FEATURE: FindInvalidData step now provides a configuration option to fine-tune the accuracy of floating-point comparisons.

Ogre-Importer now compiles with -noboost.
Fixing GCC complaints about inproper 'address of temporary' in Ogre-Importer.


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@480 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-09-21 17:41:57 +00:00
parent 29bb83ebb6
commit c89107a117
6 changed files with 183 additions and 130 deletions

View File

@ -73,32 +73,39 @@ bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
return 0 != (pFlags & aiProcess_FindInvalidData); return 0 != (pFlags & aiProcess_FindInvalidData);
} }
// ------------------------------------------------------------------------------------------------
// Setup import configuration
void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
{
// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Update mesh references in the node graph // Update mesh references in the node graph
void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping) void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
{ {
if (node->mNumMeshes) if (node->mNumMeshes) {
{
unsigned int out = 0; unsigned int out = 0;
for (unsigned int a = 0; a < node->mNumMeshes;++a) for (unsigned int a = 0; a < node->mNumMeshes;++a) {
{
register unsigned int ref = node->mMeshes[a]; register unsigned int ref = node->mMeshes[a];
if (0xffffffff != (ref = meshMapping[ref])) if (0xffffffff != (ref = meshMapping[ref])) {
{
node->mMeshes[out++] = ref; node->mMeshes[out++] = ref;
} }
} }
// just let the members that are unused, that's much cheaper // just let the members that are unused, that's much cheaper
// than a full array realloc'n'copy party ... // than a full array realloc'n'copy party ...
if(!(node->mNumMeshes = out)) if(!(node->mNumMeshes = out)) {
{
delete[] node->mMeshes; delete[] node->mMeshes;
node->mMeshes = NULL; node->mMeshes = NULL;
} }
} }
// recursively update all children // recursively update all children
for (unsigned int i = 0; i < node->mNumChildren;++i) for (unsigned int i = 0; i < node->mNumChildren;++i) {
UpdateMeshReferences(node->mChildren[i],meshMapping); UpdateMeshReferences(node->mChildren[i],meshMapping);
}
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -112,14 +119,13 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
unsigned int real = 0; unsigned int real = 0;
// Process meshes // Process meshes
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
{
int result; int result;
if ((result = ProcessMesh( pScene->mMeshes[a]))) if ((result = ProcessMesh( pScene->mMeshes[a]))) {
{
out = true; out = true;
if (2 == result)
{ if (2 == result) {
// remove this mesh // remove this mesh
delete pScene->mMeshes[a]; delete pScene->mMeshes[a];
AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]); AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
@ -133,17 +139,16 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
} }
// Process animations // Process animations
for (unsigned int a = 0; a < pScene->mNumAnimations;++a) for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
ProcessAnimation( pScene->mAnimations[a]); ProcessAnimation( pScene->mAnimations[a]);
}
if (out) if (out) {
{ if ( real != pScene->mNumMeshes) {
if ( real != pScene->mNumMeshes) if (!real) {
{
if (!real)
throw new ImportErrorException("No meshes remaining"); throw new ImportErrorException("No meshes remaining");
}
// we need to remove some meshes. // we need to remove some meshes.
// therefore we'll also need to remove all references // therefore we'll also need to remove all references
@ -172,24 +177,25 @@ inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsi
{ {
bool b = false; bool b = false;
unsigned int cnt = 0; unsigned int cnt = 0;
for (unsigned int i = 0; i < size;++i) for (unsigned int i = 0; i < size;++i) {
{
if (dirtyMask.size() && dirtyMask[i])continue; if (dirtyMask.size() && dirtyMask[i]) {
continue;
}
++cnt; ++cnt;
const aiVector3D& v = arr[i]; const aiVector3D& v = arr[i];
if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
{
return "INF/NAN was found in a vector component"; return "INF/NAN was found in a vector component";
} }
if (!mayBeZero && !v.x && !v.y && !v.z ) if (!mayBeZero && !v.x && !v.y && !v.z ) {
{
return "Found zero-length vector"; return "Found zero-length vector";
} }
if (i && v != arr[i-1])b = true; if (i && v != arr[i-1])b = true;
} }
if (cnt > 1 && !b && !mayBeIdentical) if (cnt > 1 && !b && !mayBeIdentical) {
return "All vectors are identical"; return "All vectors are identical";
}
return NULL; return NULL;
} }
@ -198,10 +204,8 @@ template <typename T>
inline bool ProcessArray(T*& in, unsigned int num,const char* name, inline bool ProcessArray(T*& in, unsigned int num,const char* name,
const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
{ {
const char* err = ValidateArrayContents(in,num,dirtyMask, const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
mayBeIdentical,mayBeZero); if (err) {
if (err)
{
DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err); DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
delete[] in; delete[] in;
@ -213,12 +217,55 @@ inline bool ProcessArray(T*& in, unsigned int num,const char* name,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
template <typename T> template <typename T>
inline bool AllIdentical(T* in, unsigned int num) AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, float epsilon);
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool EpsilonCompare(float n, float s, float epsilon) {
return fabs(n-s)>epsilon;
}
// ------------------------------------------------------------------------------------------------
template <>
bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, float epsilon) {
return
EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
}
// ------------------------------------------------------------------------------------------------
template <>
bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, float epsilon) {
return
EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
}
// ------------------------------------------------------------------------------------------------
template <typename T>
inline bool AllIdentical(T* in, unsigned int num, float epsilon)
{ {
if (num <= 1)return true; if (num <= 1) {
for (unsigned int i = 0; i < num-1;++i) return true;
{ }
if (in[i] != in[i+1])return false;
if (epsilon > 0.f) {
for (unsigned int i = 0; i < num-1;++i) {
if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
return false;
}
}
}
else {
for (unsigned int i = 0; i < num-1;++i) {
if (in[i] != in[i+1]) {
return false;
}
}
} }
return true; return true;
} }
@ -228,8 +275,9 @@ inline bool AllIdentical(T* in, unsigned int num)
void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
{ {
// Process all animation channels // Process all animation channels
for (unsigned int a = 0; a < anim->mNumChannels;++a) for (unsigned int a = 0; a < anim->mNumChannels;++a) {
ProcessAnimationChannel( anim->mChannels[a]); ProcessAnimationChannel( anim->mChannels[a]);
}
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -243,7 +291,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
// Check whether all values in a tracks are identical - in this case // Check whether all values in a tracks are identical - in this case
// we can remove al keys except one. // we can remove al keys except one.
// POSITIONS // POSITIONS
if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys)) if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
{ {
aiVectorKey v = anim->mPositionKeys[0]; aiVectorKey v = anim->mPositionKeys[0];
@ -255,7 +303,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
} }
// ROTATIONS // ROTATIONS
if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys)) if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
{ {
aiQuatKey v = anim->mRotationKeys[0]; aiQuatKey v = anim->mRotationKeys[0];
@ -267,7 +315,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
} }
// SCALINGS // SCALINGS
if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys)) if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
{ {
aiVectorKey v = anim->mScalingKeys[0]; aiVectorKey v = anim->mScalingKeys[0];
@ -290,29 +338,26 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
// Ignore elements that are not referenced by vertices. // Ignore elements that are not referenced by vertices.
// (they are, for example, caused by the FindDegenerates step) // (they are, for example, caused by the FindDegenerates step)
for (unsigned int m = 0; m < pMesh->mNumFaces;++m) for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
{
const aiFace& f = pMesh->mFaces[m]; const aiFace& f = pMesh->mFaces[m];
for (unsigned int i = 0; i < f.mNumIndices;++i)
for (unsigned int i = 0; i < f.mNumIndices;++i) {
dirtyMask[f.mIndices[i]] = false; dirtyMask[f.mIndices[i]] = false;
}
} }
// Process vertex positions // Process vertex positions
if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) {
{
DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions"); DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
return 2; return 2;
} }
// process texture coordinates // process texture coordinates
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i) {
{ if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) {
if (!pMesh->mTextureCoords[i])break;
if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask))
{
// delete all subsequent texture coordinate sets. // delete all subsequent texture coordinate sets.
for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
{
delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL; delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
} }
ret = true; ret = true;
@ -323,8 +368,8 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
// they are invalid or not. // they are invalid or not.
// Normals and tangents are undefined for point and line faces. // Normals and tangents are undefined for point and line faces.
if (pMesh->mNormals || pMesh->mTangents) if (pMesh->mNormals || pMesh->mTangents) {
{
if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes || if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
aiPrimitiveType_LINE & pMesh->mPrimitiveTypes) aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
{ {
@ -336,11 +381,12 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
{ {
const aiFace& f = pMesh->mFaces[m]; const aiFace& f = pMesh->mFaces[m];
if (f.mNumIndices < 3) if (f.mNumIndices < 3) {
{
dirtyMask[f.mIndices[0]] = true; dirtyMask[f.mIndices[0]] = true;
if (f.mNumIndices == 2)
if (f.mNumIndices == 2) {
dirtyMask[f.mIndices[1]] = true; dirtyMask[f.mIndices[1]] = true;
}
} }
} }
} }
@ -355,17 +401,13 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
ret = true; ret = true;
// Process mesh tangents // Process mesh tangents
if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices, if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
"tangents",dirtyMask))
{
delete[] pMesh->mBitangents; pMesh->mBitangents = NULL; delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
ret = true; ret = true;
} }
// Process mesh bitangents // Process mesh bitangents
if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices, if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
"bitangents",dirtyMask))
{
delete[] pMesh->mTangents; pMesh->mTangents = NULL; delete[] pMesh->mTangents; pMesh->mTangents = NULL;
ret = true; ret = true;
} }

