Adding samples/SimpleOpenGL.
Adding basic math functions to the C API. This functionality is exposed to C++ users via operator overloading of aiMatrix4x4, aiMatrix3x3, aiVector3D. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@442 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
5b2c7d060a
commit
cc96f55c61
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@ -553,7 +553,7 @@ ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x
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}
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// ------------------------------------------------------------------------------------------------
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// Affline matrix decomposition
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// Matrix decomposition
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ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
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aiQuaternion* rotation,
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aiVector3D* position)
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@ -562,4 +562,72 @@ ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
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mat->Decompose(*scaling,*rotation,*position);
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}
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// ------------------------------------------------------------------------------------------------
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// Matrix transpose
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ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat)
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{
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ai_assert(NULL != mat);
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mat->Transpose();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat)
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{
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ai_assert(NULL != mat);
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mat->Transpose();
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}
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// ------------------------------------------------------------------------------------------------
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// Vector transformation
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ASSIMP_API void aiTransformVecByMatrix3(C_STRUCT aiVector3D* vec,
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const C_STRUCT aiMatrix3x3* mat)
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{
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ai_assert(NULL != mat && NULL != vec);
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*vec *= (*mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiTransformVecByMatrix4(C_STRUCT aiVector3D* vec,
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const C_STRUCT aiMatrix4x4* mat)
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{
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ai_assert(NULL != mat && NULL != vec);
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*vec *= (*mat);
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}
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// ------------------------------------------------------------------------------------------------
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// Matrix multiplication
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ASSIMP_API void aiMultiplyMatrix4(
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C_STRUCT aiMatrix4x4* dst,
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const C_STRUCT aiMatrix4x4* src)
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{
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ai_assert(NULL != dst && NULL != src);
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*dst = (*dst) * (*src);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMultiplyMatrix3(
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C_STRUCT aiMatrix3x3* dst,
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const C_STRUCT aiMatrix3x3* src)
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{
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ai_assert(NULL != dst && NULL != src);
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*dst = (*dst) * (*src);
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}
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// ------------------------------------------------------------------------------------------------
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// Matrix identity
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ASSIMP_API void aiIdentityMatrix3(
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C_STRUCT aiMatrix3x3* mat)
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{
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ai_assert(NULL != mat);
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*mat = aiMatrix3x3();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiIdentityMatrix4(
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C_STRUCT aiMatrix4x4* mat)
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{
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ai_assert(NULL != mat);
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*mat = aiMatrix4x4();
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}
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@ -184,13 +184,13 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
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{
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aiVector3D center, min, max;
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FindMeshCenter(mesh, center, min, max);
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// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
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// currently the mapping axis will always be one of x,y,z, except if the
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// PretransformVertices step is used (it transforms the meshes into worldspace,
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// thus changing the mapping axis)
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if (axis * base_axis_x >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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// For each point get a normalized projection vector in the sphere,
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// get its longitude and latitude and map them to their respective
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@ -204,48 +204,38 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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// Thus we can derive:
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// lat = arcsin (z)
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// lon = arctan (y/x)
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
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{
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
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(asin (diff.x) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
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out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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// ... just the same again
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
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{
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
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(asin (diff.y) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
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out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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// ... just the same again
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
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{
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
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(asin (diff.z) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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else
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{
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else {
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aiMatrix4x4 mTrafo;
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aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
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FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
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// again the same, except we're applying a transformation now
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
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{
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
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(asin (diff.z) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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@ -208,14 +208,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# define ASSIMP_BUILD_DEBUG
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#endif
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/* This is PI. Hi PI.
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*/
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#define AI_MATH_PI (3.1415926538)
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/* This is PI. Hi PI. */
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#define AI_MATH_PI (3.141592653589793238462643383279 )
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#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
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#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
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/* Tiny macro to convert from radians to degrees and the opposite
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*/
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/* And this is to avoid endless (float) casts */
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#define AI_MATH_PI_F (3.1415926538f)
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#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
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#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
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/* Tiny macro to convert from radians to degrees and back */
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#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
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#define AI_RAD_TO_DEG(x) (x*57.2957795f)
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@ -326,6 +326,70 @@ ASSIMP_API void aiDecomposeMatrix(
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C_STRUCT aiQuaternion* rotation,
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C_STRUCT aiVector3D* position);
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// --------------------------------------------------------------------------------
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/** Transpose a 4x4 matrix.
