HMP loader returns quads now, cleaned up the code a bit. Still longer than necessary.
BVH loader supports arbitrary rotation/translation orders now. Fixed a crash issue, added test models with ZYX and ZXY rotation order. Updated CREDITS. 'Beautified' pushpack/poppack. Collada loader does now also load XML files if 'COLLADA' is found in the header. Fixed path issues in several IRR test files. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@282 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
39bfb7608b
commit
b73cb1c569
11
CREDITS
11
CREDITS
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@ -1,4 +1,6 @@
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===============================================================
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Open Asset Import Library (Assimp)
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Developers and Contributors
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===============================================================
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@ -11,13 +13,13 @@ Thanks for your help!
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Configuration-Interface, AssImp-Viewer (Win32), Website (Admin and Design), admin.
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-Thomas Schulze,
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X-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
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X-, Collda-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
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-R.Schmidt,
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Linux build, eclipse support.
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- Kim Kulling:
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Obj-Loader, Logging, Scons-build environment.
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Obj-Loader, Logging, SCons-build environment.
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- Matthias Gubisch,
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Assimp.net
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@ -49,4 +51,7 @@ supplied various XFiles for testing purposes.
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searched the web for several thousands of test models for internal use
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- John Connors
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supplied patches for linux and SCons.
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supplied patches for linux and SCons.
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- T. R.
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The GUY who performed some of the CSM mocaps.
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@ -51,14 +51,12 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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BVHLoader::BVHLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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BVHLoader::~BVHLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@ -73,10 +71,7 @@ bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if( extension == ".bvh")
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return true;
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return false;
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return ( extension == ".bvh");
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}
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// ------------------------------------------------------------------------------------------------
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@ -410,31 +405,54 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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// now generate the tracks for all nodes
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anim->mNumChannels = mNodes.size();
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anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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// FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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anim->mChannels[i] = NULL;
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for( unsigned int a = 0; a < anim->mNumChannels; a++)
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{
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const Node& node = mNodes[a];
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const char* nodeName = node.mNode->mName.data;
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const std::string nodeName = std::string( node.mNode->mName.data );
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aiNodeAnim* nodeAnim = new aiNodeAnim;
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anim->mChannels[a] = nodeAnim;
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nodeAnim->mNodeName.Set( std::string( nodeName));
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nodeAnim->mNodeName.Set( nodeName);
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// translational part, if given
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if( node.mChannels.size() == 6)
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{
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if( node.mChannels[0] != Channel_PositionX || node.mChannels[1] != Channel_PositionY
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|| node.mChannels[2] != Channel_PositionZ)
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{
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throw new ImportErrorException( boost::str( boost::format( "Unexpected animation "
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"channel setup at node \"%s\".") % nodeName));
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}
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nodeAnim->mNumPositionKeys = mAnimNumFrames;
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nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
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aiVectorKey* poskey = nodeAnim->mPositionKeys;
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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poskey->mTime = double( fr);
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poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 0];
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// Now compute all translations in the right order
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switch (node.mChannels[0])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[1])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[2])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 1];
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poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 2];
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++poskey;
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@ -451,25 +469,12 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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// rotation part. Always present. First find value offsets
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{
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unsigned int rotOffset = 0;
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unsigned int rotOffset = 0;
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if( node.mChannels.size() == 6)
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{
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if( node.mChannels[3] != Channel_RotationZ || node.mChannels[4] != Channel_RotationX
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|| node.mChannels[5] != Channel_RotationY)
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{
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throw new ImportErrorException( boost::str( boost::format( "Unexpected animation "
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"channel setup at node \"%s\".") % nodeName));
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}
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// Offset all further calculations
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rotOffset = 3;
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} else
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{
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if( node.mChannels[0] != Channel_RotationZ || node.mChannels[1] != Channel_RotationX
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|| node.mChannels[2] != Channel_RotationY || node.mChannels.size() != 3)
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{
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throw new ImportErrorException( boost::str( boost::format( "Unexpected animation "
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"channel setup at node \"%s\".") % nodeName));
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}
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}
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}
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// Then create the number of rotation keys
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nodeAnim->mNumRotationKeys = mAnimNumFrames;
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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// translate ZXY euler angels into a quaternion
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float angleZ = node.mChannelValues[fr * node.mChannels.size() + rotOffset + 0] * float( AI_MATH_PI) / 180.0f;
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float angleX = node.mChannelValues[fr * node.mChannels.size() + rotOffset + 1] * float( AI_MATH_PI) / 180.0f;
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float angleY = node.mChannelValues[fr * node.mChannels.size() + rotOffset + 2] * float( AI_MATH_PI) / 180.0f;
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const float angle0 = node.mChannelValues[fr * node.mChannels.size() + rotOffset ] * float( AI_MATH_PI) / 180.0f;
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const float angle1 = node.mChannelValues[fr * node.mChannels.size() + rotOffset+1] * float( AI_MATH_PI) / 180.0f;
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const float angle2 = node.mChannelValues[fr * node.mChannels.size() + rotOffset+2] * float( AI_MATH_PI) / 180.0f;
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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aiMatrix4x4::RotationZ( angleZ, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationX( angleX, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationY( angleY, temp); rotMatrix *= aiMatrix3x3( temp);
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[rotOffset+1])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[rotOffset+2])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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rotkey->mTime = double( fr);
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rotkey->mValue = aiQuaternion( rotMatrix);
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@ -132,7 +132,11 @@ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler,
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for (unsigned int i = 0; i < numTokens;++i)
