3DS bugfixes; ASE bugfix (newline), PLY revert to older version, SMD is working now (partially); homepage added to SVN

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@63 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-07-10 16:49:01 +00:00
parent 600cd7a8f0
commit fc8a8b54f9
67 changed files with 8043 additions and 701 deletions

View File

@ -429,10 +429,10 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end();++a,++iNum)
{
// check range
// check range
if ((*a) >= this->mScene->mMaterials.size())
{
DefaultLogger::get()->error("Face material index is out of range");
DefaultLogger::get()->error("3DS face material index is out of range");
// use the last material instead
aiSplit[this->mScene->mMaterials.size()-1].push_back(iNum);
@ -440,7 +440,6 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
else aiSplit[*a].push_back(iNum);
}
// now generate submeshes
bool bFirst = true;
for (unsigned int p = 0; p < this->mScene->mMaterials.size();++p)
{
@ -452,19 +451,9 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
p_pcOut->mMaterialIndex = p;
// use the color data as temporary storage
p_pcOut->mColors[0] = (aiColor4D*)new std::string((*i).mName);
p_pcOut->mColors[0] = (aiColor4D*)(&*i);
avOutMeshes.push_back(p_pcOut);
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
if (bFirst)
{
p_pcOut->mColors[1] = (aiColor4D*)new aiMatrix4x4();
*((aiMatrix4x4*)p_pcOut->mColors[1]) = (*i).mMat;
bFirst = false;
}
#endif
// convert vertices
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
@ -552,87 +541,72 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn)
{
// find the corresponding mesh indices
std::vector<unsigned int> iArray;
iArray.reserve(3);
if (pcIn->mName != "$$$DUMMY")
{
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
{
if (0 == ASSIMP_stricmp(pcIn->mName.c_str(),
((std::string*)pcSOut->mMeshes[a]->mColors[0])->c_str()))
const Dot3DS::Mesh* pcMesh = (const Dot3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
ai_assert(NULL != pcMesh);
if (0 == ASSIMP_stricmp(pcIn->mName.c_str(),pcMesh->mName.c_str()))
{
iArray.push_back(a);
}
}
}
pcOut->mName.Set(pcIn->mName);
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i)
{
const unsigned int iIndex = iArray[i];
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
if (NULL != pcSOut->mMeshes[iIndex]->mColors[1])
if (!iArray.empty())
{
pcOut->mTransformation = *((aiMatrix4x4*)
(pcSOut->mMeshes[iIndex]->mColors[1]));
aiMatrix4x4& mTrafo = ((Dot3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0])->mMat;
aiMatrix4x4 mInv = mTrafo;
mInv.Inverse();
delete (aiMatrix4x4*)pcSOut->mMeshes[iIndex]->mColors[1];
pcSOut->mMeshes[iIndex]->mColors[1] = NULL;
pcOut->mName.Set(pcIn->mName);
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i)
{
const unsigned int iIndex = iArray[i];
aiMesh* const mesh = pcSOut->mMeshes[iIndex];
// http://www.zfx.info/DisplayThread.php?MID=235690#235690
const aiVector3D& pivot = pcIn->vPivot;
const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
aiVector3D* pvCurrent = mesh->mVertices;
if(pivot.x || pivot.y || pivot.z)
{
while (pvCurrent != pvEnd)
{
*pvCurrent = mInv * (*pvCurrent);
pvCurrent->x -= pivot.x;
pvCurrent->y -= pivot.y;
pvCurrent->z -= pivot.z;
*pvCurrent = mTrafo * (*pvCurrent);
std::swap( pvCurrent->y, pvCurrent->z );
++pvCurrent;
}
}
else
{
while (pvCurrent != pvEnd)
{
std::swap( pvCurrent->y, pvCurrent->z );
pvCurrent->y *= -1.0f;
++pvCurrent;
}
}
pcOut->mMeshes[i] = iIndex;
}
}
#endif
pcOut->mMeshes[i] = iIndex;
/*else
{
DefaultLogger::get()->warn("A node that is not a dummy does not "
"reference a valid mesh.");
}*/
}
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
// build the scaling matrix. Toggle y and z axis
aiMatrix4x4 mS;
mS.a1 = pcIn->vScaling.x;
mS.b2 = pcIn->vScaling.z;
mS.c3 = pcIn->vScaling.y;
// build the translation matrix. Toggle y and z axis
aiMatrix4x4 mT;
mT.a4 = pcIn->vPosition.x;
mT.b4 = pcIn->vPosition.z;
mT.c4 = pcIn->vPosition.y;
// build the pivot matrix. Toggle y and z axis
aiMatrix4x4 mP;
mP.a4 = -pcIn->vPivot.x;
mP.b4 = -pcIn->vPivot.z;
mP.c4 = -pcIn->vPivot.y;
#endif
// build a matrix to flip the z coordinate of the vertices
aiMatrix4x4 mF;
mF.c3 = -1.0f;
// build the final matrix
// NOTE: This should be the identity. Theoretically. In reality
// there are many models with very funny local matrices and
// very different keyframe values ... this is the only reason
// why we extract the data from the first keyframe.
pcOut->mTransformation = mF; /* mF * mT * pcIn->mRotation * mS * mP *
pcOut->mTransformation.Inverse(); */
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
if (pcOut->mTransformation != mF)
{
DefaultLogger::get()->warn("The local transformation matrix of the "
"3ds file does not match the first keyframe. Using the "
"information from the keyframe.");
}
#endif
pcOut->mTransformation = aiMatrix4x4();
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
@ -697,13 +671,22 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
else this->AddNodeToGraph(pcOut, pcOut->mRootNode, this->mRootNode);
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
{
delete (std::string*)pcOut->mMeshes[a]->mColors[0];
pcOut->mMeshes[a]->mColors[0] = NULL;
// may be NULL
delete (aiMatrix4x4*)pcOut->mMeshes[a]->mColors[1];
pcOut->mMeshes[a]->mColors[1] = NULL;
// if the root node has only one child ... set the child as root node
if (1 == pcOut->mRootNode->mNumChildren)
{
aiNode* pcOld = pcOut->mRootNode;
pcOut->mRootNode = pcOut->mRootNode->mChildren[0];
pcOut->mRootNode->mParent = NULL;
pcOld->mChildren[0] = NULL;
delete pcOld;
}
// if the root node is a default node setup a name for it
if (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')
{
pcOut->mRootNode->mName.Set("<root>");
}
}
// ------------------------------------------------------------------------------------------------