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* @param mat Pointer to the matrix to be transposed
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*/
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ASSIMP_API void aiTransposeMatrix4(
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C_STRUCT aiMatrix4x4* mat);
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// --------------------------------------------------------------------------------
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/** Transpose a 3x3 matrix.
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* @param mat Pointer to the matrix to be transposed
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*/
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ASSIMP_API void aiTransposeMatrix3(
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C_STRUCT aiMatrix3x3* mat);
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// --------------------------------------------------------------------------------
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/** Transform a vector by a 3x3 matrix
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* @param vec Vector to be transformed.
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* @param mat Matrix to transform the vector with.
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*/
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ASSIMP_API void aiTransformVecByMatrix3(
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C_STRUCT aiVector3D* vec,
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const C_STRUCT aiMatrix3x3* mat);
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// --------------------------------------------------------------------------------
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/** Transform a vector by a 4x4 matrix
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* @param vec Vector to be transformed.
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* @param mat Matrix to transform the vector with.
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*/
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ASSIMP_API void aiTransformVecByMatrix4(
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C_STRUCT aiVector3D* vec,
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const C_STRUCT aiMatrix4x4* mat);
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// --------------------------------------------------------------------------------
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/** Multiply two 4x4 matrices.
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* @param dst First factor, receives result.
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* @param src Matrix to be multiplied with 'dst'.
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*/
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ASSIMP_API void aiMultiplyMatrix4(
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C_STRUCT aiMatrix4x4* dst,
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const C_STRUCT aiMatrix4x4* src);
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// --------------------------------------------------------------------------------
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/** Multiply two 3x3 matrices.
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* @param dst First factor, receives result.
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* @param src Matrix to be multiplied with 'dst'.
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*/
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ASSIMP_API void aiMultiplyMatrix3(
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C_STRUCT aiMatrix3x3* dst,
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const C_STRUCT aiMatrix3x3* src);
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// --------------------------------------------------------------------------------
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/** Get a 3x3 identity matrix.
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* @param mat Matrix to receive its personal identity
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*/
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ASSIMP_API void aiIdentityMatrix3(
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C_STRUCT aiMatrix3x3* mat);
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// --------------------------------------------------------------------------------
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/** Get a 4x4 identity matrix.
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* @param mat Matrix to receive its personal identity
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*/
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ASSIMP_API void aiIdentityMatrix4(
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C_STRUCT aiMatrix4x4* mat);
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#ifdef __cplusplus
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}
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@ -0,0 +1,22 @@
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----------------------------------------------------------------------------
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This directory contains various samples to illustrate Assimp's
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use in various real-worl environments. Workspaces for all samples
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are bundled in ./workspaces, makesfiles can be found in the
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respective directories of the samples.
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All GL-based samples depend on GLUT. For use with the VS workspaces,
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it's best practice to copy glut right _here_ (./glut/) so the
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predefined build configuration will find it.
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Also note that the VS workspaces links against the DLL version of the library,
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thus you need to build it first (assimp-release-dll) and copy the dll to the
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directory of the sample.
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SimpleOpenGL
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A very simple and streightforward OpenGL sample. It loads a
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model (gets the path to it on the command line, default is dwarf.x)
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and displays the model as wireframe. Animations and materials are
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not evaluated at all. This samples uses the C interface to Assimp.
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----------------------------------------------------------------------------
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@ -0,0 +1,229 @@
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// ----------------------------------------------------------------------------
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// Simple sample to prove that Assimp is absolutely easy to use with OpenGL.
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// It takes a file name as command line parameter, loads it using standard
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// settings and displays it.
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//
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// If you intend to _use_ this code sample in your app, do yourself a favour
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// and replace glVertex3D with VBOs ...
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//
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// The vc8 solution links against assimp-release-dll_win32 - be sure to
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// have this configuration built.
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// ----------------------------------------------------------------------------
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#include "Gl/glut.h"
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// assimp include files. These three are usually needed.