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{
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ai_assert(NULL != tokens[i]);
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if (::strstr(buffer,tokens[i]))return true;
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if (::strstr(buffer,tokens[i]))
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{
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DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]);
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return true;
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}
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}
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}
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return false;
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@ -1,4 +1,3 @@
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/** Implementation of the Collada loader */
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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@ -40,6 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Collada loader */
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#include "AssimpPCH.h"
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#include "../include/aiAnim.h"
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#include "ColladaLoader.h"
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaLoader::~ColladaLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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if( extension == ".dae")
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return true;
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// XML - too generic, we need to open the file and search for typical keywords
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if( extension == ".xml") {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"collada"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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@ -88,7 +97,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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ColladaParser parser( pFile);
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if( !parser.mRootNode)
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throw new ImportErrorException( "File came out empty. Somethings wrong here.");
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throw new ImportErrorException( "File came out empty. Something is wrong here.");
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// create the materials first, for the meshes to find
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BuildMaterials( parser, pScene);
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@ -110,7 +119,6 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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0, 1, 0, 0,
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0, 0, 0, 1);
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// store all meshes
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StoreSceneMeshes( pScene);
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}
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@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "HMPLoader.h"
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#include "MD2FileData.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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@ -72,76 +71,69 @@ bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'h' && extension[1] != 'H')return false;
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if (extension[2] != 'm' && extension[2] != 'M')return false;
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if (extension[3] != 'p' && extension[3] != 'P')return false;
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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return true;
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return extension == ".hmp";
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void HMPImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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void HMPImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open HMP file " + pFile + ".");
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}
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// check whether the HMP file is large enough to contain
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// Check whether the HMP file is large enough to contain
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// at least the file header
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size_t fileSize = file->FileSize();
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const size_t fileSize = file->FileSize();
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if( fileSize < 50)
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{
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throw new ImportErrorException( "HMP File is too small.");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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// Allocate storage and copy the contents of the file to a memory buffer
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this->pScene = pScene;
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this->pIOHandler = pIOHandler;
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this->mBuffer = new unsigned char[fileSize+1];
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std::vector<uint8_t> buffer(fileSize+1);
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mBuffer = &buffer[0];
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file->Read( (void*)mBuffer, 1, fileSize);
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iFileSize = (unsigned int)fileSize;
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||||
this->iFileSize = (unsigned int)fileSize;
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||||
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||||
// determine the file subtype and call the appropriate member function
|
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// Determine the file subtype and call the appropriate member function
|
||||
uint32_t iMagic = *((uint32_t*)this->mBuffer);
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||||
try {
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// HMP4 format
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||||
if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
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||||
AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
|
||||
{
|
||||
DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
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||||
this->InternReadFile_HMP4();
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||||
InternReadFile_HMP4();
|
||||
}
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||||
// HMP5 format
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||||
else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
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||||
AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
|
||||
{
|
||||
DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
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||||
this->InternReadFile_HMP5();
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||||
InternReadFile_HMP5();
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||||
}
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||||
// HMP7 format
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||||
else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
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||||
AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
|
||||
{
|
||||
DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
|
||||
this->InternReadFile_HMP7();
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||||
InternReadFile_HMP7();
|
||||
}
|
||||
else
|
||||
{
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||||
// print the magic word to the logger
|
||||
// Print the magic word to the logger
|
||||
char szBuffer[5];
|
||||
szBuffer[0] = ((char*)&iMagic)[0];
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||||
szBuffer[1] = ((char*)&iMagic)[1];
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||||
|
@ -149,20 +141,17 @@ void HMPImporter::InternReadFile(
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|||
szBuffer[3] = ((char*)&iMagic)[3];
|
||||
szBuffer[4] = '\0';
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||||
|
||||
// we're definitely unable to load this file
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||||
// We're definitely unable to load this file
|
||||
throw new ImportErrorException( "Unknown HMP subformat " + pFile +
|
||||
". Magic word (" + szBuffer + ") is not known");
|
||||
}
|
||||
|
||||
} catch (ImportErrorException* ex) {
|
||||
delete[] this->mBuffer;
|
||||
throw ex;
|
||||
}
|
||||
// Set the AI_SCENE_FLAGS_TERRAIN bit
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||||
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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||||
|
||||
// delete the file buffer
|
||||
delete[] this->mBuffer;
|
||||
return;
|
||||
// File buffer destructs automatically now
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::ValidateHeader_HMP457( )
|
||||
{
|
||||
|
@ -175,51 +164,49 @@ void HMPImporter::ValidateHeader_HMP457( )
|
|||
}
|
||||
|
||||
if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
|
||||
{
|
||||
throw new ImportErrorException("Size of triangles in either x or y direction is zero");
|
||||
}
|
||||
|
||||
if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
|
||||
{
|
||||
throw new ImportErrorException("Number of triangles in either x or y direction is zero");
|
||||
}
|
||||
|
||||
if(!pcHeader->numframes)
|
||||
{
|
||||
throw new ImportErrorException("There are no frames. At least one should be there");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::InternReadFile_HMP4( )
|
||||
{
|
||||
throw new ImportErrorException("HMP4 is currently not supported");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::InternReadFile_HMP5( )
|
||||
{
|
||||
// read the file header and skip everything to byte 84
|
||||
const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(this->mBuffer+84);
|
||||
this->ValidateHeader_HMP457();
|
||||
const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
|
||||
ValidateHeader_HMP457();
|
||||
|
||||
// generate an output mesh
|
||||
this->pScene->mNumMeshes = 1;
|
||||
this->pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = this->pScene->mMeshes[0] = new aiMesh();
|
||||
pScene->mNumMeshes = 1;
|
||||
pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
|
||||
|
||||
pcMesh->mMaterialIndex = 0;
|
||||
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
||||
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
|
||||
|
||||
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
|
||||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
|
||||
// generate/load a material for the terrain
|
||||
this->CreateMaterial(szCurrent,&szCurrent);
|
||||
CreateMaterial(szCurrent,&szCurrent);
|
||||
|
||||
// goto offset 120, I don't know why ...