View File

@ -458,7 +458,11 @@ struct Mesh
static int iCnt = 0;
char szTemp[128];
sprintf(szTemp,"$$_UNNAMED_%i_$$",iCnt++);
#if _MSC_VER >= 1400
::sprintf_s(szTemp,"$$_UNNAMED_%i_$$",iCnt++);
#else
::sprintf(szTemp,"$$_UNNAMED_%i_$$",iCnt++);
#endif
mName = szTemp;
}
@ -489,20 +493,24 @@ struct Node
{
Node()
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
: vScaling(1.0f,1.0f,1.0f)
#endif
: mHierarchyPos(0),mHierarchyIndex(0)
{
static int iCnt = 0;
char szTemp[128];
sprintf(szTemp,"$$_UNNAMED_%i_$$",iCnt++);
#if _MSC_VER >= 1400
::sprintf_s(szTemp,"$$_UNNAMED_%i_$$",iCnt++);
#else
::sprintf(szTemp,"$$_UNNAMED_%i_$$",iCnt++);
#endif
mName = szTemp;
mHierarchyPos = 0;
mHierarchyIndex = 0;
#ifdef AI_3DS_KEYFRAME_ANIMATION
aRotationKeys.reserve(10);
aPositionKeys.reserve(10);
aScalingKeys.reserve(10);
#endif
}
//! Pointer to the parent node
@ -520,14 +528,20 @@ struct Node
//! Index of the node
int16_t mHierarchyIndex;
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
aiVector3D vPivot;
aiVector3D vScaling;
aiMatrix4x4 mRotation;
aiVector3D vPosition;
#ifdef AI_3DS_KEYFRAME_ANIMATION
//! Rotation keys loaded from the file
std::vector<aiQuatKey> aRotationKeys;
//! Position keys loaded from the file
std::vector<aiVectorKey> aPositionKeys;
//! Scaling keys loaded from the file
std::vector<aiVectorKey> aScalingKeys;
#endif
//! Pivot position loaded from the file
aiVector3D vPivot;
//! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted'
inline Node& push_back(Node* pc)

