Cleared majority of codepage warnings in Visual Studio 14.
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575afd82f1
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c3d40810b5
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@ -353,7 +353,7 @@ static bool ParseHelper_Decode_Base64_IsBase64(const char pChar)
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void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
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void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
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{
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{
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// With help from
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// With help from
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// RenИ Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
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// René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
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const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
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const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
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uint8_t tidx = 0;
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uint8_t tidx = 0;
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@ -1135,7 +1135,7 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
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bool b = false;
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bool b = false;
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// For the moment we're just reading the three floats -
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// For the moment we're just reading the three floats -
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// we ignore the <EFBFBD>dditional information for bezier's and TCBs
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// we ignore the additional information for bezier's and TCBs
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// simple scaling keyframe
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// simple scaling keyframe
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if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
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if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
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@ -1181,7 +1181,7 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
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bool b = false;
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bool b = false;
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// For the moment we're just reading the three floats -
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// For the moment we're just reading the three floats -
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// we ignore the <EFBFBD>dditional information for bezier's and TCBs
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// we ignore the additional information for bezier's and TCBs
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// simple scaling keyframe
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// simple scaling keyframe
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if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
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if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
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@ -1227,7 +1227,7 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
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bool b = false;
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bool b = false;
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// For the moment we're just reading the floats -
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// For the moment we're just reading the floats -
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// we ignore the <EFBFBD>dditional information for bezier's and TCBs
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// we ignore the additional information for bezier's and TCBs
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// simple scaling keyframe
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// simple scaling keyframe
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if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
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if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
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@ -454,7 +454,7 @@ void LWOImporter::FindUVChannels(LWO::Surface& surf,
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++extra;
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++extra;
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out[next++] = i;
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out[next++] = i;
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}
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}
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// B<EFBFBD>h ... seems not to be used at all. Push to end if enough space is available.
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// Bah ... seems not to be used at all. Push to end if enough space is available.
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else {
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else {
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out[extra++] = i;
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out[extra++] = i;
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++num_extra;
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++num_extra;
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@ -702,7 +702,7 @@ void SMDImporter::ParseFile()
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{
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{
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if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
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if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
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// "version <n> \n", <n> should be 1 for hl and hl<EFBFBD> SMD files
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// "version <n> \n", <n> should be 1 for hl and hl2 SMD files
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if (TokenMatch(szCurrent,"version",7))
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if (TokenMatch(szCurrent,"version",7))
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{
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{
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if(!SkipSpaces(szCurrent,&szCurrent)) break;
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if(!SkipSpaces(szCurrent,&szCurrent)) break;
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@ -245,7 +245,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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// The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
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// The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
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// tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
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// tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
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// logarithmic precision - around 1, they are 1<EFBFBD>(2^24) and around 10000, they are 0.00125.
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// logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125.
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// For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
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// For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
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// incoming vertex positions might have already been transformed, probably using rather
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// incoming vertex positions might have already been transformed, probably using rather
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@ -566,7 +566,7 @@ private:
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/// There shall be at least as many colours in the X3DColorNode node as there are faces.
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/// There shall be at least as many colours in the X3DColorNode node as there are faces.
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/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
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/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
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/// If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
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/// If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
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/// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (−1)
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/// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (-1)
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/// in exactly the same places as the coordIndex field.
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/// in exactly the same places as the coordIndex field.
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/// If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
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/// If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
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/// \param [in] pMesh - mesh for adding data.
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/// \param [in] pMesh - mesh for adding data.
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@ -467,7 +467,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
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if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))// at first special cases
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if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))// at first special cases
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{
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{
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if(pSpine_Closed)
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if(pSpine_Closed)
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{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] − spine[n − 2]) to compute the Y-axis.
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{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] - spine[n - 2]) to compute the Y-axis.
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// As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0])
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// As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0])
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// in tail are removed.
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// in tail are removed.