|
||||
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
||||
szCurrent += 36;
|
||||
|
||||
this->SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
|
||||
// now load all vertices from the file
|
||||
aiVector3D* pcVertOut = pcMesh->mVertices;
|
||||
|
@ -238,31 +225,31 @@ void HMPImporter::InternReadFile_HMP5( )
|
|||
}
|
||||
|
||||
// generate texture coordinates if necessary
|
||||
if (pcHeader->numskins)this->GenerateTextureCoords(width,height);
|
||||
if (pcHeader->numskins)GenerateTextureCoords(width,height);
|
||||
|
||||
// now build a list of faces
|
||||
this->CreateOutputFaceList(width,height);
|
||||
CreateOutputFaceList(width,height);
|
||||
|
||||
// there is no nodegraph in HMP files. Simply assign the one mesh
|
||||
// (no, not the one ring) to the root node
|
||||
this->pScene->mRootNode = new aiNode();
|
||||
this->pScene->mRootNode->mName.Set("terrain_root");
|
||||
this->pScene->mRootNode->mNumMeshes = 1;
|
||||
this->pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
this->pScene->mRootNode->mMeshes[0] = 0;
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("terrain_root");
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::InternReadFile_HMP7( )
|
||||
{
|
||||
// read the file header and skip everything to byte 84
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(this->mBuffer+84);
|
||||
this->ValidateHeader_HMP457();
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
|
||||
ValidateHeader_HMP457();
|
||||
|
||||
// generate an output mesh
|
||||
this->pScene->mNumMeshes = 1;
|
||||
this->pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = this->pScene->mMeshes[0] = new aiMesh();
|
||||
pScene->mNumMeshes = 1;
|
||||
pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
|
||||
|
||||
pcMesh->mMaterialIndex = 0;
|
||||
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
||||
|
@ -272,13 +259,13 @@ void HMPImporter::InternReadFile_HMP7( )
|
|||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
|
||||
// generate/load a material for the terrain
|
||||
this->CreateMaterial(szCurrent,&szCurrent);
|
||||
CreateMaterial(szCurrent,&szCurrent);
|
||||
|
||||
// goto offset 120, I don't know why ...
|
||||
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
||||
szCurrent += 36;
|
||||
|
||||
this->SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
|
||||
// now load all vertices from the file
|
||||
aiVector3D* pcVertOut = pcMesh->mVertices;
|
||||
|
@ -306,25 +293,26 @@ void HMPImporter::InternReadFile_HMP7( )
|
|||
}
|
||||
|
||||
// generate texture coordinates if necessary
|
||||
if (pcHeader->numskins)this->GenerateTextureCoords(width,height);
|
||||
if (pcHeader->numskins)GenerateTextureCoords(width,height);
|
||||
|
||||
// now build a list of faces
|
||||
this->CreateOutputFaceList(width,height);
|
||||
CreateOutputFaceList(width,height);
|
||||
|
||||
// there is no nodegraph in HMP files. Simply assign the one mesh
|
||||
// (no, not the One Ring) to the root node
|
||||
this->pScene->mRootNode = new aiNode();
|
||||
this->pScene->mRootNode->mName.Set("terrain_root");
|
||||
this->pScene->mRootNode->mNumMeshes = 1;
|
||||
this->pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
this->pScene->mRootNode->mMeshes[0] = 0;
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("terrain_root");
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
||||
const unsigned char** szCurrentOut)
|
||||
{
|
||||
aiMesh* const pcMesh = this->pScene->mMeshes[0];
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
|
||||
aiMesh* const pcMesh = pScene->mMeshes[0];
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
||||
|
||||
// we don't need to generate texture coordinates if
|
||||
// we have no textures in the file ...
|
||||
|
@ -334,7 +322,7 @@ void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
|||
pcMesh->mNumUVComponents[0] = 2;
|
||||
|
||||
// now read the first skin and skip all others
|
||||
this->ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
|
||||
ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -356,25 +344,25 @@ void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
|||
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
||||
|
||||
// add the material to the scene
|
||||
this->pScene->mNumMaterials = 1;
|
||||
this->pScene->mMaterials = new aiMaterial*[1];
|
||||
this->pScene->mMaterials[0] = pcHelper;
|
||||
pScene->mNumMaterials = 1;
|
||||
pScene->mMaterials = new aiMaterial*[1];
|
||||
pScene->mMaterials[0] = pcHelper;
|
||||
}
|
||||
*szCurrentOut = szCurrent;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
||||
{
|
||||
aiMesh* const pcMesh = this->pScene->mMeshes[0];
|
||||
|
||||
// allocate enough storage
|
||||
const unsigned int iNumSquares = (width-1) * (height-1);
|
||||
pcMesh->mNumFaces = iNumSquares << 1;
|
||||
// Allocate enough storage
|
||||
pcMesh->mNumFaces = (width-1) * (height-1);
|
||||
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
||||
|
||||
pcMesh->mNumVertices = pcMesh->mNumFaces*3;
|
||||
pcMesh->mNumVertices = pcMesh->mNumFaces*4;
|
||||
aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
|
||||
aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
|
||||
aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
|
||||
|
||||
aiFace* pcFaceOut(pcMesh->mFaces);
|
||||
aiVector3D* pcVertOut = pcVertices;
|
||||
|
@ -383,59 +371,34 @@ void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
|||
aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
|
||||
aiVector3D* pcUVOut(pcUVs);
|
||||
|
||||
// build the terrain square
|
||||
// Build the terrain square
|
||||
unsigned int iCurrent = 0;
|
||||
for (unsigned int y = 0; y < height-1;++y)
|
||||
{
|
||||
for (unsigned int x = 0; x < width-1;++x)
|
||||
{
|
||||
// first triangle of the square
|
||||
pcFaceOut->mNumIndices = 3;
|
||||
pcFaceOut->mIndices = new unsigned int[3];
|
||||
for (unsigned int y = 0; y < height-1;++y) {
|
||||
for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
|
||||
pcFaceOut->mNumIndices = 4;
|
||||
pcFaceOut->mIndices = new unsigned int[4];
|
||||
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x];
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
||||
|
||||
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x];
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
||||
|
||||
if (pcMesh->mTextureCoords[0])
|
||||
{
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
|
||||
}
|
||||
|
||||
pcFaceOut->mIndices[2] = iCurrent++;
|
||||
pcFaceOut->mIndices[1] = iCurrent++;
|
||||
pcFaceOut->mIndices[0] = iCurrent++;
|
||||
++pcFaceOut;
|
||||
|
||||
// second triangle of the square
|
||||
pcFaceOut->mNumIndices = 3;
|
||||
pcFaceOut->mIndices = new unsigned int[3];
|
||||
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
|
||||
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
|
||||
|
||||
if (pcMesh->mTextureCoords[0])
|
||||
{
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
||||
}
|
||||
|
||||
pcFaceOut->mIndices[2] = iCurrent++;
|
||||
pcFaceOut->mIndices[1] = iCurrent++;
|
||||
pcFaceOut->mIndices[0] = iCurrent++;
|
||||
++pcFaceOut;
|
||||
for (unsigned int i = 0; i < 4;++i)
|
||||
pcFaceOut->mIndices[i] = iCurrent++;
|
||||
}
|
||||
}
|
||||
delete[] pcMesh->mVertices;
|
||||
|
@ -450,6 +413,7 @@ void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
|||
pcMesh->mTextureCoords[0] = pcUVs;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
|
||||
const unsigned char** szCursorOut)
|
||||
|
@ -461,69 +425,58 @@ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szC
|
|||
uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
if (0 == iType)
|
||||
{
|
||||
DefaultLogger::get()->warn("Skin type is 0. Skipping 12 bytes to "
|
||||
"the next valid value, which seems to be the real skin type. "
|
||||
"However, it is not known whether or not this is correct.");
|
||||
szCursor += sizeof(uint32_t) * 2;
|
||||
iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
if (0 == iType)
|
||||
{
|
||||
if (!iType)
|
||||
throw new ImportErrorException("Unable to read HMP7 skin chunk");
|
||||
}
|
||||
|
||||
}
|
||||
// read width and height
|
||||
uint32_t iWidth = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
uint32_t iHeight = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
|
||||
// allocate an output material
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
|
||||
// read the skin, this works exactly as for MDL7
|
||||
this->ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
pcMat,iType,iWidth,iHeight);
|
||||
|
||||
// now we need to skip any other skins ...