View File

@ -139,7 +139,17 @@ void Dot3DSImporter::InternReadFile(
this->bHasBG = false;
int iRemaining = (unsigned int)fileSize;
this->ParseMainChunk(&iRemaining);
// parse the file
try
{
this->ParseMainChunk(iRemaining);
}
catch ( ImportErrorException* ex)
{
delete[] this->mBuffer;
throw ex;
};
// Generate an unique set of vertices/indices for
// all meshes contained in the file
@ -202,8 +212,7 @@ void Dot3DSImporter::ReadChunk(const Dot3DSFile::Chunk** p_ppcOut)
// read chunk
if (this->mCurrent >= this->mLast)
{
*p_ppcOut = NULL;
return;
throw new ImportErrorException("Unexpected end of file, can't read chunk header");
}
const uintptr_t iDiff = this->mLast - this->mCurrent;
if (iDiff < sizeof(Dot3DSFile::Chunk))
@ -211,18 +220,21 @@ void Dot3DSImporter::ReadChunk(const Dot3DSFile::Chunk** p_ppcOut)
*p_ppcOut = NULL;
return;
}
*p_ppcOut = (const Dot3DSFile::Chunk*) this->mCurrent;
if ((**p_ppcOut).Size + this->mCurrent > this->mLast)
{
throw new ImportErrorException("Unexpected end of file, can't read chunk footer");
}
this->mCurrent += sizeof(Dot3DSFile::Chunk);
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseMainChunk(int* piRemaining)
void Dot3DSImporter::ParseMainChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -235,7 +247,7 @@ void Dot3DSImporter::ParseMainChunk(int* piRemaining)
case Dot3DSFile::CHUNK_MAIN:
//case 0x444d: // bugfix
this->ParseEditorChunk(&iRemaining);
this->ParseEditorChunk(iRemaining);
break;
};
if (pcCurNext < this->mCurrent)
@ -247,17 +259,17 @@ void Dot3DSImporter::ParseMainChunk(int* piRemaining)
}
// Go to the starting position of the next top-level chunk
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return this->ParseMainChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseEditorChunk(int* piRemaining)
void Dot3DSImporter::ParseEditorChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -269,14 +281,35 @@ void Dot3DSImporter::ParseEditorChunk(int* piRemaining)
{
case Dot3DSFile::CHUNK_OBJMESH:
this->ParseObjectChunk(&iRemaining);
this->ParseObjectChunk(iRemaining);
break;
// NOTE: In several documentations in the internet this
// chunk appears at different locations
case Dot3DSFile::CHUNK_KEYFRAMER:
this->ParseKeyframeChunk(&iRemaining);
this->ParseKeyframeChunk(iRemaining);
break;
case Dot3DSFile::CHUNK_VERSION:
if (psChunk->Size >= 2+sizeof(Dot3DSFile::Chunk))
{
// print the version number
char szBuffer[128];
#if _MSC_VER >= 1400
::sprintf_s(szBuffer,"3DS file version chunk: %i",
(int) *((uint16_t*)this->mCurrent));
#else
::sprintf(szBuffer,"3DS file version chunk: %i",
(int) *((uint16_t*)this->mCurrent));
#endif
DefaultLogger::get()->info(szBuffer);
}
else
{
DefaultLogger::get()->warn("Invalid version chunk in 3DS file");
}
break;
};
if (pcCurNext < this->mCurrent)
@ -288,17 +321,17 @@ void Dot3DSImporter::ParseEditorChunk(int* piRemaining)
}
// Go to the starting position of the next top-level chunk
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return this->ParseEditorChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseObjectChunk(int* piRemaining)
void Dot3DSImporter::ParseObjectChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -329,13 +362,13 @@ void Dot3DSImporter::ParseObjectChunk(int* piRemaining)
this->mCurrent += iCnt;
iRemaining -= iCnt;
this->ParseChunk(&iRemaining);
this->ParseChunk(iRemaining);
break;
case Dot3DSFile::CHUNK_MAT_MATERIAL:
this->mScene->mMaterials.push_back(Dot3DS::Material());
this->ParseMaterialChunk(&iRemaining);
this->ParseMaterialChunk(iRemaining);
break;
case Dot3DSFile::CHUNK_AMBCOLOR:
@ -373,7 +406,7 @@ void Dot3DSImporter::ParseObjectChunk(int* piRemaining)
// chunk appears at different locations
case Dot3DSFile::CHUNK_KEYFRAMER:
this->ParseKeyframeChunk(&iRemaining);
this->ParseKeyframeChunk(iRemaining);
break;
};
@ -386,8 +419,8 @@ void Dot3DSImporter::ParseObjectChunk(int* piRemaining)
}
// Go to the starting position of the next top-level chunk
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return this->ParseObjectChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
@ -395,17 +428,17 @@ void Dot3DSImporter::SkipChunk()
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseChunk(int* piRemaining)
void Dot3DSImporter::ParseChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -417,7 +450,7 @@ void Dot3DSImporter::ParseChunk(int* piRemaining)
{
case Dot3DSFile::CHUNK_TRIMESH:
// this starts a new mesh
this->ParseMeshChunk(&iRemaining);
this->ParseMeshChunk(iRemaining);
break;
};
if (pcCurNext < this->mCurrent)
@ -430,17 +463,17 @@ void Dot3DSImporter::ParseChunk(int* piRemaining)
// Go to the starting position of the next top-level chunk
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return this->ParseChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseKeyframeChunk(int* piRemaining)
void Dot3DSImporter::ParseKeyframeChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -452,7 +485,7 @@ void Dot3DSImporter::ParseKeyframeChunk(int* piRemaining)
{
case Dot3DSFile::CHUNK_TRACKINFO:
// this starts a new mesh
this->ParseHierarchyChunk(&iRemaining);
this->ParseHierarchyChunk(iRemaining);
break;
};
if (pcCurNext < this->mCurrent)
@ -465,8 +498,8 @@ void Dot3DSImporter::ParseKeyframeChunk(int* piRemaining)
// Go to the starting position of the next top-level chunk
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return this->ParseKeyframeChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
@ -487,12 +520,12 @@ void Dot3DSImporter::InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurr
return this->InverseNodeSearch(pcNode,pcCurrent->mParent);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
void Dot3DSImporter::ParseHierarchyChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -545,15 +578,14 @@ void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
this->mCurrentNode = pcNode;
break;
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
case Dot3DSFile::CHUNK_TRACKPIVOT:
this->mCurrentNode->vPivot = *((aiVector3D*)this->mCurrent);
// pivot = origin of rotation and scaling
this->mCurrentNode->vPivot = *((const aiVector3D*)this->mCurrent);
this->mCurrent += sizeof(aiVector3D);
break;
#ifdef AI_3DS_KEYFRAME_ANIMATION
case Dot3DSFile::CHUNK_TRACKPOS:
@ -569,26 +601,32 @@ void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
} pos[keys];
*/
this->mCurrent += 10;
iTemp = *((uint16_t*)mCurrent);
iTemp = *((const uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t) * 2;
if (0 != iTemp)
{
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
{
uint16_t sNum = *((uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t);
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
{
uint16_t sNum = *((const uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t);
if (0 == sNum)
{
this->mCurrent += sizeof(uint32_t);
this->mCurrentNode->vPosition = *((aiVector3D*)this->mCurrent);
this->mCurrent += sizeof(aiVector3D);
}
else this->mCurrent += sizeof(uint32_t) + sizeof(aiVector3D);
}
aiVectorKey v;
v.mTime = (double)sNum;
this->mCurrent += sizeof(uint32_t);
v.mValue = *((const aiVector3D*)this->mCurrent);
this->mCurrent += sizeof(aiVector3D);
// check whether we do already have this keyframe
for (std::vector<aiVectorKey>::const_iterator
i = this->mCurrentNode->aPositionKeys.begin();
i != this->mCurrentNode->aPositionKeys.end();++i)
{
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
}
// add the new keyframe
if (v.mTime != -10e10f)this->mCurrentNode->aPositionKeys.push_back(v);
}
break;
case Dot3DSFile::CHUNK_TRACKROTATE:
@ -605,72 +643,39 @@ void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
} pos[keys];
*/
this->mCurrent += 10;
iTemp = *((uint16_t*)mCurrent);
iTemp = *((const uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t) * 2;
if (0 != iTemp)
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
{
uint16_t sNum = *((const uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t);
aiQuatKey v;
v.mTime = (double)sNum;
this->mCurrent += sizeof(uint32_t);
float fRadians = *((const float*)this->mCurrent);
this->mCurrent += sizeof(float);
aiVector3D vAxis = *((const aiVector3D*)this->mCurrent);
this->mCurrent += sizeof(aiVector3D);
// construct a rotation quaternion from the axis-angle pair
v.mValue = aiQuaternion(vAxis,fRadians);
// check whether we do already have this keyframe
for (std::vector<aiQuatKey>::const_iterator
i = this->mCurrentNode->aRotationKeys.begin();
i != this->mCurrentNode->aRotationKeys.end();++i)
{
bool neg = false;
unsigned int iNum0 = 0;
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
{
uint16_t sNum = *((uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t);
if (0 == sNum)
{
this->mCurrent += sizeof(uint32_t);
float fRadians = *((float*)this->mCurrent);
this->mCurrent += sizeof(float);
aiVector3D vAxis = *((aiVector3D*)this->mCurrent);
this->mCurrent += sizeof(aiVector3D);
// some idiotic files have rotations with fRadians = 0 ...
if (0.0f != fRadians)
{
// get the rotation matrix around the axis
const float fSin = sinf(-fRadians);
const float fCos = cosf(-fRadians);
const float fOneMinusCos = 1.0f - fCos;
