/format.hpp"
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# include "../include/BoostWorkaround/boost/multi_array.hpp"
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#else
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#else
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// NOTE: boost::multi_array is nto yet supported by the workaround
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#define AI_BUILD_NO_BVH_IMPORTER
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# include <boost/scoped_ptr.hpp>
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# include <boost/scoped_ptr.hpp>
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# include <boost/format.hpp>
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# include <boost/format.hpp>
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# include <boost/multi_array.hpp>
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#endif
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#endif
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@ -88,7 +88,7 @@ inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
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float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
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float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
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// large enough
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// large enough
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if( t > 0.00001f)
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if( t > 0.001f)
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{
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{
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float s = sqrt( t) * 2.0f;
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float s = sqrt( t) * 2.0f;
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x = (pRotMatrix.b3 - pRotMatrix.c2) / s;
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x = (pRotMatrix.b3 - pRotMatrix.c2) / s;
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@ -100,27 +100,27 @@ inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
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{
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{
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// Column 0:
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// Column 0:
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float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
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float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
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x = -0.25f * s;
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x = 0.25f * s;
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y = (pRotMatrix.a2 + pRotMatrix.b1) / s;
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y = (pRotMatrix.a2 + pRotMatrix.b1) / s;
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z = (pRotMatrix.c1 + pRotMatrix.a3) / s;
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z = (pRotMatrix.c1 + pRotMatrix.a3) / s;
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w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
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w = (pRotMatrix.b3 - pRotMatrix.c2) / s;
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}
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}
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else if( pRotMatrix.b2 > pRotMatrix.c3)
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else if( pRotMatrix.b2 > pRotMatrix.c3)
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{
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{
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// Column 1:
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// Column 1:
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float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
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float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
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x = (pRotMatrix.a2 + pRotMatrix.b1) / s;
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x = (pRotMatrix.a2 + pRotMatrix.b1) / s;
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y = -0.25f * s;
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y = 0.25f * s;
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z = (pRotMatrix.b3 + pRotMatrix.c2) / s;
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z = (pRotMatrix.b3 + pRotMatrix.c2) / s;
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w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
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w = (pRotMatrix.c1 - pRotMatrix.a3) / s;
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} else
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} else
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{
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{
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// Column 2:
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// Column 2:
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float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
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float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
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x = (pRotMatrix.c1 + pRotMatrix.a3) / s;
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x = (pRotMatrix.c1 + pRotMatrix.a3) / s;
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y = (pRotMatrix.b3 + pRotMatrix.c2) / s;
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y = (pRotMatrix.b3 + pRotMatrix.c2) / s;
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z = -0.25f * s;
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z = 0.25f * s;
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w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
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w = (pRotMatrix.a2 - pRotMatrix.b1) / s;
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}
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}
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}
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}
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@ -726,10 +726,6 @@
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RelativePath="..\..\include\BoostWorkaround\boost\format.hpp"
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RelativePath="..\..\include\BoostWorkaround\boost\format.hpp"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\..\include\BoostWorkaround\boost\multi_array.hpp"
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>
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</File>
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<File
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<File
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RelativePath="..\..\include\BoostWorkaround\boost\scoped_ptr.hpp"
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RelativePath="..\..\include\BoostWorkaround\boost\scoped_ptr.hpp"
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>
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>
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@ -1724,6 +1720,14 @@
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>
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>
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</File>
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</File>
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</Filter>
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</Filter>
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<File
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RelativePath="..\..\code\SkeletonMeshBuilder.cpp"
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>
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</File>
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<File
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RelativePath="..\..\code\SkeletonMeshBuilder.h"
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>
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</File>
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</Files>
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</Files>
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<Globals>
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<Globals>
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</Globals>
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</Globals>
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