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-9d2fd5bffc1fpull/1/head
parent
29bb83ebb6
commit
c89107a117
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@ -73,32 +73,39 @@ bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
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return 0 != (pFlags & aiProcess_FindInvalidData);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
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{
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// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
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configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh references in the node graph
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
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{
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if (node->mNumMeshes)
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{
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if (node->mNumMeshes) {
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unsigned int out = 0;
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for (unsigned int a = 0; a < node->mNumMeshes;++a)
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{
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for (unsigned int a = 0; a < node->mNumMeshes;++a) {
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register unsigned int ref = node->mMeshes[a];
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if (0xffffffff != (ref = meshMapping[ref]))
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{
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if (0xffffffff != (ref = meshMapping[ref])) {
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node->mMeshes[out++] = ref;
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}
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out))
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{
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if(!(node->mNumMeshes = out)) {
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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}
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// recursively update all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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UpdateMeshReferences(node->mChildren[i],meshMapping);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -112,14 +119,13 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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unsigned int real = 0;
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a])))
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{
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if ((result = ProcessMesh( pScene->mMeshes[a]))) {
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out = true;
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if (2 == result)
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{
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if (2 == result) {
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// remove this mesh
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delete pScene->mMeshes[a];
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AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
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@ -133,17 +139,16 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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}
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// Process animations
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a)
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
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ProcessAnimation( pScene->mAnimations[a]);
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}
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if (out)
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{
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if ( real != pScene->mNumMeshes)
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{
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if (!real)
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if (out) {
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if ( real != pScene->mNumMeshes) {
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if (!real) {
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throw new ImportErrorException("No meshes remaining");
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}
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// we need to remove some meshes.
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// therefore we'll also need to remove all references
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@ -172,24 +177,25 @@ inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsi
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{
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bool b = false;
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < size;++i)
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{
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if (dirtyMask.size() && dirtyMask[i])continue;
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for (unsigned int i = 0; i < size;++i) {
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if (dirtyMask.size() && dirtyMask[i]) {
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continue;
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}
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++cnt;
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const aiVector3D& v = arr[i];
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z))
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{
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
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return "INF/NAN was found in a vector component";
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}
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if (!mayBeZero && !v.x && !v.y && !v.z )
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{
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if (!mayBeZero && !v.x && !v.y && !v.z ) {
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return "Found zero-length vector";
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}
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if (i && v != arr[i-1])b = true;
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}
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if (cnt > 1 && !b && !mayBeIdentical)
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if (cnt > 1 && !b && !mayBeIdentical) {
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return "All vectors are identical";
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}
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return NULL;
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}
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@ -198,10 +204,8 @@ template <typename T>
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inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
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{
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const char* err = ValidateArrayContents(in,num,dirtyMask,
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mayBeIdentical,mayBeZero);
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if (err)
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{
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const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
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if (err) {
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DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
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delete[] in;
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@ -213,12 +217,55 @@ inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num)
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AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, float epsilon);
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool EpsilonCompare(float n, float s, float epsilon) {
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return fabs(n-s)>epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, float epsilon) {
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return
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EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
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EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
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EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, float epsilon) {
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return
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EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
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EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
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EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
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EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num, float epsilon)
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{
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if (num <= 1)return true;
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for (unsigned int i = 0; i < num-1;++i)
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{
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if (in[i] != in[i+1])return false;
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if (num <= 1) {
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return true;
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}
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if (epsilon > 0.f) {
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for (unsigned int i = 0; i < num-1;++i) {
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if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
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return false;
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}
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}
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}
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else {
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for (unsigned int i = 0; i < num-1;++i) {
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if (in[i] != in[i+1]) {
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return false;
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}
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}
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}
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return true;
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}
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@ -228,8 +275,9 @@ inline bool AllIdentical(T* in, unsigned int num)
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void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
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{
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// Process all animation channels
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for (unsigned int a = 0; a < anim->mNumChannels;++a)
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for (unsigned int a = 0; a < anim->mNumChannels;++a) {
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ProcessAnimationChannel( anim->mChannels[a]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -243,7 +291,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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// Check whether all values in a tracks are identical - in this case
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// we can remove al keys except one.