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// So, last point in pSpine is a spine[n - 2]
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// So, last point in pSpine is a spine[n - 2]
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@ -478,13 +478,13 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
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tvec = pSpine[1] - pSpine[0];
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tvec = pSpine[1] - pSpine[0];
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}
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}
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else
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else
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{// The Y-axis used for the last point it is the vector from spine[n−2] to spine[n−1]. In our case(see above about droping tail) spine[n - 1] is
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{// The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about droping tail) spine[n - 1] is
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// the spine[0].
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// the spine[0].
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tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
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tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
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}
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}
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}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))
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}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))
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else
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else
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{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] − spine[i−1]).
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{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] - spine[i-1]).
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tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1];
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tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1];
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}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else
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}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else
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@ -549,7 +549,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx
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}
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}
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// After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis
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// After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis
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// is flipped (multiplied by −1).
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// is flipped (multiplied by -1).
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if((tvec * pVecZ_Prev) < 0) tvec = -tvec;
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if((tvec * pVecZ_Prev) < 0) tvec = -tvec;
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return tvec.Normalize();
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return tvec.Normalize();
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@ -780,7 +780,7 @@ struct CX3DImporter_NodeElement_Light : public CX3DImporter_NodeElement
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float Intensity;///< Specifies the brightness of the direct emission from the light.
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float Intensity;///< Specifies the brightness of the direct emission from the light.
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/// \var Attenuation
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/// \var Attenuation
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/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
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/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
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/// is: "1 / max(attenuation[0] + attenuation[1] × r + attenuation[2] × r2, 1)", where r is the distance from the light to the surface being illuminated.
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/// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
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aiVector3D Attenuation;
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aiVector3D Attenuation;
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aiVector3D Location;///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
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aiVector3D Location;///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
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float Radius;///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
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float Radius;///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
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@ -26,7 +26,7 @@
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* Paper no. DETC2005-85513 pp. 565-575 *
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* Paper no. DETC2005-85513 pp. 565-575 *
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* ASME 2005 International Design Engineering Technical Conferences *
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* ASME 2005 International Design Engineering Technical Conferences *
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* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
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* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
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* September 24–28, 2005 , Long Beach, California, USA *
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* September 24-28, 2005 , Long Beach, California, USA *
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* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
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* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
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* *
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* *
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*******************************************************************************/
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*******************************************************************************/
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@ -26,7 +26,7 @@
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* Paper no. DETC2005-85513 pp. 565-575 *
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* Paper no. DETC2005-85513 pp. 565-575 *
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* ASME 2005 International Design Engineering Technical Conferences *
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* ASME 2005 International Design Engineering Technical Conferences *
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* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
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* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
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* September 24–28, 2005 , Long Beach, California, USA *
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* September 24-28, 2005 , Long Beach, California, USA *
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* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
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* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
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* *
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* *
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*******************************************************************************/
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*******************************************************************************/
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@ -212,7 +212,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
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#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
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#error Currently, Borland is unsupported. Feel free to port Assimp.
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#error Currently, Borland is unsupported. Feel free to port Assimp.
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// "W8059 Packgr<EFBFBD><EFBFBD>e der Struktur ge<67>ndert"
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// "W8059 Packgröße der Struktur geändert"
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#endif
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#endif
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@ -154,7 +154,7 @@ public:
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* vector called "from" into another vector called "to".
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* vector called "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Authors: Tomas M<EFBFBD>ller, John Hughes
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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* Journal of Graphics Tools, 4(4):1-4, 1999
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*/
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*/
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@ -242,7 +242,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
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* "from" into another vector called "to".
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* "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Authors: Tomas M<EFBFBD>ller, John Hughes
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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* Journal of Graphics Tools, 4(4):1-4, 1999
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*/
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*/
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@ -592,7 +592,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
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* "from" into another vector called "to".
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* "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Authors: Tomas M<EFBFBD>ller, John Hughes
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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* Journal of Graphics Tools, 4(4):1-4, 1999
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*/
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*/
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