std::swap(vAxis.z,vAxis.y);
//vAxis.z *= -1.0f;
//vAxis.Normalize();
aiMatrix4x4 mRot = aiMatrix4x4(
(vAxis.x * vAxis.x) * fOneMinusCos + fCos,
(vAxis.x * vAxis.y) * fOneMinusCos /*-*/- (vAxis.z * fSin),
(vAxis.x * vAxis.z) * fOneMinusCos /*+*/+ (vAxis.y * fSin),
0.0f,
(vAxis.y * vAxis.x) * fOneMinusCos /*+*/+ (vAxis.z * fSin),
(vAxis.y * vAxis.y) * fOneMinusCos + fCos,
(vAxis.y * vAxis.z) * fOneMinusCos /*-*/- (vAxis.x * fSin),
0.0f,
(vAxis.z * vAxis.x) * fOneMinusCos /*-*/- (vAxis.y * fSin),
(vAxis.z * vAxis.y) * fOneMinusCos /*+*/+ (vAxis.x * fSin),
(vAxis.z * vAxis.z) * fOneMinusCos + fCos,
0.0f,0.0f,0.0f,0.0f,1.0f);
mRot.Transpose();
// build a chain of concatenated rotation matrix'
// if there are multiple track chunks for the same frame
// (there are some silly files usinf this ...)
if (0 != iNum0)
{
this->mCurrentNode->mRotation = this->mCurrentNode->mRotation * mRot;
}
else
{
// for the first time simply set the rotation matrix
this->mCurrentNode->mRotation = mRot;
}
iNum0++;
}
}
else this->mCurrent += sizeof(uint32_t) + sizeof(aiVector3D) + sizeof(float);
}
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
}
// add the new keyframe
if (v.mTime != -10e10f)this->mCurrentNode->aRotationKeys.push_back(v);
}
break;
case Dot3DSFile::CHUNK_TRACKSCALE:
@ -687,40 +692,45 @@ void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
} pos[keys];
*/
this->mCurrent += 10;
iTemp = *((uint16_t*)mCurrent);
iTemp = *((const uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t) * 2;
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
{
uint16_t sNum = *((const uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t);
if (0 != iTemp)
aiVectorKey v;
v.mTime = (double)sNum;
this->mCurrent += sizeof(uint32_t);
v.mValue = *((const aiVector3D*)this->mCurrent);
this->mCurrent += sizeof(aiVector3D);
// check whether we do already have this keyframe
for (std::vector<aiVectorKey>::const_iterator
i = this->mCurrentNode->aScalingKeys.begin();
i != this->mCurrentNode->aScalingKeys.end();++i)
{
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
{
uint16_t sNum = *((uint16_t*)mCurrent);
this->mCurrent += sizeof(uint16_t);
if (0 == sNum)
{
this->mCurrent += sizeof(uint32_t);
aiVector3D vMe = *((aiVector3D*)this->mCurrent);
// ignore zero scalings
if (0.0f != vMe.x && 0.0f != vMe.y && 0.0f != vMe.z)
{
this->mCurrentNode->vScaling.x *= vMe.x;
this->mCurrentNode->vScaling.y *= vMe.y;
this->mCurrentNode->vScaling.z *= vMe.z;
}
else
{
DefaultLogger::get()->warn("Found zero scaling factors. "
"This will be ignored.");
}
this->mCurrent += sizeof(aiVector3D);
}
else this->mCurrent += sizeof(uint32_t) + sizeof(aiVector3D);
}
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
}
break;
#endif // end keyframe animation code
// add the new keyframe
if (v.mTime != -10e10f)this->mCurrentNode->aScalingKeys.push_back(v);
if (v.mValue.x && v.mValue.y && v.mValue.z)
{
DefaultLogger::get()->warn("Found zero scaled axis in scaling keyframe");
++iCnt;
}
}
// there are 3DS files that have only zero scalings
if (iTemp == iCnt)
{
DefaultLogger::get()->warn("All scaling keys are zero. They will be removed");
this->mCurrentNode->aScalingKeys.clear();
}
break;
#endif
};
if (pcCurNext < this->mCurrent)
{
@ -732,19 +742,19 @@ void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
// Go to the starting position of the next top-level chunk
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return this->ParseHierarchyChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseFaceChunk(int* piRemaining)
void Dot3DSImporter::ParseFaceChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -833,19 +843,19 @@ void Dot3DSImporter::ParseFaceChunk(int* piRemaining)
// Go to the starting position of the next chunk on this level
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return ParseFaceChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
void Dot3DSImporter::ParseMeshChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -866,11 +876,12 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
while (iNum-- > 0)
{
mMesh.mPositions.push_back(*((aiVector3D*)this->mCurrent));
mMesh.mPositions.back().z *= -1.0f;
aiVector3D& v = mMesh.mPositions.back();
//std::swap( v.y, v.z);
//v.y *= -1.0f;
this->mCurrent += sizeof(aiVector3D);
}
break;
case Dot3DSFile::CHUNK_TRMATRIX:
{
// http://www.gamedev.net/community/forums/topic.asp?topic_id=263063
@ -879,43 +890,21 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
this->mCurrent += 12 * sizeof(float);
mMesh.mMat.a1 = pf[0];
mMesh.mMat.a2 = pf[1];
mMesh.mMat.a3 = pf[2];
mMesh.mMat.b1 = pf[3];
mMesh.mMat.b1 = pf[1];
mMesh.mMat.c1 = pf[2];
mMesh.mMat.a2 = pf[3];
mMesh.mMat.b2 = pf[4];
mMesh.mMat.b3 = pf[5];
mMesh.mMat.c1 = pf[6];
mMesh.mMat.c2 = pf[7];
mMesh.mMat.c2 = pf[5];
mMesh.mMat.a3 = pf[6];
mMesh.mMat.b3 = pf[7];
mMesh.mMat.c3 = pf[8];
mMesh.mMat.d1 = pf[9];
mMesh.mMat.d2 = pf[10];
mMesh.mMat.d3 = pf[11];
std::swap((float&)mMesh.mMat.d2, (float&)mMesh.mMat.d3);
std::swap((float&)mMesh.mMat.a2, (float&)mMesh.mMat.a3);
std::swap((float&)mMesh.mMat.b1, (float&)mMesh.mMat.c1);
std::swap((float&)mMesh.mMat.c2, (float&)mMesh.mMat.b3);
std::swap((float&)mMesh.mMat.b2, (float&)mMesh.mMat.c3);
mMesh.mMat.Transpose();
//aiMatrix4x4 mInv = mMesh.mMat;
//mInv.Inverse();
//// invert the matrix and transform all vertices with it
//// (the origin of all vertices is 0|0|0 now)
//for (register unsigned int i = 0; i < mMesh.mPositions.size();++i)
// {
// aiVector3D a,c;
// a = mMesh.mPositions[i];
// c[0]= mInv[0][0]*a[0] + mInv[1][0]*a[1] + mInv[2][0]*a[2] + mInv[3][0];
// c[1]= mInv[0][1]*a[0] + mInv[1][1]*a[1] + mInv[2][1]*a[2] + mInv[3][1];
// c[2]= mInv[0][2]*a[0] + mInv[1][2]*a[1] + mInv[2][2]*a[2] + mInv[3][2];
// mMesh.mPositions[i] = c;
// }
mMesh.mMat.a4 = pf[9];
mMesh.mMat.b4 = pf[10];
mMesh.mMat.c4 = pf[11];
//mMesh.mMat.Transpose(); // todo ----
// now check whether the matrix has got a negative determinant
// If yes, we need to flip all vertices x axis ....
// If yes, we need to flip all vertices' x axis ....
// From lib3ds, mesh.c
if (mMesh.mMat.Determinant() < 0.0f)
{
@ -938,9 +927,9 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
mMesh.mPositions[i] = c;
}
}
}
break;
case Dot3DSFile::CHUNK_MAPLIST:
iNum = *((uint16_t*)this->mCurrent);
@ -983,7 +972,7 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
iRemaining = (int)(pcCurNext - this->mCurrent);
if (iRemaining > 0)this->ParseFaceChunk(&iRemaining);
if (iRemaining > 0)this->ParseFaceChunk(iRemaining);
break;
};
@ -997,17 +986,17 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
// Go to the starting position of the next chunk on this level
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return ParseMeshChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
void Dot3DSImporter::ParseMaterialChunk(int& piRemaining)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -1121,27 +1110,27 @@ void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
// parse texture chunks
case Dot3DSFile::CHUNK_MAT_TEXTURE:
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexDiffuse);
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexDiffuse);
break;
case Dot3DSFile::CHUNK_MAT_BUMPMAP:
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexBump);
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexBump);
break;
case Dot3DSFile::CHUNK_MAT_OPACMAP:
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexOpacity);
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexOpacity);
break;
case Dot3DSFile::CHUNK_MAT_MAT_SHINMAP:
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexShininess);
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexShininess);
break;
case Dot3DSFile::CHUNK_MAT_SPECMAP:
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexSpecular);
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexSpecular);
break;
case Dot3DSFile::CHUNK_MAT_SELFIMAP:
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexEmissive);
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexEmissive);
break;
};
if (pcCurNext < this->mCurrent)
@ -1154,17 +1143,17 @@ void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
// Go to the starting position of the next chunk on this level
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return ParseMaterialChunk(piRemaining);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut)
void Dot3DSImporter::ParseTextureChunk(int& piRemaining,Dot3DS::Texture* pcOut)
{
const Dot3DSFile::Chunk* psChunk;
this->ReadChunk(&psChunk);
if (NULL == psChunk)return;
const unsigned char* pcCur = this->mCurrent;
const unsigned char* pcCurNext = pcCur + (psChunk->Size
@ -1246,8 +1235,8 @@ void Dot3DSImporter::ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut)
// Go to the starting position of the next chunk on this level
this->mCurrent = pcCurNext;
*piRemaining -= psChunk->Size;
if (0 >= *piRemaining)return;
piRemaining -= psChunk->Size;
if (0 >= piRemaining)return;
return ParseTextureChunk(piRemaining,pcOut);
}
// ------------------------------------------------------------------------------------------------

