Merge commit 'cc3f8b82f9f6fb4b295a39a3f7ac55154145cc04' into contrib

Conflicts:
	CMakeLists.txt
pull/261/head
Léo Terziman 2014-01-17 11:45:57 +01:00
commit d28fc25c5c
28 changed files with 1091 additions and 68 deletions

View File

@ -0,0 +1,176 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderBMesh.cpp
* @brief Conversion of Blender's new BMesh stuff
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderDNA.h"
#include "BlenderScene.h"
#include "BlenderBMesh.h"
#include "BlenderTessellator.h"
namespace Assimp
{
template< > const std::string LogFunctions< BlenderBMeshConverter >::log_prefix = "BLEND_BMESH: ";
}
using namespace Assimp;
using namespace Assimp::Blender;
using namespace Assimp::Formatter;
// ------------------------------------------------------------------------------------------------
BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ):
BMesh( mesh ),
triMesh( NULL )
{
AssertValidMesh( );
}
// ------------------------------------------------------------------------------------------------
BlenderBMeshConverter::~BlenderBMeshConverter( )
{
DestroyTriMesh( );
}
// ------------------------------------------------------------------------------------------------
bool BlenderBMeshConverter::ContainsBMesh( ) const
{
// TODO - Should probably do some additional verification here
return BMesh->totpoly && BMesh->totloop && BMesh->totvert;
}
// ------------------------------------------------------------------------------------------------
const Mesh* BlenderBMeshConverter::TriangulateBMesh( )
{
AssertValidMesh( );
AssertValidSizes( );
PrepareTriMesh( );
for ( int i = 0; i < BMesh->totpoly; ++i )
{
const MPoly& poly = BMesh->mpoly[ i ];
ConvertPolyToFaces( poly );
}
return triMesh;
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AssertValidMesh( )
{
if ( !ContainsBMesh( ) )
{
ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AssertValidSizes( )
{
if ( BMesh->totpoly != BMesh->mpoly.size( ) )
{
ThrowException( "BMesh poly array has incorrect size" );
}
if ( BMesh->totloop != BMesh->mloop.size( ) )
{
ThrowException( "BMesh loop array has incorrect size" );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::PrepareTriMesh( )
{
if ( triMesh )
{
DestroyTriMesh( );
}
triMesh = new Mesh( *BMesh );
triMesh->totface = 0;
triMesh->mface.clear( );
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::DestroyTriMesh( )
{
delete triMesh;
triMesh = NULL;
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly )
{
const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ];
if ( poly.totloop == 3 || poly.totloop == 4 )
{
AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 );
}
else if ( poly.totloop > 4 )
{
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
BlenderTessellatorGL tessGL( *this );
tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
#elif ASSIMP_BLEND_WITH_POLY_2_TRI
BlenderTessellatorP2T tessP2T( *this );
tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
#endif
}
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 )
{
MFace face;
face.v1 = v1;
face.v2 = v2;
face.v3 = v3;
face.v4 = v4;
// TODO - Work out how materials work
face.mat_nr = 0;
triMesh->mface.push_back( face );
triMesh->totface = triMesh->mface.size( );
}
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

View File

@ -0,0 +1,93 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderBMesh.h
* @brief Conversion of Blender's new BMesh stuff
*/
#ifndef INCLUDED_AI_BLEND_BMESH_H
#define INCLUDED_AI_BLEND_BMESH_H
#include "LogAux.h"
namespace Assimp
{
// TinyFormatter.h
namespace Formatter
{
template < typename T,typename TR, typename A > class basic_formatter;
typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
}
// BlenderScene.h
namespace Blender
{
struct Mesh;
struct MPoly;
struct MLoop;
}
class BlenderBMeshConverter: public LogFunctions< BlenderBMeshConverter >
{
public:
BlenderBMeshConverter( const Blender::Mesh* mesh );
~BlenderBMeshConverter( );
bool ContainsBMesh( ) const;
const Blender::Mesh* TriangulateBMesh( );
private:
void AssertValidMesh( );
void AssertValidSizes( );
void PrepareTriMesh( );
void DestroyTriMesh( );
void ConvertPolyToFaces( const Blender::MPoly& poly );
void AddFace( int v1, int v2, int v3, int v4 = 0 );
const Blender::Mesh* BMesh;
Blender::Mesh* triMesh;
friend class BlenderTessellatorGL;
friend class BlenderTessellatorP2T;
};
} // end of namespace Assimp
#endif // INCLUDED_AI_BLEND_BMESH_H