|
||||
for (unsigned int i = 1; i< iNumSkins;++i)
|
||||
{
|
||||
iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
iWidth = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
iHeight = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
|
||||
this->SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
iType,iWidth,iHeight);
|
||||
|
||||
this->SizeCheck(szCursor);
|
||||
SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
|
||||
SizeCheck(szCursor);
|
||||
}
|
||||
|
||||
// setup the material ...
|
||||
this->pScene->mNumMaterials = 1;
|
||||
this->pScene->mMaterials = new aiMaterial*[1];
|
||||
this->pScene->mMaterials[0] = pcMat;
|
||||
pScene->mNumMaterials = 1;
|
||||
pScene->mMaterials = new aiMaterial*[1];
|
||||
pScene->mMaterials[0] = pcMat;
|
||||
|
||||
*szCursorOut = szCursor;
|
||||
return;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::GenerateTextureCoords(
|
||||
const unsigned int width, const unsigned int height)
|
||||
{
|
||||
ai_assert(NULL != this->pScene->mMeshes && NULL != this->pScene->mMeshes[0] &&
|
||||
NULL != this->pScene->mMeshes[0]->mTextureCoords[0]);
|
||||
ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
|
||||
NULL != pScene->mMeshes[0]->mTextureCoords[0]);
|
||||
|
||||
aiVector3D* uv = this->pScene->mMeshes[0]->mTextureCoords[0];
|
||||
aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
|
||||
|
||||
const float fY = (1.0f / height) + (1.0f / height) / (height-1);
|
||||
const float fX = (1.0f / width) + (1.0f / width) / (width-1);
|
||||
|
||||
for (unsigned int y = 0; y < height;++y)
|
||||
{
|
||||
for (unsigned int x = 0; x < width;++x)
|
||||
{
|
||||
for (unsigned int y = 0; y < height;++y) {
|
||||
for (unsigned int x = 0; x < width;++x,++uv) {
|
||||
uv->y = 1.0f-fY*y;
|
||||
uv->x = fX*x;
|
||||
uv->z = 0.0f;
|
||||
++uv;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -102,9 +102,9 @@ bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
|||
if (extension == ".irr")return true;
|
||||
else if (extension == ".xml")
|
||||
{
|
||||
/* If CanRead() is called to check whether the loader
|
||||
* supports a specific file extension in general we
|
||||
* must return true here.
|
||||
/* If CanRead() is called in order to check whether we
|
||||
* support a specific file extension in general pIOHandler
|
||||
* might be NULL and it's our duty to return true here.
|
||||
*/
|
||||
if (!pIOHandler)return true;
|
||||
const char* tokens[] = {"irr_scene"};
|
||||
|
|
|
@ -217,6 +217,9 @@ void TerragenImporter::InternReadFile( const std::string& pFile,
|
|||
// Check whether we have a mesh now
|
||||
if (pScene->mNumMeshes != 1)
|
||||
throw new ImportErrorException("TER: Unable to load terrain");
|
||||
|
||||
// Set the AI_SCENE_FLAGS_TERRAIN bit
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
|
||||
}
|
||||
|
||||
#endif // !! AI_BUILD_NO_TERRAGEN_IMPORTER
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
|
||||
// A very small replacement for boost::tuple
|
||||
// (c) Alexander Gessler, 2008
|
||||
|
||||
#ifndef BOOST_TUPLE_INCLUDED
|
||||
#define BOOST_TUPLE_INCLUDED
|
||||
|
|
|
@ -1,7 +1,13 @@
|
|||
|
||||
// may be included multiple times - resets structure packing to default
|
||||
// for all supported compilers. A pushpack1.h include must preceed
|
||||
// each inclusion of this header.
|
||||
// ===============================================================================
|
||||
// May be included multiple times - resets structure packing to the defaults
|
||||
// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
|
||||
//
|
||||
// Currently this works on the following compilers:
|
||||
// MSVC 7,8,9
|
||||
// GCC
|
||||
// BORLAND (complains about 'pack state changed but not reverted', but works)
|
||||
// ===============================================================================
|
||||
|
||||
#ifndef AI_PUSHPACK_IS_DEFINED
|
||||
# error pushpack1.h must be included after poppack1.h
|
||||
|
|
|
@ -1,20 +1,21 @@
|
|||
|
||||
// may be included multiple times - sets structure packing to 1
|
||||
// for all supported compilers. A poppack1.h include must follow
|
||||
// each inclusion of this header.