View File

@ -138,52 +138,52 @@ protected:
// -------------------------------------------------------------------
/** Parse a main top-level chunk in the file
*/
void ParseMainChunk(int* piRemaining);
void ParseMainChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level chunk in the file
*/
void ParseChunk(int* piRemaining);
void ParseChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level editor chunk in the file
*/
void ParseEditorChunk(int* piRemaining);
void ParseEditorChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level object chunk in the file
*/
void ParseObjectChunk(int* piRemaining);
void ParseObjectChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a material chunk in the file
*/
void ParseMaterialChunk(int* piRemaining);
void ParseMaterialChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a mesh chunk in the file
*/
void ParseMeshChunk(int* piRemaining);
void ParseMeshChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a face list chunk in the file
*/
void ParseFaceChunk(int* piRemaining);
void ParseFaceChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a keyframe chunk in the file
*/
void ParseKeyframeChunk(int* piRemaining);
void ParseKeyframeChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a hierarchy chunk in the file
*/
void ParseHierarchyChunk(int* piRemaining);
void ParseHierarchyChunk(int& piRemaining);
// -------------------------------------------------------------------
/** Parse a texture chunk in the file
*/
void ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut);
void ParseTextureChunk(int& piRemaining,Dot3DS::Texture* pcOut);
// -------------------------------------------------------------------
/** Convert the meshes in the file

View File

@ -105,7 +105,7 @@ bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
void ASEImporter::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rt"));
// Check whether we can read from the file
if( file.get() == NULL)
@ -195,7 +195,7 @@ void ASEImporter::GenerateDefaultMaterial()
mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
mat.mShading = Dot3DSFile::Gouraud;
mat.mName = "$$$ASE_DEFAULT";
mat.mName = AI_DEFAULT_MATERIAL_NAME;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::AddNodes(aiScene* pcScene,aiNode* pcParent,

View File

@ -41,19 +41,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Implementation of the ASE parser class */
// internal headers
#include "TextureTransform.h"
#include "ASELoader.h"
#include "MaterialSystem.h"
#include "../include/DefaultLogger.h"
#include "fast_atof.h"
// public ASSIMP headers
#include "../include/DefaultLogger.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
// boost headers
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
@ -134,7 +136,7 @@ bool Parser::SkipToNextToken()
// increase the line number counter if necessary
if (IsLineEnd(me))++this->iLineNumber;
else if ('*' == me || '}' == me || '{' == me)return true;
if ('*' == me || '}' == me || '{' == me)return true;
else if ('\0' == me)return false;
++this->m_szFile;

View File

@ -81,14 +81,10 @@ inline bool SkipLine( const char_t* in, const char_t** out)
{
while (*in != (char_t)'\r' && *in != (char_t)'\n' && *in != (char_t)'\0')in++;
if (*in == (char_t)'\0')
{
*out = in;
return false;
}
in++;
// files are opened in binary mode. Ergo there are both NL and CR
while (*in == (char_t)'\r' || *in == (char_t)'\n')in++;
*out = in;
return true;
return *in != (char_t)'\0';
}
// ---------------------------------------------------------------------------------
template <class char_t>
@ -98,11 +94,12 @@ inline bool SkipLine( const char_t** inout)
}
// ---------------------------------------------------------------------------------
template <class char_t>
inline void SkipSpacesAndLineEnd( const char_t* in, const char_t** out)
inline bool SkipSpacesAndLineEnd( const char_t* in, const char_t** out)
{
while (*in == (char_t)' ' || *in == (char_t)'\t' ||
*in == (char_t)'\r' || *in == (char_t)'\n')in++;
*out = in;
return *in != '\0';
}
// ---------------------------------------------------------------------------------
template <class char_t>

View File

@ -135,7 +135,7 @@ void PLYImporter::InternReadFile(
{
szMe += 6;
SkipLine(szMe,(const char**)&szMe);
if(!PLY::DOM::ParseInstance(szMe,&sPlyDom, (unsigned int)fileSize))
if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
{
delete[] this->mBuffer;
throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#1)");
@ -156,7 +156,7 @@ void PLYImporter::InternReadFile(
// skip the line, parse the rest of the header and build the DOM
SkipLine(szMe,(const char**)&szMe);
if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE, (unsigned int)fileSize))
if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
{
delete[] this->mBuffer;
throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#2)");