View File

@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BlenderIntermediate.h"
#include "BlenderModifier.h"
#include "BlenderBMesh.h"
#include "StreamReader.h"
#include "MemoryIOWrapper.h"
@ -658,6 +659,12 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
)
{
BlenderBMeshConverter BMeshConverter( mesh );
if ( BMeshConverter.ContainsBMesh( ) )
{
mesh = BMeshConverter.TriangulateBMesh( );
}
typedef std::pair<const int,size_t> MyPair;
if ((!mesh->totface && !mesh->totloop) || !mesh->totvert) {
return;

View File

@ -0,0 +1,520 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderTessellator.cpp
* @brief A simple tessellation wrapper
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderDNA.h"
#include "BlenderScene.h"
#include "BlenderBMesh.h"
#include "BlenderTessellator.h"
#define BLEND_TESS_MAGIC ( 0x83ed9ac3 )
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
namespace Assimp
{
template< > const std::string LogFunctions< BlenderTessellatorGL >::log_prefix = "BLEND_TESS_GL: ";
}
using namespace Assimp;
using namespace Assimp::Blender;
#ifndef CALLBACK
#define CALLBACK
#endif
// ------------------------------------------------------------------------------------------------
BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ):
converter( &converter )
{
}
// ------------------------------------------------------------------------------------------------
BlenderTessellatorGL::~BlenderTessellatorGL( )
{
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
AssertVertexCount( vertexCount );
std::vector< VertexGL > polyLoopGL;
GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );
TessDataGL tessData;
Tesssellate( polyLoopGL, tessData );
TriangulateDrawCalls( tessData );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::AssertVertexCount( int vertexCount )
{
if ( vertexCount <= 4 )
{
ThrowException( "Expected more than 4 vertices for tessellation" );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
for ( int i = 0; i < vertexCount; ++i )
{
const MLoop& loopItem = polyLoop[ i ];
const MVert& vertex = vertices[ loopItem.v ];
polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData )
{
GLUtesselator* tessellator = gluNewTess( );
gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );
gluTessBeginPolygon( tessellator, &tessData );
gluTessBeginContour( tessellator );
for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
{
gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
}
gluTessEndContour( tessellator );
gluTessEndPolygon( tessellator );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
{
// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
// need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
// GLU tessellate changes or tristrips and fans are wanted.
// See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
{
const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
if ( drawCallGL.drawMode == GL_TRIANGLES )
{
MakeFacesFromTris( vertices, drawCallGL.vertexCount );
}
else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
{
MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
}
else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
{
MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
}
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
{
int triangleCount = vertexCount / 3;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i * 3;
converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
{
int triangleCount = vertexCount - 2;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i;
converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
{
int triangleCount = vertexCount - 2;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i;
converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateBegin( GLenum drawModeGL, void* userData )
{
TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateEnd( void* )
{
// Do nothing
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateVertex( const void* vtxData, void* userData )
{
TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData );
if ( vertex.magic != BLEND_TESS_MAGIC )
{
ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" );
}
tessData.vertices.push_back( vertex );
if ( tessData.drawCalls.size( ) == 0 )
{
ThrowException( "\"Vertex\" callback received before \"Begin\"" );
}
++( tessData.drawCalls.back( ).vertexCount );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData )
{
ThrowException( "Intersected polygon loops are not yet supported" );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateEdgeFlag( GLboolean, void* )
{
// Do nothing
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* )
{
ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) );
}
#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
#if ASSIMP_BLEND_WITH_POLY_2_TRI
namespace Assimp
{
template< > const std::string LogFunctions< BlenderTessellatorP2T >::log_prefix = "BLEND_TESS_P2T: ";
}
using namespace Assimp;
using namespace Assimp::Blender;
// ------------------------------------------------------------------------------------------------
BlenderTessellatorP2T::BlenderTessellatorP2T( BlenderBMeshConverter& converter ):
converter( &converter )
{
}
// ------------------------------------------------------------------------------------------------
BlenderTessellatorP2T::~BlenderTessellatorP2T( )
{
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
AssertVertexCount( vertexCount );
// NOTE - We have to hope that points in a Blender polygon are roughly on the same plane.