|
||||
|
||||
|
||||
/*
|
||||
|
||||
PACK_STRUCT must follow each structure declaration:
|
||||
|
||||
struct X
|
||||
{
|
||||
} PACK_STRUCT;
|
||||
|
||||
*/
|
||||
|
||||
// ===============================================================================
|
||||
// May be included multiple times - sets structure packing to 1
|
||||
// for all supported compilers. #include <poppack1.h> reverts the changes.
|
||||
//
|
||||
// Currently this works on the following compilers:
|
||||
// MSVC 7,8,9
|
||||
// GCC
|
||||
// BORLAND (complains about 'pack state changed but not reverted', but works)
|
||||
//
|
||||
//
|
||||
// USAGE:
|
||||
//
|
||||
// struct StructToBePacked {
|
||||
// } PACK_STRUCT;
|
||||
//
|
||||
// ===============================================================================
|
||||
|
||||
#ifdef AI_PUSHPACK_IS_DEFINED
|
||||
# error poppack1.h must be included after pushpack1.h
|
||||
|
@ -30,11 +31,11 @@ struct X
|
|||
#endif
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
// packing was changed after the inclusion of the header, propably missing #pragma pop
|
||||
|
||||
// C4103: Packing was changed after the inclusion of the header, propably missing #pragma pop
|
||||
# pragma warning (disable : 4103)
|
||||
#endif
|
||||
|
||||
|
||||
#define AI_PUSHPACK_IS_DEFINED
|
||||
|
||||
|
||||
|
|
|
@ -49,7 +49,7 @@ extern "C" {
|
|||
#endif
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Returns a string with legal copyright and licensing information
|
||||
/** @brief Returns a string with legal copyright and licensing information
|
||||
* about Assimp.
|
||||
*
|
||||
* @return Never NULL
|
||||
|
@ -57,7 +57,7 @@ extern "C" {
|
|||
ASSIMP_API const char* aiGetLegalString ();
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Returns the current minor version number of Assimp.
|
||||
/** @brief Returns the current minor version number of Assimp.
|
||||
*
|
||||
* @return Minor version of the Assimp runtime the application was
|
||||
* linked/built against
|
||||
|
@ -65,7 +65,7 @@ ASSIMP_API const char* aiGetLegalString ();
|
|||
ASSIMP_API unsigned int aiGetVersionMinor ();
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Returns the current major version number of Assimp.
|
||||
/** @brief Returns the current major version number of Assimp.
|
||||
*
|
||||
* @return Major version of the Assimp runtime the application was
|
||||
* linked/built against
|
||||
|
@ -73,7 +73,7 @@ ASSIMP_API unsigned int aiGetVersionMinor ();
|
|||
ASSIMP_API unsigned int aiGetVersionMajor ();
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Returns the repository revision of the Assimp runtime.
|
||||
/** @brief Returns the repository revision of the Assimp runtime.
|
||||
*
|
||||
* @return Repository revision number of the Assimp runtime the application
|
||||
* was linked/built against
|
||||
|
@ -85,11 +85,11 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
#endif
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Set the maximum number of vertices in a mesh.
|
||||
/** @brief Set the maximum number of vertices in a mesh.
|
||||
*
|
||||
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
|
||||
* whether a mesh must be splitted or not.
|
||||
* \note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
|
||||
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
|
||||
* the internal header file SplitLargeMeshes.h
|
||||
* Property type: integer.
|
||||
*/
|
||||
|
@ -97,11 +97,11 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Set the maximum number of triangles in a mesh.
|
||||
/** @brief Set the maximum number of triangles in a mesh.
|
||||
*
|
||||
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
|
||||
* whether a mesh must be splitted or not.
|
||||
* \note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
|
||||
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
|
||||
* the internal header file SplitLargeMeshes.h
|
||||
* Property type: integer.
|
||||
*/
|
||||
|
@ -109,10 +109,10 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Set the maximum number of bones affecting a single vertex
|
||||
/** @brief Set the maximum number of bones affecting a single vertex
|
||||
*
|
||||
* This is used by the aiProcess_LimitBoneWeights PostProcess-Step.
|
||||
* \note The default value is AI_LBW_MAX_WEIGHTS, defined in
|
||||
* @note The default value is AI_LBW_MAX_WEIGHTS, defined in
|
||||
* the internal header file LimitBoneWeightsProcess.h
|
||||
* Property type: integer.
|
||||
*/
|
||||
|
@ -120,7 +120,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Set the vertex animation keyframe to be imported
|
||||
/** @brief Set the vertex animation keyframe to be imported
|
||||
*
|
||||
* ASSIMP does not support vertex keyframes (only bone animation is supported).
|
||||
* The library reads only one frame of models with vertex animations.
|
||||
|
@ -144,7 +144,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Configures the AC loader to collect all surfaces which have the
|
||||
/** @brief Configures the AC loader to collect all surfaces which have the
|
||||
* "Backface cull" flag set in separate meshes.
|
||||
*
|
||||
* Property type: integer (0: false; !0: true). Default value: true.
|
||||
|
@ -153,11 +153,10 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Configures the ASE loader to always reconstruct normal vectors
|
||||
/** @brief Configures the ASE loader to always reconstruct normal vectors
|
||||
* basing on the smoothing groups loaded from the file.
|
||||
*
|
||||
* Many ASE files have invalid normals (they're not orthonormal). This
|
||||
* is the fault of 3DS Max ASE exporter.
|
||||
* Many ASE files have invalid normals (they're not orthonormal).
|
||||
* Property type: integer (0: false; !0: true). Default value: false.
|
||||
*/
|
||||
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS "imp.ase.reconn"
|
||||
|
@ -165,7 +164,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Configures the LWO loader to load just one layer from the model.
|
||||
/** @brief Configures the LWO loader to load just one layer from the model.
|
||||
*
|
||||
* LWO files consist of layers and in some cases it could be useful to load
|
||||
* only one of them. This property can be either a string - which specifies
|
||||
|
@ -178,18 +177,18 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Defines the output frame rate of the IRR loader.
|
||||
/** @brief Defines the output frame rate of the IRR loader.