View File

@ -57,23 +57,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
void ValidateOut(const char* szCur, const char* szMax)
{
if (szCur > szMax)
{
throw new ImportErrorException("Buffer overflow. PLY file contains invalid indices");
}
return;
}
// ------------------------------------------------------------------------------------------------
PLY::EDataType PLY::Property::ParseDataType(const char* p_szIn,const char** p_szOut)
{
ai_assert(NULL != p_szIn);
ai_assert(NULL != p_szOut);
const char* szMax = *p_szOut;
PLY::EDataType eOut = PLY::EDT_INVALID;
@ -156,7 +145,6 @@ PLY::EDataType PLY::Property::ParseDataType(const char* p_szIn,const char** p_sz
DefaultLogger::get()->info("Found unknown data type in PLY file. This is OK");
}
*p_szOut = p_szIn;
ValidateOut(p_szIn,szMax);
return eOut;
}
// ------------------------------------------------------------------------------------------------
@ -165,8 +153,6 @@ PLY::ESemantic PLY::Property::ParseSemantic(const char* p_szIn,const char** p_sz
ai_assert(NULL != p_szIn);
ai_assert(NULL != p_szOut);
const char* szMax = *p_szOut;
PLY::ESemantic eOut = PLY::EST_INVALID;
if (0 == ASSIMP_strincmp(p_szIn,"red",3))
{
@ -336,7 +322,6 @@ PLY::ESemantic PLY::Property::ParseSemantic(const char* p_szIn,const char** p_sz
{
eOut = PLY::EST_INVALID;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return eOut;
}
@ -351,7 +336,6 @@ bool PLY::Property::ParseProperty (const char* p_szIn,
// Forms supported:
// "property float x"
// "property list uchar int vertex_index"
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
// skip leading spaces
@ -373,44 +357,36 @@ bool PLY::Property::ParseProperty (const char* p_szIn,
// seems to be a list.
p_szIn += 5;
const char* szPass = szMax;
if(EDT_INVALID == (pOut->eFirstType = PLY::Property::ParseDataType(p_szIn, &szPass)))
if(EDT_INVALID == (pOut->eFirstType = PLY::Property::ParseDataType(p_szIn, &p_szIn)))
{
// unable to parse list size data type
SkipLine(p_szIn,&p_szIn);
*p_szOut = p_szIn;
return false;
}
p_szIn = szPass;
if (!SkipSpaces(p_szIn,&p_szIn))return false;
szPass = szMax;
if(EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(p_szIn, &szPass)))
if(EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(p_szIn, &p_szIn)))
{
// unable to parse list data type
SkipLine(p_szIn,&p_szIn);
*p_szOut = p_szIn;
return false;
}
p_szIn = szPass;
}
else
{
const char* szPass = szMax;
if(EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(p_szIn, &szPass)))
if(EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(p_szIn, &p_szIn)))
{
// unable to parse data type. Skip the property
SkipLine(p_szIn,&p_szIn);
*p_szOut = p_szIn;
return false;
}
p_szIn = szPass;
}
if (!SkipSpaces(p_szIn,&p_szIn))return false;
const char* szCur = p_szIn;
const char* szPass = szMax;
pOut->Semantic = PLY::Property::ParseSemantic(p_szIn, &szPass);
p_szIn = szPass;
pOut->Semantic = PLY::Property::ParseSemantic(p_szIn, &p_szIn);
if (PLY::EST_INVALID == pOut->Semantic)
{
@ -422,7 +398,6 @@ bool PLY::Property::ParseProperty (const char* p_szIn,
}
SkipSpacesAndLineEnd(p_szIn,&p_szIn);
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -433,8 +408,6 @@ PLY::EElementSemantic PLY::Element::ParseSemantic(const char* p_szIn,
ai_assert(NULL != p_szIn);
ai_assert(NULL != p_szOut);
const char* szMax = *p_szOut;
PLY::EElementSemantic eOut = PLY::EEST_INVALID;
if (0 == ASSIMP_strincmp(p_szIn,"vertex",6))
{
@ -474,7 +447,6 @@ PLY::EElementSemantic PLY::Element::ParseSemantic(const char* p_szIn,
{
eOut = PLY::EEST_INVALID;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return eOut;
}
@ -488,7 +460,6 @@ bool PLY::Element::ParseElement (const char* p_szIn,
ai_assert(NULL != pOut);
// Example format: "element vertex 8"
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
// skip leading spaces
@ -506,10 +477,7 @@ bool PLY::Element::ParseElement (const char* p_szIn,
// parse the semantic of the element
const char* szCur = p_szIn;
const char* szPass = szMax;
pOut->eSemantic = PLY::Element::ParseSemantic(p_szIn,&szPass);
p_szIn = szPass;
pOut->eSemantic = PLY::Element::ParseSemantic(p_szIn,&p_szIn);
if (PLY::EEST_INVALID == pOut->eSemantic)
{
// store the name of the semantic
@ -534,14 +502,11 @@ bool PLY::Element::ParseElement (const char* p_szIn,
PLY::Property* prop = new PLY::Property();
const char* szPass = szMax;
if(!PLY::Property::ParseProperty(p_szIn,&szPass,prop))break;
p_szIn = szPass;
if(!PLY::Property::ParseProperty(p_szIn,&p_szIn,prop))break;
// add the property to the property list
pOut->alProperties.push_back(prop);
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -552,7 +517,6 @@ bool PLY::DOM::SkipComments (const char* p_szIn,
ai_assert(NULL != p_szIn);
ai_assert(NULL != p_szOut);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
// skip spaces
@ -568,7 +532,6 @@ bool PLY::DOM::SkipComments (const char* p_szIn,
*p_szOut = p_szIn;
return true;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return false;
}
@ -591,11 +554,8 @@ bool PLY::DOM::ParseHeader (const char* p_szIn,const char** p_szOut)
PLY::DOM::SkipComments(p_szIn,&p_szIn);
PLY::Element* out = new PLY::Element();
const char* szPass = szMax;
if(PLY::Element::ParseElement(p_szIn,&szPass,out))
if(PLY::Element::ParseElement(p_szIn,&p_szIn,out))
{
p_szIn = szPass;
// add the element to the list of elements
this->alElements.push_back(out);
}
@ -608,7 +568,6 @@ bool PLY::DOM::ParseHeader (const char* p_szIn,const char** p_szOut)
// ignore unknown header elements
}
SkipSpacesAndLineEnd(p_szIn,&p_szIn);
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
DefaultLogger::get()->debug("PLY::DOM::ParseHeader() succeeded");
@ -636,14 +595,10 @@ bool PLY::DOM::ParseElementInstanceLists (
for (;i != this->alElements.end();++i,++a)
{
*a = new PLY::ElementInstanceList((*i)); // reserve enough storage
const char* szPass = szMax;
PLY::ElementInstanceList::ParseInstanceList(p_szIn,&szPass,(*i),(*a));
p_szIn = szPass;
PLY::ElementInstanceList::ParseInstanceList(p_szIn,&p_szIn,(*i),(*a));
}
DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceLists() succeeded");
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -657,8 +612,6 @@ bool PLY::DOM::ParseElementInstanceListsBinary (
ai_assert(NULL != p_szOut);
DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceListsBinary() begin");
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
this->alElementData.resize(this->alElements.size());
@ -670,34 +623,27 @@ bool PLY::DOM::ParseElementInstanceListsBinary (
for (;i != this->alElements.end();++i,++a)
{
*a = new PLY::ElementInstanceList((*i)); // reserve enough storage
const char* szPass = szMax;
PLY::ElementInstanceList::ParseInstanceListBinary(p_szIn,&szPass,(*i),(*a),p_bBE);
p_szIn = szPass;
PLY::ElementInstanceList::ParseInstanceListBinary(p_szIn,&p_szIn,(*i),(*a),p_bBE);
}
DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceListsBinary() succeeded");
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseInstanceBinary (const char* p_szIn,DOM* p_pcOut,bool p_bBE,unsigned int iSize)
bool PLY::DOM::ParseInstanceBinary (const char* p_szIn,DOM* p_pcOut,bool p_bBE)
{
ai_assert(NULL != p_szIn);
ai_assert(NULL != p_pcOut);
DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() begin");
const char* szMax = p_szIn + iSize;
const char* szPass = szMax;
if(!p_pcOut->ParseHeader(p_szIn,&szPass))
if(!p_pcOut->ParseHeader(p_szIn,&p_szIn))
{
DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() failure");
return false;
}
p_szIn = szPass;
szPass = szMax;
if(!p_pcOut->ParseElementInstanceListsBinary(p_szIn,&szPass,p_bBE))
if(!p_pcOut->ParseElementInstanceListsBinary(p_szIn,&p_szIn,p_bBE))
{
DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() failure");
return false;
@ -706,23 +652,20 @@ bool PLY::DOM::ParseInstanceBinary (const char* p_szIn,DOM* p_pcOut,bool p_bBE,u