// There may be some triangulation artifacts if they are wildly different.
std::vector< PointP2T > points;
Copy3DVertices( polyLoop, vertexCount, vertices, points );
PlaneP2T plane = FindLLSQPlane( points );
aiMatrix4x4 transform = GeneratePointTransformMatrix( plane );
TransformAndFlattenVectices( transform, points );
std::vector< p2t::Point* > pointRefs;
ReferencePoints( points, pointRefs );
p2t::CDT cdt( pointRefs );
cdt.Triangulate( );
std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( );
MakeFacesFromTriangles( triangles );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::AssertVertexCount( int vertexCount )
{
if ( vertexCount <= 4 )
{
ThrowException( "Expected more than 4 vertices for tessellation" );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices, std::vector< PointP2T >& points ) const
{
points.resize( vertexCount );
for ( int i = 0; i < vertexCount; ++i )
{
const MLoop& loop = polyLoop[ i ];
const MVert& vert = vertices[ loop.v ];
PointP2T& point = points[ i ];
point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] );
point.index = loop.v;
point.magic = BLEND_TESS_MAGIC;
}
}
// ------------------------------------------------------------------------------------------------
aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const
{
aiVector3D sideA( 1.0f, 0.0f, 0.0f );
if ( fabs( plane.normal * sideA ) > 0.999f )
{
sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
}
aiVector3D sideB( plane.normal ^ sideA );
sideB.Normalize( );
sideA = sideB ^ plane.normal;
aiMatrix4x4 result;
result.a1 = sideA.x;
result.a2 = sideA.y;
result.a3 = sideA.z;
result.b1 = sideB.x;
result.b2 = sideB.y;
result.b3 = sideB.z;
result.c1 = plane.normal.x;
result.c2 = plane.normal.y;
result.c3 = plane.normal.z;
result.a4 = plane.centre.x;
result.b4 = plane.centre.y;
result.c4 = plane.centre.z;
result.Inverse( );
return result;
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const
{
for ( unsigned int i = 0; i < vertices.size( ); ++i )
{
PointP2T& point = vertices[ i ];
point.point3D = transform * point.point3D;
point.point2D.set( point.point3D.y, point.point3D.z );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const
{
pointRefs.resize( points.size( ) );
for ( unsigned int i = 0; i < points.size( ); ++i )
{
pointRefs[ i ] = &points[ i ].point2D;
}
}
// ------------------------------------------------------------------------------------------------
// Yes this is filthy... but we have no choice
#define OffsetOf( Class, Member ) ( static_cast< unsigned int >( \
reinterpret_cast<uint8_t*>(&( reinterpret_cast< Class* >( NULL )->*( &Class::Member ) )) - \
static_cast<uint8_t*>(NULL) ) )
inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
{
unsigned int pointOffset = OffsetOf( PointP2T, point2D );
PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
if ( pointStruct.magic != BLEND_TESS_MAGIC )
{
ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" );
}
return pointStruct;
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const
{
for ( unsigned int i = 0; i < triangles.size( ); ++i )
{
p2t::Triangle& Triangle = *triangles[ i ];
PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) );
PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) );
PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) );
converter->AddFace( pointA.index, pointB.index, pointC.index );
}
}
// ------------------------------------------------------------------------------------------------
inline float p2tMax( float a, float b )
{
return a > b ? a : b;
}
// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) const
{
float result = 0.0f;
for ( int x = 0; x < 3; ++x )
{
for ( int y = 0; y < 3; ++y )
{
result = p2tMax( fabs( mtx[ x ][ y ] ), result );
}
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Aparently Assimp doesn't have matrix scaling
aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
{
aiMatrix3x3 result;
for ( int x = 0; x < 3; ++x )
{
for ( int y = 0; y < 3; ++y )
{
result[ x ][ y ] = mtx[ x ][ y ] * scale;
}
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const
{
float scale = FindLargestMatrixElem( mtx );
aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
mc = mc * mc * mc;
aiVector3D v( 1.0f );
aiVector3D lastV = v;
for ( int i = 0; i < 100; ++i )
{
v = mc * v;
v.Normalize( );
if ( ( v - lastV ).SquareLength( ) < 1e-16f )
{
break;
}
lastV = v;
}
return v;
}
// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& points ) const
{
PlaneP2T result;
aiVector3D sum( 0.0f );
for ( unsigned int i = 0; i < points.size( ); ++i )
{
sum += points[ i ].point3D;
}
result.centre = sum * ( 1.0f / points.size( ) );
float sumXX = 0.0f;
float sumXY = 0.0f;
float sumXZ = 0.0f;
float sumYY = 0.0f;
float sumYZ = 0.0f;
float sumZZ = 0.0f;
for ( unsigned int i = 0; i < points.size( ); ++i )
{
aiVector3D offset = points[ i ].point3D - result.centre;
sumXX += offset.x * offset.x;
sumXY += offset.x * offset.y;
sumXZ += offset.x * offset.z;
sumYY += offset.y * offset.y;
sumYZ += offset.y * offset.z;
sumZZ += offset.z * offset.z;
}
aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );
float det = mtx.Determinant( );
if ( det == 0.0f )
{
result.normal = aiVector3D( 0.0f );
}
else
{
aiMatrix3x3 invMtx = mtx;
invMtx.Inverse( );
result.normal = GetEigenVectorFromLargestEigenValue( invMtx );
}
return result;
}
#endif // ASSIMP_BLEND_WITH_POLY_2_TRI
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