|
||||
*
|
||||
* IRR animations are difficult to convert for Assimp and there will
|
||||
* always be a loss of quality. This setting defines how many keys per second
|
||||
* the converter will compute.<br>
|
||||
* are returned by the converter.<br>
|
||||
* Property type: integer. Default value: 100
|
||||
*/
|
||||
#define AI_CONFIG_IMPORT_IRR_ANIM_FPS "imp.irr.fps"
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Specifies the maximum angle that may be between two vertex tangents
|
||||
/** @brief Specifies the maximum angle that may be between two vertex tangents
|
||||
* that their tangents and bitangents are smoothed.
|
||||
*
|
||||
* This applies to the CalcTangentSpace-Step. The angle is specified
|
||||
|
@ -200,20 +199,22 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE "pp.ct.max_smoothing"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Specifies the maximum angle that may be between two face normals
|
||||
* at the same vertex position that their are smoothed.
|
||||
/** @brief Specifies the maximum angle that may be between two face normals
|
||||
* at the same vertex position that their are smoothed together.
|
||||
*
|
||||
* Sometimes also refered to as 'crease angle'.
|
||||
* This applies to the GenSmoothNormals-Step. The angle is specified
|
||||
* in degrees, so 180 is PI. The default value is
|
||||
* 175 degrees (all vertex normals are smoothed). The maximum value is 175
|
||||
* Property type: float. Warning: seting this option may cause a severe
|
||||
* loss of performance.
|
||||
* in degrees, so 180 is PI. The default value is 175 degrees (all vertex
|
||||
* normals are smoothed). The maximum value is 175. Property type: float.
|
||||
* Warning: seting this option may cause a severe loss of performance. The
|
||||
* performance is unaffacted if the AI_CONFIG_FAVOUR_SPEED flag is set, but
|
||||
* the output quality may be reduced.
|
||||
*/
|
||||
#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE "pp.gsn.max_smoothing"
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Specifies the minimum number of faces a node should have.
|
||||
/** @brief Specifies the minimum number of faces a node should have.
|
||||
* This is an input parameter to the OptimizeGraph-Step.
|
||||
*
|
||||
* Nodes whose referenced meshes have less faces than this value
|
||||
|
@ -225,19 +226,19 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Specifies whether the OptimizeGraphProcess joins nodes even if
|
||||
/** @brief Specifies whether the OptimizeGraphProcess joins nodes even if
|
||||
* their local transformations are inequal.
|
||||
*
|
||||
* By default, nodes with different local transformations are never joined.
|
||||
* The intention is that all vertices should remain in their original
|
||||
* local coordinate space where they are correctly centered and aligned,
|
||||
* which does also allow for some significant culling improvements.
|
||||
* which could also allow for significant culling improvements.
|
||||
*/
|
||||
#define AI_CONFIG_PP_OG_JOIN_INEQUAL_TRANSFORMS "pp.og.allow_diffwm"
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Sets the colormap (= palette) to be used to decode embedded
|
||||
/** @brief Sets the colormap (= palette) to be used to decode embedded
|
||||
* textures in MDL (Quake or 3DGS) files.
|
||||
*
|
||||
* This must be a valid path to a file. The file is 768 (256*3) bytes
|
||||
|
@ -250,7 +251,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Enumerates components of the aiScene and aiMesh data structures
|
||||
/** @brief Enumerates components of the aiScene and aiMesh data structures
|
||||
* that can be excluded from the import with the RemoveComponent step.
|
||||
*
|
||||
* See the documentation to #aiProcess_RemoveComment for more details.
|
||||
|
@ -307,12 +308,15 @@ enum aiComponent
|
|||
_aiComponent_Force32Bit = 0x9fffffff
|
||||
};
|
||||
|
||||
// Remove a specific color channel 'n'
|
||||
#define aiComponent_COLORSn(n) (1u << (n+20u))
|
||||
|
||||
// Remove a specific UV channel 'n'
|
||||
#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Input parameter to the #aiProcess_RemoveComponent step:
|
||||
/** @brief Input parameter to the #aiProcess_RemoveComponent step:
|
||||
* Specifies the parts of the data structure to be removed.
|
||||
*
|
||||
* See the documentation to this step for further details. The property
|
||||
|
@ -326,25 +330,31 @@ enum aiComponent
|
|||
#define AI_CONFIG_PP_RVC_FLAGS "pp.rvc.flags"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Input parameter to the #aiProcess_SortByPType step:
|
||||
/** @brief Input parameter to the #aiProcess_SortByPType step:
|
||||
* Specifies which primitive types are removed by the step.
|
||||
*
|
||||
* This is a bitwise combination of the aiPrimitiveType flags.
|
||||
* Specifying all of them is illegal, of course. A typical use would
|
||||
* be to easily exclude all line and point meshes from the import. This
|
||||
* be to exclude all line and point meshes from the import. This
|
||||
* is an integer property, its default value is 0.
|
||||
*/
|
||||
#define AI_CONFIG_PP_SBP_REMOVE "pp.sbp.remove"
|
||||
|
||||
|
||||
|
||||
// TransformUVCoords evalutes UV scalings
|
||||
#define AI_UVTRAFO_SCALING 0x1
|
||||
|
||||
// TransformUVCoords evalutes UV rotations
|
||||
#define AI_UVTRAFO_ROTATION 0x2
|
||||
|
||||
// TransformUVCoords evalutes UV translation
|
||||
#define AI_UVTRAFO_TRANSLATION 0x4
|
||||
|
||||
// Everything baked together -> default value
|
||||
#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Input parameter to the #aiProcess_TransformUVCoords step:
|
||||
/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
|
||||
* Specifies which UV transformations are evaluated.
|
||||
*
|
||||
* This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
|
||||
|
@ -355,7 +365,7 @@ enum aiComponent
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Causes assimp to favour speed against import quality.
|
||||
/** @brief A hint to assimp to favour speed against import quality.
|
||||
*
|
||||
* Enabling this option may result in faster loading, but it needn't.
|
||||
* It represents just a hint to loaders and post-processing steps to use
|
||||
|
@ -364,8 +374,4 @@ enum aiComponent
|
|||
* The default value is 0.