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#include "assimp.h"
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#include "aiPostProcess.h"
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#include "aiScene.h"
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// the global Assimp scene object
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const struct aiScene* scene = NULL;
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struct aiVector3D scene_min,scene_max;
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// current rotation angle
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static float angle = 0.f;
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#define aisgl_min(x,y) (x<y?x:y)
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#define aisgl_max(x,y) (y>x?y:x)
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// ----------------------------------------------------------------------------
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void reshape(int width, int height)
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{
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const double aspectRatio = (float) width / height, fieldOfView = 45.0;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(fieldOfView, aspectRatio,
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1.0, 1000.0); /* Znear and Zfar */
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glViewport(0, 0, width, height);
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}
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// ----------------------------------------------------------------------------
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void get_bounding_box_for_node (const struct aiNode* nd,
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struct aiVector3D* min,
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struct aiVector3D* max,
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struct aiMatrix4x4* trafo
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){
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struct aiMatrix4x4 prev;
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unsigned int n = 0, t;
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aiMultiplyMatrix4(trafo,&nd->mTransformation);
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for (; n < nd->mNumMeshes; ++n) {
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const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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for (t = 0; t < mesh->mNumVertices; ++t) {
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struct aiVector3D tmp = mesh->mVertices[t];
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aiTransformVecByMatrix4(&tmp,trafo);
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min->x = aisgl_min(min->x,tmp.x);
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min->y = aisgl_min(min->y,tmp.y);
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min->z = aisgl_min(min->z,tmp.z);
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max->x = aisgl_max(max->x,tmp.x);
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max->y = aisgl_max(max->y,tmp.y);
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max->z = aisgl_max(max->z,tmp.z);
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}
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}
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prev = nd->mTransformation;
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for (n = 0; n < nd->mNumChildren; ++n) {
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get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
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}
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*trafo = prev;
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}
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// ----------------------------------------------------------------------------
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void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
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{
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struct aiMatrix4x4 trafo;
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aiIdentityMatrix4(&trafo);
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min->x = min->y = min->z = 1e10f;
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max->x = max->y = max->z = -1e10f;
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get_bounding_box_for_node(scene->mRootNode,min,max,&trafo);
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}
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// ----------------------------------------------------------------------------
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void recursive_render (const struct aiNode* nd)
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{
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unsigned int n = 0, t;
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struct aiMatrix4x4 m = nd->mTransformation;
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// update transform
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aiTransposeMatrix4(&m);
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glMultMatrixf((float*)&m);
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// draw all meshes assigned to this node
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for (; n < nd->mNumMeshes; ++n) {
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const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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glBegin(GL_TRIANGLES);
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for (t = 0; t < mesh->mNumFaces; ++t) {
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const struct aiFace* face = &mesh->mFaces[t];
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glColor3f(1.f,0.f,0.f);
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glVertex3fv(&mesh->mVertices[face->mIndices[0]].x);
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glVertex3fv(&mesh->mVertices[face->mIndices[1]].x);
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glVertex3fv(&mesh->mVertices[face->mIndices[2]].x);
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}
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glEnd();
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}
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// draw all children
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for (n = 0; n < nd->mNumChildren; ++n) {
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recursive_render(nd->mChildren[n]);
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}
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}
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// ----------------------------------------------------------------------------
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void do_motion (void)
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{
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static GLint prev_time = 0;
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int time = glutGet(GLUT_ELAPSED_TIME);
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angle += (time-prev_time)*0.01;
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prev_time = time;
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glutPostRedisplay ();
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}
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// ----------------------------------------------------------------------------
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void display(void)
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{
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float tmp;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f);
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// scale the whole asset to fit into our view frustum
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tmp = scene_max.x-scene_min.x;
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tmp = aisgl_max(scene_max.y-scene_min.y,tmp);
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tmp = aisgl_max(scene_max.z-scene_min.z,tmp);
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tmp = 1.f/(tmp);
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glScalef(tmp,tmp,tmp);
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// fixme: center around origin
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// rotate it around the y axis
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glRotatef(angle,0.f,1.f,0.f);
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|
||||
// now begin at the root node of the imported data and traverse
|
||||
// the scenegraph by multipliying subsequent local transforms
|
||||
// together on GL's matrix stack.