View File

@ -0,0 +1,208 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderTessellator.h
* @brief A simple tessellation wrapper
*/
#ifndef INCLUDED_AI_BLEND_TESSELLATOR_H
#define INCLUDED_AI_BLEND_TESSELLATOR_H
// Use these to toggle between GLU Tessellate or poly2tri
// Note (acg) keep GLU Tesselate disabled by default - if it is turned on,
// assimp needs to be linked against GLU, which is currently not yet
// made configurable in CMake and potentially not wanted by most users
// as it requires a Gl environment.
#ifndef ASSIMP_BLEND_WITH_GLU_TESSELLATE
# define ASSIMP_BLEND_WITH_GLU_TESSELLATE 0
#endif
#ifndef ASSIMP_BLEND_WITH_POLY_2_TRI
# define ASSIMP_BLEND_WITH_POLY_2_TRI 1
#endif
#include "LogAux.h"
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
#if defined( WIN32 ) || defined( _WIN32 ) || defined( _MSC_VER )
#include <windows.h>
#endif
#include <GL/glu.h>
namespace Assimp
{
class BlenderBMeshConverter;
// TinyFormatter.h
namespace Formatter
{
template < typename T,typename TR, typename A > class basic_formatter;
typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
}
// BlenderScene.h
namespace Blender
{
struct MLoop;
struct MVert;
struct VertexGL
{
GLdouble X;
GLdouble Y;
GLdouble Z;
int index;
int magic;
VertexGL( GLdouble X, GLdouble Y, GLdouble Z, int index, int magic ): X( X ), Y( Y ), Z( Z ), index( index ), magic( magic ) { }
};
struct DrawCallGL
{
GLenum drawMode;
int baseVertex;
int vertexCount;
DrawCallGL( GLenum drawMode, int baseVertex ): drawMode( drawMode ), baseVertex( baseVertex ), vertexCount( 0 ) { }
};
struct TessDataGL
{
std::vector< DrawCallGL > drawCalls;
std::vector< VertexGL > vertices;
};
}
class BlenderTessellatorGL: public LogFunctions< BlenderTessellatorGL >
{
public:
BlenderTessellatorGL( BlenderBMeshConverter& converter );
~BlenderTessellatorGL( );
void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
private:
void AssertVertexCount( int vertexCount );
void GenerateLoopVerts( std::vector< Blender::VertexGL >& polyLoopGL, const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
void Tesssellate( std::vector< Blender::VertexGL >& polyLoopGL, Blender::TessDataGL& tessData );
void TriangulateDrawCalls( const Blender::TessDataGL& tessData );
void MakeFacesFromTris( const Blender::VertexGL* vertices, int vertexCount );
void MakeFacesFromTriStrip( const Blender::VertexGL* vertices, int vertexCount );
void MakeFacesFromTriFan( const Blender::VertexGL* vertices, int vertexCount );
static void TessellateBegin( GLenum drawModeGL, void* userData );
static void TessellateEnd( void* userData );
static void TessellateVertex( const void* vtxData, void* userData );
static void TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData );
static void TessellateEdgeFlag( GLboolean edgeFlag, void* userData );
static void TessellateError( GLenum errorCode, void* userData );
BlenderBMeshConverter* converter;
};
} // end of namespace Assimp
#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
#if ASSIMP_BLEND_WITH_POLY_2_TRI
#include "../contrib/poly2tri/poly2tri/poly2tri.h"
namespace Assimp
{
class BlenderBMeshConverter;
// TinyFormatter.h
namespace Formatter
{
template < typename T,typename TR, typename A > class basic_formatter;
typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
}
// BlenderScene.h
namespace Blender
{
struct MLoop;
struct MVert;
struct PointP2T
{
aiVector3D point3D;
p2t::Point point2D;
int magic;
int index;
};
struct PlaneP2T
{
aiVector3D centre;
aiVector3D normal;
};
}
class BlenderTessellatorP2T: public LogFunctions< BlenderTessellatorP2T >
{
public:
BlenderTessellatorP2T( BlenderBMeshConverter& converter );
~BlenderTessellatorP2T( );
void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
private:
void AssertVertexCount( int vertexCount );
void Copy3DVertices( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices, std::vector< Blender::PointP2T >& targetVertices ) const;
aiMatrix4x4 GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const;
void TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const;
void ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const;
inline Blender::PointP2T& GetActualPointStructure( p2t::Point& point ) const;
void MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const;
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
float FindLargestMatrixElem( const aiMatrix3x3& mtx ) const;
aiMatrix3x3 ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const;
aiVector3D GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const;
Blender::PlaneP2T FindLLSQPlane( const std::vector< Blender::PointP2T >& points ) const;
BlenderBMeshConverter* converter;
};
} // end of namespace Assimp
#endif // ASSIMP_BLEND_WITH_POLY_2_TRI
#endif // INCLUDED_AI_BLEND_TESSELLATOR_H