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseInstance (const char* p_szIn,DOM* p_pcOut,unsigned int iSize)
bool PLY::DOM::ParseInstance (const char* p_szIn,DOM* p_pcOut)
{
ai_assert(NULL != p_szIn);
ai_assert(NULL != p_pcOut);
DefaultLogger::get()->debug("PLY::DOM::ParseInstance() begin");
const char* szMax = p_szIn + iSize;
const char* szPass = szMax;
if(!p_pcOut->ParseHeader(p_szIn,&szPass))
if(!p_pcOut->ParseHeader(p_szIn,&p_szIn))
{
DefaultLogger::get()->debug("PLY::DOM::ParseInstance() failure");
return false;
}
p_szIn = szPass;
szPass = szMax;
if(!p_pcOut->ParseElementInstanceLists(p_szIn,&szPass))
if(!p_pcOut->ParseElementInstanceLists(p_szIn,&p_szIn))
{
DefaultLogger::get()->debug("PLY::DOM::ParseInstance() failure");
return false;
@ -763,15 +706,11 @@ bool PLY::ElementInstanceList::ParseInstanceList (
PLY::DOM::SkipComments(p_szIn,&p_szIn);
PLY::ElementInstance* out = new PLY::ElementInstance();
const char* szPass = szMax;
PLY::ElementInstance::ParseInstance(p_szIn, &szPass,pcElement, out);
p_szIn = szPass;
PLY::ElementInstance::ParseInstance(p_szIn, &p_szIn,pcElement, out);
// add it to the list
p_pcOut->alInstances[i] = out;
}
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -788,9 +727,6 @@ bool PLY::ElementInstanceList::ParseInstanceListBinary (
ai_assert(NULL != pcElement);
ai_assert(NULL != p_pcOut);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
// we can add special handling code for unknown element semantics since
// we can't skip it as a whole block (we don't know its exact size
// due to the fact that lists could be contained in the property list
@ -798,13 +734,10 @@ bool PLY::ElementInstanceList::ParseInstanceListBinary (
for (unsigned int i = 0; i < pcElement->NumOccur;++i)
{
PLY::ElementInstance* out = new PLY::ElementInstance();
const char* szPass = szMax;
PLY::ElementInstance::ParseInstanceBinary(p_szIn, &p_szIn,pcElement, out, p_bBE);
p_szIn = szPass;
// add it to the list
p_pcOut->alInstances[i] = out;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -825,15 +758,11 @@ bool PLY::ElementInstance::ParseInstance (
// allocate enough storage
p_pcOut->alProperties.resize(pcElement->alProperties.size());
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
std::vector<PLY::Property*>::const_iterator a = pcElement->alProperties.begin();
for (;i != p_pcOut->alProperties.end();++i,++a)
{
const char* szPass = szMax;
if(!(PLY::PropertyInstance::ParseInstance(p_szIn, &szPass,(*a),&(*i))))
if(!(PLY::PropertyInstance::ParseInstance(p_szIn, &p_szIn,(*a),&(*i))))
{
DefaultLogger::get()->warn("Unable to parse property instance. "
"Skipping this element instance");
@ -844,9 +773,7 @@ bool PLY::ElementInstance::ParseInstance (
PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a)->eType);
(*i).avList.push_back(v);
}
p_szIn = szPass;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -863,9 +790,6 @@ bool PLY::ElementInstance::ParseInstanceBinary (
ai_assert(NULL != pcElement);
ai_assert(NULL != p_pcOut);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
// allocate enough storage
p_pcOut->alProperties.resize(pcElement->alProperties.size());
@ -873,8 +797,7 @@ bool PLY::ElementInstance::ParseInstanceBinary (
std::vector<PLY::Property*>::const_iterator a = pcElement->alProperties.begin();
for (;i != p_pcOut->alProperties.end();++i,++a)
{
const char* szPass = szMax;
if(!(PLY::PropertyInstance::ParseInstanceBinary(p_szIn, &szPass,(*a),&(*i),p_bBE)))
if(!(PLY::PropertyInstance::ParseInstanceBinary(p_szIn, &p_szIn,(*a),&(*i),p_bBE)))
{
DefaultLogger::get()->warn("Unable to parse binary property instance. "
"Skipping this element instance");
@ -882,9 +805,7 @@ bool PLY::ElementInstance::ParseInstanceBinary (
PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a)->eType);
(*i).avList.push_back(v);
}
p_szIn = szPass;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -897,7 +818,6 @@ bool PLY::PropertyInstance::ParseInstance (const char* p_szIn,const char** p_szO
ai_assert(NULL != prop);
ai_assert(NULL != p_pcOut);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
// skip spaces at the beginning
@ -907,10 +827,7 @@ bool PLY::PropertyInstance::ParseInstance (const char* p_szIn,const char** p_szO
{
// parse the number of elements in the list
PLY::PropertyInstance::ValueUnion v;
const char* szPass = szMax;
PLY::PropertyInstance::ParseValue(p_szIn, &szPass,prop->eFirstType,&v);
p_szIn = szPass;
PLY::PropertyInstance::ParseValue(p_szIn, &p_szIn,prop->eFirstType,&v);
// convert to unsigned int
unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
@ -919,10 +836,7 @@ bool PLY::PropertyInstance::ParseInstance (const char* p_szIn,const char** p_szO
for (unsigned int i = 0; i < iNum;++i)
{
if (!SkipSpaces(p_szIn, &p_szIn))return false;
const char* szPass = szMax;
PLY::PropertyInstance::ParseValue(p_szIn, &szPass,prop->eType,&v);
p_szIn = szPass;
PLY::PropertyInstance::ParseValue(p_szIn, &p_szIn,prop->eType,&v);
p_pcOut->avList.push_back(v);
}
}
@ -931,13 +845,10 @@ bool PLY::PropertyInstance::ParseInstance (const char* p_szIn,const char** p_szO
// parse the property
PLY::PropertyInstance::ValueUnion v;
const char* szPass = szMax;
PLY::PropertyInstance::ParseValue(p_szIn, &szPass,prop->eType,&v);
p_szIn = szPass;
PLY::PropertyInstance::ParseValue(p_szIn, &p_szIn,prop->eType,&v);
p_pcOut->avList.push_back(v);
}
SkipSpacesAndLineEnd(p_szIn, &p_szIn);
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -950,16 +861,11 @@ bool PLY::PropertyInstance::ParseInstanceBinary (const char* p_szIn,const char**
ai_assert(NULL != prop);
ai_assert(NULL != p_pcOut);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
if (prop->bIsList)
{
// parse the number of elements in the list
PLY::PropertyInstance::ValueUnion v;
const char* szPass = szMax;
PLY::PropertyInstance::ParseValueBinary(p_szIn, &szPass,prop->eFirstType,&v,p_bBE);
p_szIn = szPass;
PLY::PropertyInstance::ParseValueBinary(p_szIn, &p_szIn,prop->eFirstType,&v,p_bBE);
// convert to unsigned int
unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
@ -967,9 +873,7 @@ bool PLY::PropertyInstance::ParseInstanceBinary (const char* p_szIn,const char**
// parse all list elements
for (unsigned int i = 0; i < iNum;++i)
{
const char* szPass = szMax;
PLY::PropertyInstance::ParseValueBinary(p_szIn, &szPass,prop->eType,&v,p_bBE);
p_szIn = szPass;
PLY::PropertyInstance::ParseValueBinary(p_szIn, &p_szIn,prop->eType,&v,p_bBE);
p_pcOut->avList.push_back(v);
}
}
@ -977,12 +881,9 @@ bool PLY::PropertyInstance::ParseInstanceBinary (const char* p_szIn,const char**
{
// parse the property
PLY::PropertyInstance::ValueUnion v;
const char* szPass = szMax;
PLY::PropertyInstance::ParseValueBinary(p_szIn, &szPass,prop->eType,&v,p_bBE);
p_szIn = szPass;
PLY::PropertyInstance::ParseValueBinary(p_szIn, &p_szIn,prop->eType,&v,p_bBE);
p_pcOut->avList.push_back(v);
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -1013,9 +914,6 @@ bool PLY::PropertyInstance::ParseValue(const char* p_szIn,const char** p_szOut,
ai_assert(NULL != p_szOut);
ai_assert(NULL != out);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
switch (eType)
{
case EDT_UInt:
@ -1060,9 +958,9 @@ bool PLY::PropertyInstance::ParseValue(const char* p_szIn,const char** p_szOut,
out->fDouble = (double)f;
default:
*p_szOut = p_szIn;
return false;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}
@ -1078,9 +976,6 @@ bool PLY::PropertyInstance::ParseValueBinary(
ai_assert(NULL != p_szOut);
ai_assert(NULL != out);
const char* szMax = *p_szOut;
*p_szOut = p_szIn;
switch (eType)
{
case EDT_UInt:
@ -1163,9 +1058,9 @@ bool PLY::PropertyInstance::ParseValueBinary(
break;
}
default:
*p_szOut = p_szIn;
return false;
}
ValidateOut(p_szIn,szMax);
*p_szOut = p_szIn;
return true;
}