|
||||
recursive_render(scene->mRootNode);
|
||||
glutSwapBuffers();
|
||||
|
||||
do_motion();
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
int loadasset (const char* path)
|
||||
{
|
||||
// we are taking one of the postprocessing presets to avoid
|
||||
// writing 20 single postprocessing flags here.
|
||||
scene = aiImportFile(path,aiProcessPreset_TargetRealtime_Quality);
|
||||
|
||||
if (scene) {
|
||||
|
||||
get_bounding_box(&scene_min,&scene_max);
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
struct aiLogStream stream;
|
||||
glutInitWindowSize(900,600);
|
||||
glutInitWindowPosition(100,100);
|
||||
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
||||
glutInit(&argc, argv);
|
||||
|
||||
glutCreateWindow("Assimp - Very simple OpenGL sample");
|
||||
glutDisplayFunc(display);
|
||||
glutReshapeFunc(reshape);
|
||||
|
||||
// get a handle to the predefined STDOUT log stream and attach
|
||||
// it to the logging system. It will be active for all further
|
||||
// calls to aiImportFile(Ex) and aiApplyPostProcessing.
|
||||
stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
// ... exactly the same, but this stream will now write the
|
||||
// log file to assimp_log.txt
|
||||
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models/X/dwarf.x")) {
|
||||
if( argc != 1 || 0 != loadasset( "../../../../test/models/X/dwarf.x")) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
glPolygonMode(GL_FRONT,GL_LINE);
|
||||
glPolygonMode(GL_BACK,GL_LINE);
|
||||
glClearColor(0.1f,0.1f,0.1f,1.f);
|
||||
|
||||
glutGet(GLUT_ELAPSED_TIME);
|
||||
glutMainLoop();
|
||||
|
||||
// cleanup - calling 'aiReleaseImport' is important, as the library
|
||||
// keeps internal resources until the scene is freed again. Not
|
||||
// doing so can cause severe resource leaking.
|
||||
aiReleaseImport(scene);
|
||||
|
||||
// We added a log stream to the library, it's our job to disable it
|
||||
// again. This will definitely release the last resources allocated
|
||||
// by Assimp.
|
||||
aiDetachAllLogStreams();
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,199 @@
|
|||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="SimpleOpenGL"
|
||||
ProjectGUID="{A53D047C-2C35-44FB-B7DB-2066FE520950}"
|
||||
RootNamespace="SimpleOpenGL"
|
||||
Keyword="Win32Proj"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="$(SolutionDir)..\..\SimpleOpenGL"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\..\glut;..\..\..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
MinimalRebuild="true"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="3"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="4"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="glut32.lib assimp.lib"
|
||||
LinkIncremental="2"
|
||||
AdditionalLibraryDirectories="..\..\..\glut;"..\..\..\..\lib\assimp_release-dll_win32""
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
CommandLine="copy $(SolutionDir)..\..\..\bin\assimp_release-dll_win32\Assimp32.dll $(SolutionDir)..\..\SimpleOpenGL\"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(SolutionDir)..\..\SimpleOpenGL"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
WholeProgramOptimization="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalIncludeDirectories="..\..\..\glut;..\..\..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
RuntimeLibrary="2"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="3"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="glut32.lib assimp.lib"
|
||||
LinkIncremental="1"
|
||||
AdditionalLibraryDirectories="..\..\..\glut;"..\..\..\..\lib\assimp_release-dll_win32""
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="1"
|
||||
OptimizeReferences="2"
|
||||
EnableCOMDATFolding="2"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
CommandLine="copy $(SolutionDir)..\..\..\bin\assimp_release-dll_win32\Assimp32.dll $(SolutionDir)..\..\SimpleOpenGL\"
|
||||
/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<Filter
|
||||
Name="res"
|
||||
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
|
||||
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
|
||||
>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="source"
|
||||
Filter="h;hpp;hxx;hm;inl;inc;xsd"
|
||||
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\..\SimpleOpenGL\Sample_SimpleOpenGL.c"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
|
@ -0,0 +1,20 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 9.00
|
||||
# Visual Studio 2005
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimpleOpenGL", "SimpleOpenGL\SimpleOpenGL.vcproj", "{A53D047C-2C35-44FB-B7DB-2066FE520950}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
Release|Win32 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Release|Win32.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
Loading…
Reference in New Issue