View File

@ -362,6 +362,10 @@ SET(BLENDER_SRCS
BlenderIntermediate.h
BlenderModifier.h
BlenderModifier.cpp
BlenderBMesh.h
BlenderBMesh.cpp
BlenderTessellator.h
BlenderTessellator.cpp
)
SOURCE_GROUP( BLENDER FILES ${BLENDER_SRCS})

View File

@ -292,16 +292,16 @@ void Document::ReadHeader()
// while we maye have some success with newer files, we don't support
// the older 6.n fbx format
if(fbxVersion < 7200) {
DOMError("unsupported, old format version, supported are only FBX 2012 and FBX 2013");
if(fbxVersion < 7100) {
DOMError("unsupported, old format version, supported are only FBX 2011, FBX 2012 and FBX 2013");
}
if(fbxVersion > 7300) {
if(Settings().strictMode) {
DOMError("unsupported, newer format version, supported are only FBX 2012 and FBX 2013"
DOMError("unsupported, newer format version, supported are only FBX 2011, FBX 2012 and FBX 2013"
" (turn off strict mode to try anyhow) ");
}
else {
DOMWarning("unsupported, newer format version, supported are only FBX 2012 and FBX 2013,"
DOMWarning("unsupported, newer format version, supported are only FBX 2011, FBX 2012 and FBX 2013,"
" trying to read it nevertheless");
}
}

View File

@ -563,7 +563,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
}
// ... add dummy nodes under a single root, each holding a reference to one
// mesh. If we didn't do this, we'd loose the group name.
// mesh. If we didn't do this, we'd lose the group name.
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH

View File

@ -191,7 +191,7 @@ can use a comfortable installer from <a href="http://www.boost-consulting.com/pr
http://www.boost-consulting.com/products/free</a>. Choose the appropriate version of boost for your runtime of choice.
<b>If you don't want to use boost</b>, you can build against our <i>"Boost-Workaround"</i>. It consists of very small
implementations of the various boost utility classes used. However, you'll loose functionality (e.g. threading) by doing this.
implementations of the various boost utility classes used. However, you'll lose functionality (e.g. threading) by doing this.
So, if you can use boost, you should use boost. Otherwise, See the @link use_noboost NoBoost-Section @endlink
later on this page for the details of the workaround.

View File

@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <memory.h>
#include <math.h>
#include <stddef.h>
#include <string.h>
#include <limits.h>
// Our compile configuration

View File

@ -30,6 +30,10 @@ if os.name=='posix':
elif os.name=='nt':
ext_whitelist.append('.dll')
path_dirs = os.environ['PATH'].split(';')
for dir_candidate in path_dirs:
if 'assimp' in dir_candidate.lower():
additional_dirs.append(dir_candidate)
#print(additional_dirs)
def vec2tuple(x):

View File

@ -22,8 +22,6 @@ INCLUDE_DIRECTORIES(
LINK_DIRECTORIES(
${Assimp_BINARY_DIR}
${Assimp_BINARY_DIR}/lib/
${Assimp_SOURCE_DIR}/samples/glut/
${Assimp_SOURCE_DIR}/samples/DevIL/lib/
)
ADD_EXECUTABLE( assimp_simpletexturedogl WIN32