|
||||
*/
|
||||
#define AI_CONFIG_FAVOUR_SPEED "imp.speed_flag"
|
||||
|
||||
|
||||
|
||||
|
||||
#endif // !! AI_CONFIG_H_INC
|
||||
|
|
|
@ -186,6 +186,21 @@ struct aiNode
|
|||
*/
|
||||
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
|
||||
|
||||
|
||||
/** @def AI_SCENE_FLAGS_TERRAIN
|
||||
* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
|
||||
* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
|
||||
* positions refer to the x,y coordinates on the terrain height map, the z-axis
|
||||
* stores the elevation at a specific point.
|
||||
*
|
||||
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
|
||||
* @note Assimp is propably not the best choice for loading *huge* terrains -
|
||||
* fully triangulated data takes extremely much free store and should be avoided
|
||||
* as long as possible (typically you'll do the triangulation when you actually
|
||||
* need to render it).
|
||||
*/
|
||||
#define AI_SCENE_FLAGS_TERRAIN 0x16
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The root structure of the imported data.
|
||||
*
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
cd code
|
||||
mingw32-make -f makefile.mingw
|
||||
|
||||
pause
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,50 @@
|
|||
http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion
|
||||
|
||||
|
||||
ReadmeFirst.txt
|
||||
================
|
||||
|
||||
|
||||
READMEFIRST v1.00 last update July 20, 2008 by B. Hahne
|
||||
|
||||
This READMEFIRST file accompanies the cgspeed.com "BVH conversion"
|
||||
release of the Carnegie-Mellon University (CMU) Graphics Lab Motion
|
||||
Capture Database. See "Where to find stuff" at the bottom of this
|
||||
file for where to get the BVH conversion and/or the original CMU
|
||||
dataset.
|
||||
|
||||
The original CMU motion capture database isn't in BVH format - it's
|
||||
in ASF/AMC format. This BVH conversion release was created by Bruce
|
||||
Hahne, a hobbyist animator, in the interest of making the data more
|
||||
available and easily usable by other animators. I presently (2008)
|
||||
maintain the web site www.cgspeed.com, where this BVH conversion
|
||||
release will be available or linked.
|
||||
|
||||
The emphasis on this release is to produce BVH files that can rapidly
|
||||
be used in MotionBuilder for motion retargetting. The files are not
|
||||
yet particularly Poser-friendly or DazStudio-friendly, due to
|
||||
incorrect assumptions that those programs have to make about the
|
||||
underlying joint rotation setup.
|
||||
|
||||
|
||||
[...]
|
||||
|
||||
|
||||
|
||||
USAGE RIGHTS:
|
||||
|
||||
CMU places no restrictions on the use of the original dataset, and I
|
||||
(Bruce) place no additional restrictions on the use of this particular
|
||||
BVH conversion.
|
||||
|
||||
Here's the relevant paragraph from mocap.cs.cmu.edu:
|
||||
|
||||
Use this data! This data is free for use in research and commercial
|
||||
projects worldwide. If you publish results obtained using this data,
|
||||
we would appreciate it if you would send the citation to your
|
||||
published paper to jkh+mocap@cs.cmu.edu, and also would add this text
|
||||
to your acknowledgments section: "The data used in this project was
|
||||
obtained from mocap.cs.cmu.edu. The database was created with funding
|
||||
from NSF EIA-0196217."
|
||||
|
||||
[...]
|
|
@ -0,0 +1,210 @@
|
|||
<?xml version="1.0"?>
|
||||
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
|
||||
<asset>
|
||||
<contributor>
|
||||
<author>alorino</author>
|
||||
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</authoring_tool>
|
||||
<comments>Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;
|
||||
curveConstrainSampling=0;exportCameraAsLookat=0;
|
||||
exportLights=1;exportCameras=1;exportJointsAndSkin=1;
|
||||
exportAnimations=1;exportTriangles=0;exportInvisibleNodes=0;
|
||||
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
|
||||
exportTexTangents=0;exportConstraints=0;exportPhysics=0;exportXRefs=1;
|
||||
dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
|
||||
<copyright>
|
||||
Copyright 2006 Sony Computer Entertainment Inc.
|
||||
Licensed under the SCEA Shared Source License, Version 1.0 (the
|
||||
"License"); you may not use this file except in compliance with the
|
||||
License. You may obtain a copy of the License at:
|
||||
http://research.scea.com/scea_shared_source_license.html
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
</copyright>
|
||||
</contributor>
|
||||
<created>2006-06-21T21:23:22Z</created>
|
||||
<modified>2006-06-21T21:23:22Z</modified>
|
||||
<unit meter="0.01" name="centimeter"/>
|
||||
<up_axis>Y_UP</up_axis>
|
||||
</asset>
|
||||
<library_cameras>
|
||||
<camera id="PerspCamera" name="PerspCamera">
|
||||
<optics>
|
||||
<technique_common>
|
||||
<perspective>
|
||||
<yfov>37.8493</yfov>
|
||||
<aspect_ratio>1</aspect_ratio>
|
||||
<znear>10</znear>
|
||||
<zfar>1000</zfar>
|
||||
</perspective>
|
||||
</technique_common>
|
||||
</optics>
|
||||
</camera>
|
||||
<camera id="testCameraShape" name="testCameraShape">
|
||||
<optics>
|
||||
<technique_common>
|
||||
<perspective>
|
||||
<yfov>37.8501</yfov>
|
||||
<aspect_ratio>1</aspect_ratio>
|
||||
<znear>0.01</znear>
|
||||
<zfar>1000</zfar>
|
||||
</perspective>
|
||||
</technique_common>
|
||||
</optics>
|
||||
</camera>
|
||||
</library_cameras>
|
||||
<library_lights>
|
||||