View File

@ -48,18 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
struct aiMesh; struct aiMesh;
class FindInvalidDataProcessTest; class FindInvalidDataProcessTest;
namespace Assimp {
namespace Assimp
{
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** The FindInvalidData postprocessing step. It searches the mesh data /** The FindInvalidData postprocessing step. It searches the mesh data
* for parts that are obviously invalid and removes them. * for parts that are obviously invalid and removes them.
* *
* Originally this was a workaround for some models written by Blender * Originally this was a workaround for some models written by Blender
* which have zero normal vectors. * which have zero normal vectors. */
*/ class ASSIMP_API FindInvalidDataProcess
class ASSIMP_API FindInvalidDataProcess : public BaseProcess : public BaseProcess
{ {
friend class Importer; friend class Importer;
friend class ::FindInvalidDataProcessTest; friend class ::FindInvalidDataProcessTest;
@ -75,13 +73,15 @@ protected:
public: public:
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** //
*/
bool IsActive( unsigned int pFlags) const; bool IsActive( unsigned int pFlags) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** // Setup import settings
*/ void SetupProperties(const Importer* pImp);
// -------------------------------------------------------------------
// Run the step
void Execute( aiScene* pScene); void Execute( aiScene* pScene);
protected: protected:
@ -89,22 +89,21 @@ protected:
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** Executes the postprocessing step on the given mesh /** Executes the postprocessing step on the given mesh
* @param pMesh The mesh to process. * @param pMesh The mesh to process.
* @return 0 - nothing, 1 - removed sth, 2 - please delete me * @return 0 - nothing, 1 - removed sth, 2 - please delete me */
*/
int ProcessMesh( aiMesh* pMesh); int ProcessMesh( aiMesh* pMesh);
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** Executes the postprocessing step on the given animation /** Executes the postprocessing step on the given animation
* @param anim The animation to process. * @param anim The animation to process. */
*/
void ProcessAnimation (aiAnimation* anim); void ProcessAnimation (aiAnimation* anim);
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** Executes the postprocessing step on the given anim channel /** Executes the postprocessing step on the given anim channel
* @param anim The animation channel to process. * @param anim The animation channel to process.*/
*/
void ProcessAnimationChannel (aiNodeAnim* anim); void ProcessAnimationChannel (aiNodeAnim* anim);
private:
float configEpsilon;
}; };
} // end of namespace Assimp } // end of namespace Assimp