View File

@ -17,9 +17,9 @@
#include <windows.h>
#include <stdio.h>
#include <gl\GL.h>
#include <gl\GLU.h>
#include <IL\il.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <IL/il.h>
#include <fstream>
@ -30,8 +30,8 @@
// assimp include files. These three are usually needed.
#include "assimp/Importer.hpp" //OO version Header!
#include "assimp/PostProcess.h"
#include "assimp/Scene.h"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "assimp/DefaultLogger.hpp"
#include "assimp/LogStream.hpp"
@ -177,7 +177,6 @@ int LoadGLTextures(const aiScene* scene)
/* Before calling ilInit() version should be checked. */
if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION)
{
ILint test = ilGetInteger(IL_VERSION_NUM);
/// wrong DevIL version ///
std::string err_msg = "Wrong DevIL version. Old devil.dll in system32/SysWow64?";
char* cErr_msg = (char *) err_msg.c_str();

View File

@ -139,7 +139,7 @@ IMPLEMENTATION DEPENDENT DIFFERENCES:
Specifically, the "window manager" in Win32 uses a "click to
focus" policy. That is, in order for a window to receive
focus, a mouse button must be clicked in it. Likewise, in
order for a window to loose focus, a mouse button must be
order for a window to lose focus, a mouse button must be
clicked outside the window (or in another window).
Therefore, the Enter and Leave notification provided by GLUT
may behave differently in the Win32 and in X11 versions.

View File

@ -139,19 +139,20 @@ class AssetHelper
:
piVB (NULL),
piIB (NULL),
piEffect (NULL),
piVBNormals (NULL),
piEffect (NULL),
bSharedFX (false),
piDiffuseTexture (NULL),
piSpecularTexture (NULL),
piAmbientTexture (NULL),
piNormalTexture (NULL),
piEmissiveTexture (NULL),
piNormalTexture (NULL),
piOpacityTexture (NULL),
piShininessTexture (NULL),
piLightmapTexture (NULL),
pvOriginalNormals (NULL),
bSharedFX(false),
twosided (false){}
twosided (false),
pvOriginalNormals (NULL)
{}
~MeshHelper ()
{

View File

@ -47,10 +47,10 @@ class CBackgroundPainter
{
CBackgroundPainter()
:
pcTexture(NULL),
clrColor(D3DCOLOR_ARGB(0xFF,100,100,100)),
eMode(SIMPLE_COLOR),
piSkyBoxEffect(NULL)
pcTexture(NULL),
piSkyBoxEffect(NULL),
eMode(SIMPLE_COLOR)
{}
public:

View File

@ -43,8 +43,11 @@ ADD_EXECUTABLE( assimp_viewer WIN32
SET_PROPERTY(TARGET assimp_viewer PROPERTY DEBUG_POSTFIX ${ASSIMP_DEBUG_POSTFIX})
ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
IF ( MSVC )
ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
ENDIF ( MSVC )
#
@ -54,7 +57,7 @@ ADD_CUSTOM_COMMAND(TARGET assimp_viewer
MAIN_DEPENDENCY assimp)
# Link the executable to the assimp + dx libs.
TARGET_LINK_LIBRARIES ( assimp_viewer assimp ${DirectX_LIBRARY} ${DirectX_D3DX9_LIBRARY} comctl32.lib Winmm.lib )
TARGET_LINK_LIBRARIES ( assimp_viewer assimp ${DirectX_LIBRARY} ${DirectX_D3DX9_LIBRARY} comctl32.lib winmm.lib )
INSTALL( TARGETS assimp_viewer
DESTINATION "${ASSIMP_BIN_INSTALL_DIR}" COMPONENT assimp-dev

View File

@ -55,8 +55,8 @@ class Camera
:
vPos(0.0f,0.0f,-10.0f),
vLookAt(0.0f,0.0f,1.0f),
vUp(0.0f,1.0f,0.0f),
vLookAt(0.0f,0.0f,1.0f),
vRight(0.0f,1.0f,0.0f)
{

