FIX: SMDLoader was broken due to erroneous 'rt' in input stream construction.
FIX: MD3Loader, revive dead branch. FIX: TargetAnimation - clarify doc on preconditions. FIX: aiMatrix3x3::FromTo - move cross product into a branch to save it we can do it without it. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@530 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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1c0f3f1b2e
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c999f65a7d
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@ -303,7 +303,7 @@ void Q3Shader::ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBloc
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type = aiTextureType_EMISSIVE;
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}
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}
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else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && Q3Shader::BLEND_GL_ZERO) {
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else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) {
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index = cur_lm++;
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type = aiTextureType_LIGHTMAP;
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}
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@ -96,7 +96,7 @@ void SMDImporter::SetupProperties(const Importer* pImp)
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void SMDImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rt"));
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL) {
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@ -92,8 +92,9 @@ inline T Interpolate(const T& one, const T& two, float val)
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void KeyIterator::operator ++()
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{
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// If we are already at the end of all keyframes, return
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if (reachedEnd)return;
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if (reachedEnd) {
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return;
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}
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// Now search in all arrays for the time value closest
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// to our current position on the time line
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@ -125,8 +126,7 @@ void KeyIterator::operator ++()
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curTime = d0;
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// interpolate the other
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if (1 == targetObjPos->size() || !nextTargetObjPos)
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{
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if (1 == targetObjPos->size() || !nextTargetObjPos) {
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curTargetPosition = targetObjPos->at(0).mValue;
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}
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else
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@ -147,8 +147,7 @@ void KeyIterator::operator ++()
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curTime = d1;
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// interpolate the other
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if (1 == objPos->size() || !nextObjPos)
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{
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if (1 == objPos->size() || !nextObjPos) {
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curPosition = objPos->at(0).mValue;
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}
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else
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@ -199,15 +198,12 @@ void TargetAnimationHelper::SetFixedMainAnimationChannel(
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// ------------------------------------------------------------------------------------------------
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void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
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{
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ai_assert(NULL != targetPositions);
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ai_assert(NULL != targetPositions && NULL != distanceTrack);
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// TODO: in most cases we won't need the extra array
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std::vector<aiVectorKey>* fill = NULL;
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std::vector<aiVectorKey> real;
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if (distanceTrack)
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{
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fill = (distanceTrack == objectPositions ? &real : distanceTrack);
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}
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std::vector<aiVectorKey>* fill = (distanceTrack == objectPositions ? &real : distanceTrack);
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fill->reserve(std::max( objectPositions->size(), targetPositions->size() ));
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// Iterate through all object keys and interpolate their values if necessary.
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@ -238,11 +234,13 @@ void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
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}
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else
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{
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// FIXME: handle this
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}
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// diff is now the vector in which our camera is pointing
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}
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if (real.size())
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if (real.size()) {
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*distanceTrack = real;
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}
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}
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@ -125,8 +125,7 @@ private:
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* 3DS and ASE store the differently to Assimp - there is an animation
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* channel for the camera/spot light itself and a separate position
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* animation channels specifying the position of the camera/spot light
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* look-at target
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*/
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* look-at target */
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class ASSIMP_API TargetAnimationHelper
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{
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public:
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@ -143,8 +142,7 @@ public:
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* This channel specifies the position of the camera/spot light
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* target at a specific position.
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*
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* @param targetPositions Translation channel
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*/
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* @param targetPositions Translation channel*/
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void SetTargetAnimationChannel (const
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std::vector<aiVectorKey>* targetPositions);
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@ -152,23 +150,20 @@ public:
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// ------------------------------------------------------------------
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/** Sets the main animation channel
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*
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* @param objectPositions Translation channel
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*/
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* @param objectPositions Translation channel */
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void SetMainAnimationChannel ( const
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std::vector<aiVectorKey>* objectPositions);
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// ------------------------------------------------------------------
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/** Sets the main animation channel to a fixed value
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*
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* @param fixed Fixed value for the main animation channel
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*/
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* @param fixed Fixed value for the main animation channel*/
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void SetFixedMainAnimationChannel(const aiVector3D& fixed);
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// ------------------------------------------------------------------
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/** Computes final animation channels
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*
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*/
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* @param distanceTrack Receive camera translation keys ... != NULL. */
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void Process( std::vector<aiVectorKey>* distanceTrack );
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@ -168,7 +168,6 @@ inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3&
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inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
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const aiVector3D& to, aiMatrix3x3& mtx)
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{
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const aiVector3D v = from ^ to;
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const float e = from * to;
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const float f = (e < 0)? -e:e;
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@ -223,6 +222,7 @@ inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
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}
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else /* the most common case, unless "from"="to", or "from"=-"to" */
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{
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const aiVector3D v = from ^ to;
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/* ... use this hand optimized version (9 mults less) */
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const float h = 1.0f/(1.0f + e); /* optimization by Gottfried Chen */
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const float hvx = h * v.x;
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