<light id="light-lib" name="light">
|
||||
<technique_common>
|
||||
<point>
|
||||
<color>1 1 1</color>
|
||||
<constant_attenuation>1</constant_attenuation>
|
||||
<linear_attenuation>0</linear_attenuation>
|
||||
<quadratic_attenuation>0</quadratic_attenuation>
|
||||
</point>
|
||||
</technique_common>
|
||||
<technique profile="MAX3D">
|
||||
<intensity>1.000000</intensity>
|
||||
</technique>
|
||||
</light>
|
||||
<light id="pointLightShape1-lib" name="pointLightShape1">
|
||||
<technique_common>
|
||||
<point>
|
||||
<color>1 1 1</color>
|
||||
<constant_attenuation>1</constant_attenuation>
|
||||
<linear_attenuation>0</linear_attenuation>
|
||||
<quadratic_attenuation>0</quadratic_attenuation>
|
||||
</point>
|
||||
</technique_common>
|
||||
</light>
|
||||
</library_lights>
|
||||
<library_materials>
|
||||
<material id="Blue" name="Blue">
|
||||
<instance_effect url="#Blue-fx"/>
|
||||
</material>
|
||||
</library_materials>
|
||||
<library_effects>
|
||||
<effect id="Blue-fx">
|
||||
<profile_COMMON>
|
||||
<technique sid="common">
|
||||
<phong>
|
||||
<emission>
|
||||
<color>0 0 0 1</color>
|
||||
</emission>
|
||||
<ambient>
|
||||
<color>0 0 0 1</color>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<color>0.137255 0.403922 0.870588 1</color>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<color>0.5 0.5 0.5 1</color>
|
||||
</specular>
|
||||
<shininess>
|
||||
<float>16</float>
|
||||
</shininess>
|
||||
<reflective>
|
||||
<color>0 0 0 1</color>
|
||||
</reflective>
|
||||
<reflectivity>
|
||||
<float>0.5</float>
|
||||
</reflectivity>
|
||||
<transparent>
|
||||
<color>0 0 0 1</color>
|
||||
</transparent>
|
||||
<transparency>
|
||||
<float>1</float>
|
||||
</transparency>
|
||||
<index_of_refraction>
|
||||
<float>0</float>
|
||||
</index_of_refraction>
|
||||
</phong>
|
||||
</technique>
|
||||
</profile_COMMON>
|
||||
</effect>
|
||||
</library_effects>
|
||||
<library_geometries>
|
||||
<geometry id="box-lib" name="box">
|
||||
<mesh>
|
||||
<source id="box-lib-positions" name="position">
|
||||
<float_array id="box-lib-positions-array" count="24">-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
|
||||
<technique_common>
|
||||
<accessor count="8" offset="0" source="#box-lib-positions-array" stride="3">
|
||||
<param name="X" type="float"></param>
|
||||
<param name="Y" type="float"></param>
|
||||
<param name="Z" type="float"></param>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<source id="box-lib-normals" name="normal">
|
||||
<float_array id="box-lib-normals-array" count="72">0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
|
||||
<technique_common>
|
||||
<accessor count="24" offset="0" source="#box-lib-normals-array" stride="3">
|
||||
<param name="X" type="float"></param>
|
||||
<param name="Y" type="float"></param>
|
||||
<param name="Z" type="float"></param>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<vertices id="box-lib-vertices">
|
||||
<input semantic="POSITION" source="#box-lib-positions"/>
|
||||
</vertices>
|
||||
<polylist count="6" material="BlueSG">
|
||||
<input offset="0" semantic="VERTEX" source="#box-lib-vertices"/>
|
||||
<input offset="1" semantic="NORMAL" source="#box-lib-normals"/>
|
||||
<vcount>4 4 4 4 4 4</vcount>
|
||||
<p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
|
||||
</polylist>
|
||||
</mesh>
|
||||
</geometry>
|
||||
</library_geometries>
|
||||
<library_visual_scenes>
|
||||
<visual_scene id="VisualSceneNode" name="untitled">
|
||||
<node id="Camera" name="Camera">
|
||||
<translate sid="translate">-427.749 333.855 655.017</translate>
|
||||
<rotate sid="rotateY">0 1 0 -33</rotate>
|
||||
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
|
||||
<rotate sid="rotateZ">0 0 1 0</rotate>
|
||||
<instance_camera url="#PerspCamera"/>
|
||||
</node>
|
||||
<node id="Light" name="Light">
|
||||
<translate sid="translate">-500 1000 400</translate>
|
||||
<rotate sid="rotateZ">0 0 1 0</rotate>
|
||||
<rotate sid="rotateY">0 1 0 0</rotate>
|
||||
<rotate sid="rotateX">1 0 0 0</rotate>
|
||||
<instance_light url="#light-lib"/>
|
||||
</node>
|
||||
<node id="Box" name="Box">
|
||||
<rotate sid="rotateZ">0 0 1 0</rotate>
|
||||
<rotate sid="rotateY">0 1 0 0</rotate>
|
||||
<rotate sid="rotateX">1 0 0 0</rotate>
|
||||
<instance_geometry url="#box-lib">
|
||||
<bind_material>
|
||||
<technique_common>
|
||||
<instance_material symbol="BlueSG" target="#Blue"/>
|
||||
</technique_common>
|
||||
</bind_material>
|
||||
</instance_geometry>
|
||||
</node>
|
||||
<node id="testCamera" name="testCamera">
|
||||
<translate sid="translate">-427.749 333.855 655.017</translate>
|
||||
<rotate sid="rotateY">0 1 0 -33</rotate>
|
||||
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
|
||||
<rotate sid="rotateZ">0 0 1 0</rotate>
|
||||
<instance_camera url="#testCameraShape"/>
|
||||
</node>
|
||||
<node id="pointLight1" name="pointLight1">
|
||||
<translate sid="translate">3 4 10</translate>
|
||||
<rotate sid="rotateZ">0 0 1 0</rotate>
|
||||
<rotate sid="rotateY">0 1 0 0</rotate>
|
||||
<rotate sid="rotateX">1 0 0 0</rotate>
|
||||
<instance_light url="#pointLightShape1-lib"/>
|
||||
</node>
|
||||
</visual_scene>
|
||||
</library_visual_scenes>
|
||||
<scene>
|
||||
<instance_visual_scene url="#VisualSceneNode"/>
|
||||
</scene>
|
||||
</COLLADA>
|
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Loading…
Reference in New Issue