View File

@ -6,8 +6,8 @@
#include <sstream> #include <sstream>
using namespace std; using namespace std;
#include "boost/format.hpp" //#include "boost/format.hpp"
#include "boost/foreach.hpp" //#include "boost/foreach.hpp"
using namespace boost; using namespace boost;
#include "OgreImporter.h" #include "OgreImporter.h"
@ -340,7 +340,9 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName) aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
{ {
MaterialHelper *NewMaterial=new MaterialHelper(); MaterialHelper *NewMaterial=new MaterialHelper();
NewMaterial->AddProperty(&aiString(MaterialName.c_str()), AI_MATKEY_NAME);
aiString ts(MaterialName.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
/*For bettetr understanding of the material parser, here is a material example file: /*For bettetr understanding of the material parser, here is a material example file:
material Sarg material Sarg
@ -449,7 +451,8 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
if(Line=="texture") if(Line=="texture")
{ {
ss >> Line; ss >> Line;
NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0)); aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
} }
}//end of texture unit }//end of texture unit
} }
@ -478,12 +481,14 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
if(Line=="$colormap") if(Line=="$colormap")
{ {
ss >> Line; ss >> Line;
NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0)); aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
} }
if(Line=="$normalmap") if(Line=="$normalmap")
{ {
ss >> Line; ss >> Line;
NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0)); aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
} }
} }
}//end of material }//end of material
@ -569,7 +574,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
XmlRead(SkeletonFile); XmlRead(SkeletonFile);
} }
//The bones in the file a not neccesarly ordered by there id's so we do it now: //The bones in the file a not neccesarly ordered by there id's so we do it now:
sort(Bones.begin(), Bones.end()); std::sort(Bones.begin(), Bones.end());
//now the id of each bone should be equal to its position in the vector: //now the id of each bone should be equal to its position in the vector:
//so we do a simple check: //so we do a simple check:
{ {
@ -779,10 +784,12 @@ aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* Parent
//----Create the node for this bone and set its values----- //----Create the node for this bone and set its values-----
aiNode* NewNode=new aiNode(Bones[BoneId].Name); aiNode* NewNode=new aiNode(Bones[BoneId].Name);
NewNode->mParent=ParentNode; NewNode->mParent=ParentNode;
aiMatrix4x4 t0,t1;
//create a matrix from the transformation values of the ogre bone //create a matrix from the transformation values of the ogre bone
NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, aiMatrix4x4()) NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
* *
aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, aiMatrix4x4()) aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
; ;
//__________________________________________________________ //__________________________________________________________

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@ -146,10 +146,10 @@ struct Bone
///ctor ///ctor
Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {} Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
///this operator is needed to sort the bones after Id's ///this operator is needed to sort the bones after Id's
bool operator<(const Bone& rval) bool operator<(const Bone& rval) const
{return Id<rval.Id; } {return Id<rval.Id; }
///this operator is needed to find a bone by its name in a vector<Bone> ///this operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& rval) bool operator==(const std::string& rval) const
{return Name==rval; } {return Name==rval; }
}; };