View File

@ -287,10 +287,6 @@ int CDisplay::ReplaceCurrentTexture(const char* szPath)
TreeView_SetItem(GetDlgItem(g_hDlg,IDC_TREE1),
m_pcCurrentTexture->hTreeItem);
// change this in the old aiMaterial structure, too
aiMaterial* pcMat = (aiMaterial*)
g_pcAsset->pcScene->mMaterials[m_pcCurrentTexture->iMatIndex];
// update all meshes referencing this material
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
@ -1187,7 +1183,7 @@ int CDisplay::HandleTreeViewPopup(WPARAM wParam,LPARAM lParam)
{
// get the current selected material
std::vector<Info> apclrOut;
const char* szMatKey;
const char* szMatKey = "";
switch (LOWORD(wParam))
{
@ -1255,7 +1251,7 @@ int CDisplay::HandleTreeViewPopup(WPARAM wParam,LPARAM lParam)
clr.lpCustColors = g_aclCustomColors;
clr.lpfnHook = NULL;
clr.lpTemplateName = NULL;
clr.lCustData = NULL;
clr.lCustData = 0;
ChooseColor(&clr);

View File

@ -42,7 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "stdafx.h"
#include "assimp_view.h"
#include "RICHEDIT.H"
#include "richedit.h"
namespace AssimpView {
@ -53,7 +53,7 @@ namespace AssimpView {
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
WPARAM wParam,LPARAM lParam)
{
lParam;
(void)lParam;
switch (uMsg)
{
case WM_INITDIALOG:
@ -70,7 +70,6 @@ INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
SendDlgItemMessage(hwndDlg,IDC_RICHEDIT21,
EM_SETTEXTEX,(WPARAM)&sInfo,( LPARAM) pData);
UnlockResource(hg);
FreeResource(hg);
return TRUE;
}

View File

@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "stdafx.h"
#include "assimp_view.h"
#include "RichEdit.h"
#include "richedit.h"
namespace AssimpView {
@ -70,7 +70,7 @@ static const char* AI_VIEW_RTF_LOG_HEADER =
INT_PTR CALLBACK LogDialogProc(HWND hwndDlg,UINT uMsg,
WPARAM wParam,LPARAM lParam)
{
lParam;
(void)lParam;
switch (uMsg)
{
case WM_INITDIALOG:

View File

@ -299,7 +299,7 @@ int CMaterialManager::FindValidPath(aiString* p_szString)
if( !q ) q=strrchr( tmp2,'\\' );
if( q ){
strcpy( q+1,p+1 );
if(pFile=fopen( tmp2,"r" ) ){
if((pFile=fopen( tmp2,"r" ))){
fclose( pFile );
strcpy(p_szString->data,tmp2);
p_szString->length = strlen(tmp2);

View File

@ -61,7 +61,7 @@ int CMeshRenderer::DrawUnsorted(unsigned int iIndex)
g_piDevice->SetIndices(g_pcAsset->apcMeshes[iIndex]->piIB);
D3DPRIMITIVETYPE type;
D3DPRIMITIVETYPE type = D3DPT_POINTLIST;
switch (g_pcAsset->pcScene->mMeshes[iIndex]->mPrimitiveTypes) {
case aiPrimitiveType_POINT:
type = D3DPT_POINTLIST;break;

View File

@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "stdafx.h"
#include "assimp_view.h"
#include <Windowsx.h>
#include <windowsx.h>
namespace AssimpView {
@ -95,16 +95,16 @@ void MakeFileAssociations()
ai_assert(sz[0] == '*');
sprintf(buf,"Software\\Classes\\%s",sz+1);
RegCreateKeyEx(HKEY_CURRENT_USER,buf,NULL,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
RegCreateKeyEx(HKEY_CURRENT_USER,buf,0,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
RegSetValueEx(g_hRegistry,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(g_hRegistry);
}
while (sz = strtok(NULL,";"));
while ((sz = strtok(NULL,";")));
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\ASSIMPVIEW_CLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\ASSIMPVIEW_CLASS",0,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
RegCloseKey(g_hRegistry);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\ASSIMPVIEW_CLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\ASSIMPVIEW_CLASS\\shell\\open\\command",0,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
RegSetValueEx(g_hRegistry,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegCloseKey(g_hRegistry);
@ -522,7 +522,7 @@ void DisplayColorDialog(D3DCOLOR* pclrResult)
clr.lpCustColors = g_aclCustomColors;
clr.lpfnHook = NULL;
clr.lpTemplateName = NULL;
clr.lCustData = NULL;
clr.lCustData = 0;
ChooseColor(&clr);
@ -549,7 +549,7 @@ void DisplayColorDialog(D3DXVECTOR4* pclrResult)
clr.lpCustColors = g_aclCustomColors;
clr.lpfnHook = NULL;
clr.lpTemplateName = NULL;
clr.lCustData = NULL;
clr.lCustData = 0;
ChooseColor(&clr);
@ -1120,7 +1120,7 @@ void InitUI()
// store the key in a global variable for later use
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\ASSIMP\\Viewer",
NULL,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
0,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
if(ERROR_SUCCESS != RegQueryValueEx(g_hRegistry,"LastUIState",NULL,NULL,
(BYTE*)&dwValue,&dwTemp))
@ -2411,7 +2411,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
};
DWORD dwTemp = MAX_PATH;
RegCreateKeyEx(HKEY_CURRENT_USER,
"Software\\ASSIMP\\Viewer",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
"Software\\ASSIMP\\Viewer",0,NULL,0,KEY_ALL_ACCESS, NULL, &g_hRegistry,NULL);
if(ERROR_SUCCESS == RegQueryValueEx(g_hRegistry,"LastSkyBoxSrc",NULL,NULL,
(BYTE*)szFileName,&dwTemp) && '\0' != szFileName[0])
{