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// POSITIONS
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys))
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
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{
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aiVectorKey v = anim->mPositionKeys[0];
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}
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// ROTATIONS
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys))
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
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{
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aiQuatKey v = anim->mRotationKeys[0];
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}
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// SCALINGS
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys))
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
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{
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aiVectorKey v = anim->mScalingKeys[0];
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@ -290,29 +338,26 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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// Ignore elements that are not referenced by vertices.
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// (they are, for example, caused by the FindDegenerates step)
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
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{
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
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const aiFace& f = pMesh->mFaces[m];
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for (unsigned int i = 0; i < f.mNumIndices;++i)
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for (unsigned int i = 0; i < f.mNumIndices;++i) {
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dirtyMask[f.mIndices[i]] = false;
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}
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}
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// Process vertex positions
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if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask))
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{
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if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) {
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DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
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return 2;
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}
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask))
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i) {
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) {
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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{
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
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delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
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}
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ret = true;
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// they are invalid or not.
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// Normals and tangents are undefined for point and line faces.
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if (pMesh->mNormals || pMesh->mTangents)
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{
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if (pMesh->mNormals || pMesh->mTangents) {
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if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
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{
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@ -336,14 +381,15 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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{
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const aiFace& f = pMesh->mFaces[m];
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if (f.mNumIndices < 3)
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{
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if (f.mNumIndices < 3) {
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dirtyMask[f.mIndices[0]] = true;
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if (f.mNumIndices == 2)
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if (f.mNumIndices == 2) {
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dirtyMask[f.mIndices[1]] = true;
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}
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}
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}
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}
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// Normals, tangents and bitangents are undefined for
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// the whole mesh (and should not even be there)
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else return ret;
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ret = true;
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// Process mesh tangents
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,
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"tangents",dirtyMask))
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{
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
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delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
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ret = true;
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}
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// Process mesh bitangents
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,
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"bitangents",dirtyMask))
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{
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
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delete[] pMesh->mTangents; pMesh->mTangents = NULL;
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ret = true;
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}
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@ -48,18 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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struct aiMesh;
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class FindInvalidDataProcessTest;
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namespace Assimp
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{
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** The FindInvalidData postprocessing step. It searches the mesh data
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* for parts that are obviously invalid and removes them.
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*
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* Originally this was a workaround for some models written by Blender
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* which have zero normal vectors.
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*/
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess
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* which have zero normal vectors. */
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class ASSIMP_API FindInvalidDataProcess
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: public BaseProcess
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{
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friend class Importer;
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friend class ::FindInvalidDataProcessTest;
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@ -75,13 +73,15 @@ protected:
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public:
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// -------------------------------------------------------------------
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/**
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*/
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//
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/**
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*/
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// Setup import settings
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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// Run the step
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void Execute( aiScene* pScene);
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protected:
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@ -89,22 +89,21 @@ protected:
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given mesh
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* @param pMesh The mesh to process.
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me
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*/
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
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int ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given animation
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* @param anim The animation to process.
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*/
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* @param anim The animation to process. */
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void ProcessAnimation (aiAnimation* anim);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given anim channel
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* @param anim The animation channel to process.