View File

@ -212,8 +212,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* *
* This is used by the #aiProcess_LimitBoneWeights PostProcess-Step. * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
* @note The default value is AI_LBW_MAX_WEIGHTS * @note The default value is AI_LBW_MAX_WEIGHTS
* Property type: integer. * Property type: integer.*/
*/
#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \ #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
"PP_LBW_MAX_WEIGHTS" "PP_LBW_MAX_WEIGHTS"
@ -243,71 +242,59 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @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 by using the RemoveComponent step. * that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
* *
* See the documentation to #aiProcess_RemoveComponent for more details. * See the documentation to #aiProcess_RemoveComponent for more details.
*/ */
enum aiComponent enum aiComponent
{ {
/** Normal vectors /** Normal vectors */
*/
aiComponent_NORMALS = 0x2u, aiComponent_NORMALS = 0x2u,
/** Tangents and bitangents go always together ... /** Tangents and bitangents go always together ... */
*/
aiComponent_TANGENTS_AND_BITANGENTS = 0x4u, aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
/** ALL color sets /** ALL color sets
* Use aiComponent_COLORn(N) to specify the N'th set * Use aiComponent_COLORn(N) to specify the N'th set */
*/
aiComponent_COLORS = 0x8, aiComponent_COLORS = 0x8,
/** ALL texture UV sets /** ALL texture UV sets
* aiComponent_TEXCOORDn(N) to specify the N'th set * aiComponent_TEXCOORDn(N) to specify the N'th set */
*/
aiComponent_TEXCOORDS = 0x10, aiComponent_TEXCOORDS = 0x10,
/** Removes all bone weights from all meshes. /** Removes all bone weights from all meshes.
* The scenegraph nodes corresponding to the bones are NOT removed. * The scenegraph nodes corresponding to the bones are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this * use the #aiProcess_OptimizeGraph step to do this */
*/
aiComponent_BONEWEIGHTS = 0x20, aiComponent_BONEWEIGHTS = 0x20,
/** Removes all node animations (aiScene::mAnimations). /** Removes all node animations (aiScene::mAnimations).
* The corresponding scenegraph nodes are NOT removed. * The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this * use the #aiProcess_OptimizeGraph step to do this */
*/
aiComponent_ANIMATIONS = 0x40, aiComponent_ANIMATIONS = 0x40,
/** Removes all embedded textures (aiScene::mTextures) /** Removes all embedded textures (aiScene::mTextures) */
*/
aiComponent_TEXTURES = 0x80, aiComponent_TEXTURES = 0x80,
/** Removes all light sources (aiScene::mLights). /** Removes all light sources (aiScene::mLights).
* The corresponding scenegraph nodes are NOT removed. * The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this * use the #aiProcess_OptimizeGraph step to do this */
*/
aiComponent_LIGHTS = 0x100, aiComponent_LIGHTS = 0x100,
/** Removes all light sources (aiScene::mCameras). /** Removes all light sources (aiScene::mCameras).
* The corresponding scenegraph nodes are NOT removed. * The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this * use the #aiProcess_OptimizeGraph step to do this */
*/
aiComponent_CAMERAS = 0x200, aiComponent_CAMERAS = 0x200,
/** Removes all meshes (aiScene::mMeshes). /** Removes all meshes (aiScene::mMeshes). */
*/
aiComponent_MESHES = 0x400, aiComponent_MESHES = 0x400,
/** Removes all materials. One default material will /** Removes all materials. One default material will
* be generated, so aiScene::mNumMaterials will be 1. * be generated, so aiScene::mNumMaterials will be 1. */
*/
aiComponent_MATERIALS = 0x800, aiComponent_MATERIALS = 0x800,
/** This value is not used. It is just there to force the /** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer. * compiler to map this enum to a 32 Bit integer. */
*/
_aiComponent_Force32Bit = 0x9fffffff _aiComponent_Force32Bit = 0x9fffffff
}; };
@ -344,6 +331,18 @@ enum aiComponent
#define AI_CONFIG_PP_SBP_REMOVE \ #define AI_CONFIG_PP_SBP_REMOVE \
"PP_SBP_REMOVE" "PP_SBP_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
* Specifies the floating-point accuracy for animation values. The step
* checks for animation tracks where all frame values are absolutely equal
* and removes them. This tweakable controls the epsilon for floating-point
* comparisons - two keys are considered equal if the invariant
* abs(n0-n1)>epsilon holds true for all vector respectively quaternion
* components. The default value is 0.f - comparisons are exact then.
*/
#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
"PP_FID_ANIM_ACCURACY"
// TransformUVCoords evaluates UV scalings // TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1 #define AI_UVTRAFO_SCALING 0x1
@ -552,11 +551,13 @@ enum aiComponent
#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \ #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
"IMPORT_IRR_ANIM_FPS" "IMPORT_IRR_ANIM_FPS"
/// Ogre Importer will try to load this Materialfile
/** // ---------------------------------------------------------------------------
Ogre Mehs contain only the MaterialName, not the MaterialFile. If there is no material file /** Ogre Importer will try to load this Materialfile
with the same name as the material, Ogre Importer will try to load this file and search the material in it. * Ogre Mehs contain only the MaterialName, not the MaterialFile. If there
*/ * is no material file with the same name as the material, Ogre Importer will
* try to load this file and search the material in it.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE" #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"

View File

@ -358,12 +358,16 @@ enum aiPostProcessSteps
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
/** <hr>This step searches all meshes for invalid data, such as zeroed /** <hr>This step searches all meshes for invalid data, such as zeroed
* normal vectors or invalid UV coords and removes them. * normal vectors or invalid UV coords and removes/fixes them. This is
* intended to get rid of some common exporter errors.
* *
* This is especially useful for normals. If they are invalid, and * This is especially useful for normals. If they are invalid, and
* the step recognizes this, they will be removed and can later * the step recognizes this, they will be removed and can later
* be computed by one of the other steps.<br> * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
* The step will also remove meshes that are infinitely small. * The step will also remove meshes that are infinitely small and reduce
* animation tracks consisting of hundreds if redundant keys to a single
* key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
* the accuracy of the check for duplicate animation tracks.
*/ */
aiProcess_FindInvalidData = 0x20000, aiProcess_FindInvalidData = 0x20000,