View File

@ -60,16 +60,16 @@ class RenderOptions
bSuperSample (false),
bRenderMats (true),
bRenderNormals (false),
eDrawMode (NORMAL),
b3Lights (false),
bLightRotate (false),
bRotate (true),
bLowQuality (false),
bNoSpecular (false),
bStereoView (false),
bNoAlphaBlending(false),
eDrawMode (NORMAL),
bCulling (false),
bSkeleton (false),
bNoAlphaBlending(false)
bSkeleton (false)
{}

View File

@ -106,7 +106,7 @@ aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f);
aiVector3D g_avLightDirs[1] =
{ aiVector3D(-0.5f,0.6f,0.2f) };
extern D3DCOLOR g_avLightColors[3] =
D3DCOLOR g_avLightColors[3] =
{
D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0xFF),
D3DCOLOR_ARGB(0xFF,0xFF,0x00,0x00),
@ -872,12 +872,10 @@ int CreateHUDTexture()
g_pcTexture = NULL;
g_szImageMask = NULL;
UnlockResource(hg);
FreeResource(hg);
return 0;
}
UnlockResource(hg);
FreeResource(hg);
D3DSURFACE_DESC sDesc;
@ -909,12 +907,10 @@ int CreateHUDTexture()
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
g_szImageMask = NULL;
UnlockResource(hg);
FreeResource(hg);
return 0;
}
UnlockResource(hg);
FreeResource(hg);
// lock the texture and copy it to get a pointer

View File

@ -44,14 +44,14 @@
#include <d3d9.h>
#include <d3dx9.h>
#include <D3DX9Mesh.h>
#include <d3dx9mesh.h>
// ShellExecute()
#include <shellapi.h>
#include <commctrl.h>
// GetOpenFileName()
#include <Commdlg.h>
#include <commdlg.h>
#include <algorithm>
#include <mmsystem.h>
@ -60,13 +60,15 @@
#include <list>
#include <vector>
#if defined _MSC_VER
// Windows CommonControls 6.0 Manifest Extensions
#if defined _M_IX86
# if defined _M_IX86
# pragma comment(linker,"/manifestdependency:\"type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='x86' publicKeyToken='6595b64144ccf1df' language='*'\"")
#elif defined _M_IA64
# elif defined _M_IA64
# pragma comment(linker,"/manifestdependency:\"type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='ia64' publicKeyToken='6595b64144ccf1df' language='*'\"")
#elif defined _M_X64
# elif defined _M_X64
# pragma comment(linker,"/manifestdependency:\"type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='amd64' publicKeyToken='6595b64144ccf1df' language='*'\"")
#else
# else
# pragma comment(linker,"/manifestdependency:\"type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\"")
# endif
#endif

View File

@ -1867,6 +1867,14 @@
<Filter
Name="blend"
>
<File
RelativePath="..\..\code\BlenderBMesh.cpp"
>
</File>
<File
RelativePath="..\..\code\BlenderBMesh.h"
>
</File>
<File
RelativePath="..\..\code\BlenderDNA.cpp"
>
@ -1911,6 +1919,14 @@
RelativePath="..\..\code\BlenderSceneGen.h"
>
</File>
<File
RelativePath="..\..\code\BlenderTessellator.cpp"
>
</File>
<File
RelativePath="..\..\code\BlenderTessellator.h"
>
</File>
</Filter>
<Filter
Name="q3bsp"