Clarify docs on qnans in aiMesh vertex data arrays.
Complete format list, rebuild doc. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@681 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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doc/dox.h
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doc/dox.h
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@ -18,7 +18,7 @@ or conversion from right-handed to left-handed coordinate systems.
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ASSIMP currently supports the following file formats (note that some loaders lack some features of their formats because
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some file formats contain data not supported by ASSIMP, some stuff would require so much conversion work
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that it has not yet been implemented, and some formats have not completely been documented by their inventors):
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that it has not been implemented yet and some (most ...) formats lack proper specifications):
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<hr>
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<br><tt>
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<b>Collada</b> ( <i>*.dae;*.xml</i> )<br>
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@ -30,8 +30,6 @@ that it has not yet been implemented, and some formats have not completely been
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<b>AutoCAD DXF</b> ( <i>*.dxf</i> ) <sup>2</sup><br>
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<b>Neutral File Format</b> ( <i>*.nff</i> ) <br>
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<b>Sense8 WorldToolkit</b> ( <i>*.nff</i> ) <br>
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<b>LightWave Model</b> ( <i>*.lwo</i> ) <br>
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<b>MODO model</b> ( <i>*.lxo</i> ) <br>
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<b>Valve Model</b> ( <i>*.smd,*.vta</i> ) <sup>3</sup> <br>
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<b>Quake I</b> ( <i>*.mdl</i> ) <br>
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<b>Quake II</b> ( <i>*.md2</i> ) <br>
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@ -50,10 +48,19 @@ that it has not yet been implemented, and some formats have not completely been
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<b>Terragen Terrain </b> ( <i>*.ter</i> ) <br>
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<b>3D GameStudio Model </b> ( <i>*.mdl</i> ) <br>
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<b>3D GameStudio Terrain</b> ( <i>*.hmp</i> )<br>
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<b>Ogre</b> (<i>.mesh.xml, .skeleton.xml, .material</i>)<br><br>
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<b>Milkshape 3D files</b> ( <i>*.ms3d</i> )<br>
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<b>Ogre</b> (<i>*.mesh.xml, *.skeleton.xml, *.material</i>)<sup>3</sup> <br>
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<b>Milkshape 3D</b> ( <i>*.ms3d</i> )<br>
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<b>LightWave Model</b> ( <i>*.lwo</i> )<br>
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<b>LightWave Scene</b> ( <i>*.lws</i> )<br>
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<b>Modo Model</b> ( <i>*.lxo</i> )<br>
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<b>CharacterStudio Motion</b> ( <i>*.csm</i> )<br>
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<b>Stanford Ply</b> ( <i>*.ply</i> )<br>
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<b>TrueSpace</b> ( <i>*.cob, *.scn</i> )<br><br>
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</tt>
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See the @link importer_notes Importer Notes Page @endlink for informations, what a specific importer can do and what not.<br>
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See the @link importer_notes Importer Notes Page @endlink for informations, what a specific importer can do and what not.
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Note that although this paper claims to be the official documentation,
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http://assimp.sourceforge.net/main_features_formats.html
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<br>is usually the most up-to-date list of file formats supported by the library. <br>
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<sup>3</sup>: These formats support animations, but ASSIMP doesn't yet support them (or they're buggy)
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<br>
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@ -355,11 +355,13 @@ struct aiMesh
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* but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to QNaN (WARN:
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* qNaN compares to inequal to *everything*, even to qNaN itself.
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* Use code like this
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* Using code like this to check whether a field is qnan is:
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* @code
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* #define IS_QNAN(f) (f != f)
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* @endcode
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* to check whether a field is qnan).
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* still dangerous because even 1.f == 1.f could evaluate to false! (
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* remember the subtleties of IEEE754 artithmetics). Use stuff like
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* @c fpclassify instead.
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* @note Normal vectors computed by Assimp are always unit-length.
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* However, this needn't apply for normals that have been taken
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* directly from the model file.
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@ -373,7 +375,8 @@ struct aiMesh
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* of points and lines only may not have normal vectors. Meshes with
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* mixed primitive types (i.e. lines and triangles) may have
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* normals, but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to QNaN.
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* point or line primitives are undefined and set to qNaN. See
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* the #mNormals member for a detailled discussion of qNaNs.
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* @note If the mesh contains tangents, it automatically also
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* contains bitangents (the bitangent is just the cross product of
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* tangent and normal vectors).
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