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*/
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* @param anim The animation channel to process.*/
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void ProcessAnimationChannel (aiNodeAnim* anim);
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private:
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float configEpsilon;
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};
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} // end of namespace Assimp
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@ -6,8 +6,8 @@
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#include <sstream>
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using namespace std;
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#include "boost/format.hpp"
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#include "boost/foreach.hpp"
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//#include "boost/format.hpp"
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//#include "boost/foreach.hpp"
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using namespace boost;
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#include "OgreImporter.h"
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@ -340,7 +340,9 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
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{
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MaterialHelper *NewMaterial=new MaterialHelper();
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NewMaterial->AddProperty(&aiString(MaterialName.c_str()), AI_MATKEY_NAME);
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aiString ts(MaterialName.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
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/*For bettetr understanding of the material parser, here is a material example file:
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material Sarg
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@ -449,7 +451,8 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
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if(Line=="texture")
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{
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ss >> Line;
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NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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aiString ts(Line.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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}
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}//end of texture unit
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}
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@ -478,12 +481,14 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
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if(Line=="$colormap")
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{
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ss >> Line;
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NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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aiString ts(Line.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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}
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if(Line=="$normalmap")
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{
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ss >> Line;
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NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
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aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
}
|
||||
}//end of material
|
||||
|
@ -569,7 +574,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|||
XmlRead(SkeletonFile);
|
||||
}
|
||||
//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:
|
||||
//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-----
|
||||
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
|
||||
NewNode->mParent=ParentNode;
|
||||
|
||||
aiMatrix4x4 t0,t1;
|
||||
//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)
|
||||
;
|
||||
//__________________________________________________________
|
||||
|
||||
|
|
|
@ -146,10 +146,10 @@ struct Bone
|
|||
///ctor
|
||||
Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
|
||||
///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; }
|
||||
///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; }
|
||||
|
||||
};
|
||||
|
|
|
@ -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.
|
||||
* @note The default value is AI_LBW_MAX_WEIGHTS
|
||||
* Property type: integer.
|
||||
*/
|
||||
* Property type: integer.*/
|
||||
#define AI_CONFIG_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
|
||||
* 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.
|
||||
*/
|
||||
enum aiComponent
|
||||
{
|
||||
/** Normal vectors
|
||||
*/
|
||||
/** Normal vectors */
|
||||
aiComponent_NORMALS = 0x2u,
|
||||
|
||||
/** Tangents and bitangents go always together ...
|
||||
*/
|
||||
/** Tangents and bitangents go always together ... */
|
||||
aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
|
||||
|
||||
/** 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,
|
||||
|
||||
/** 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,
|
||||
|
||||
/** Removes all bone weights from all meshes.
|
||||
* 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,
|
||||
|
||||
/** Removes all node animations (aiScene::mAnimations).
|
||||
* 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,
|
||||
|
||||
/** Removes all embedded textures (aiScene::mTextures)
|
||||
*/
|
||||
/** Removes all embedded textures (aiScene::mTextures) */
|
||||
aiComponent_TEXTURES = 0x80,
|
||||
|
||||
/** Removes all light sources (aiScene::mLights).
|
||||
* 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,
|
||||
|
||||
/** Removes all light sources (aiScene::mCameras).
|
||||
* 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,
|
||||
|
||||
/** Removes all meshes (aiScene::mMeshes).
|
||||
*/
|
||||
/** Removes all meshes (aiScene::mMeshes). */
|
||||
aiComponent_MESHES = 0x400,
|
||||
|
||||
/** 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,
|
||||
|
||||
|
||||
/** 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
|
||||
};
|
||||
|
||||
|
@ -344,6 +331,18 @@ enum aiComponent
|
|||
#define AI_CONFIG_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
|
||||
#define AI_UVTRAFO_SCALING 0x1
|
||||
|
@ -552,11 +551,13 @@ enum aiComponent
|
|||
#define AI_CONFIG_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
|
||||
with the same name as the material, Ogre Importer will try to load this file and search the material in it.
|
||||
*/
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Ogre Importer will try to load this Materialfile
|
||||
* 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"
|
||||
|
||||
|
||||
|
|
|
@ -358,12 +358,16 @@ enum aiPostProcessSteps
|
|||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <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
|
||||
* the step recognizes this, they will be removed and can later
|
||||
* be computed by one of the other steps.<br>
|
||||
* The step will also remove meshes that are infinitely small.
|
||||
* be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
|
||||
* 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,
|
||||
|
||||
|
|
Loading…
Reference in New Issue