View File

@ -481,9 +481,9 @@ public:
//! Parse the DOM for a PLY file. The input string is assumed
//! to be terminated with zero
static bool ParseInstance (const char* p_szIn,DOM* p_pcOut, unsigned int iLen);
static bool ParseInstance (const char* p_szIn,DOM* p_pcOut);
static bool ParseInstanceBinary (const char* p_szIn,
DOM* p_pcOut,bool p_bBE, unsigned int iLen);
DOM* p_pcOut,bool p_bBE);
//! Skip all comment lines after this
static bool SkipComments (const char* p_szIn,const char** p_szOut);

View File

@ -0,0 +1,112 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Defines a helper class, "CommentRemover", which can be
* used to remove comments (single and multi line) from a text file.
*/
#include "../include/aiTypes.h"
#include "../include/DefaultLogger.h"
#include "../include/aiAssert.h"
#include "RemoveComments.h"
namespace Assimp
{
// ------------------------------------------------------------------------------------------------
void CommentRemover::RemoveLineComments(const char* szComment,
char* szBuffer, char chReplacement /* = ' ' */)
{
// validate parameters
ai_assert(NULL != szComment && NULL != szBuffer && *szComment);
while (*szBuffer)
{
if (*szBuffer == *szComment)
{
if (0 == ::strcmp(szBuffer+1,szComment+1))
{
while (*szBuffer != '\r' && *szBuffer != '\n' && *szBuffer)
*szBuffer++ = chReplacement;
}
}
++szBuffer;
}
}
// ------------------------------------------------------------------------------------------------
void CommentRemover::RemoveMultiLineComments(const char* szCommentStart,
const char* szCommentEnd,char* szBuffer,
char chReplacement)
{
// validate parameters
ai_assert(NULL != szCommentStart && NULL != szCommentEnd &&
NULL != szBuffer && '\0' != *szCommentStart && '\0' != *szCommentEnd);
const size_t len = ::strlen(szCommentEnd);
while (*szBuffer)
{
if (*szBuffer == *szCommentStart)
{
if (0 == ::strcmp(szBuffer+1,szCommentStart+1))
{
while (*szBuffer)
{
if (*szBuffer == *szCommentEnd)
{
if (0 == ::strcmp(szBuffer+1,szCommentEnd+1))
{
for (unsigned int i = 0; i < len;++i)
*szBuffer++ = chReplacement;
goto __continue_outer; // WUHHHAAAAHHAA!
}
}
*szBuffer++ = chReplacement;
}
return;
}
}
++szBuffer;
__continue_outer:
int i = 4; // NOP dummy
}
}
}; // !! Assimp

View File

@ -0,0 +1,89 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Declares a helper class, "CommentRemover", which can be
* used to remove comments (single and multi line) from a text file.
*/
#ifndef AI_REMOVE_COMMENTS_H_INC
#define AI_REMOVE_COMMENTS_H_INC
#include "../include/aiAssert.h"
namespace Assimp
{
// ---------------------------------------------------------------------------
/** \brief Helper class to remove single and multi line comments from a file
*
* Some mesh formats like MD5 have comments that are quite similar
* to those in C or C++ so this code has been moved to a separate
* module.
*/
class CommentRemover
{
// class cannot be instanced
CommentRemover() {}
public:
//! Remove single-line comments. The end of a line is
//! expected to be either NL or CR or NLCR.
//! \param szComment The start sequence of the comment, e.g. "//"
//! \param szBuffer Buffer to work with
//! \param chReplacement Character to be used as replacement
//! for commented lines. By default this is ' '
static void RemoveLineComments(const char* szComment,
char* szBuffer, char chReplacement = ' ');
//! Remove multi-line comments. The end of a line is
//! expected to be either NL or CR or NLCR. Multi-line comments
//! may not be nested (as in C).
//! \param szCommentStart The start sequence of the comment, e.g. "/*"
//! \param szCommentEnd The end sequence of the comment, e.g. "*/"
//! \param szBuffer Buffer to work with
//! \param chReplacement Character to be used as replacement
//! for commented lines. By default this is ' '
static void RemoveMultiLineComments(const char* szCommentStart,
const char* szCommentEnd,char* szBuffer,
char chReplacement = ' ');
};
} // ! Assimp
#endif // !! AI_REMOVE_COMMENTS_H_INC

View File

@ -41,11 +41,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Implementation of the SMD importer class */
// internal headers
#include "MaterialSystem.h"
#include "SMDLoader.h"
#include "StringComparison.h"
#include "fast_atof.h"
// public headers
#include "../include/DefaultLogger.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
@ -53,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
// boost headers
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
@ -105,7 +108,7 @@ bool SMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
void SMDImporter::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rt"));
// Check whether we can read from the file
if( file.get() == NULL)
@ -123,6 +126,9 @@ void SMDImporter::InternReadFile(
this->bHasUVs = true;
this->iLineNumber = 1;
// append a terminal 0
this->mBuffer[this->iFileSize] = '\0';
// reserve enough space for ... hm ... 10 textures
this->aszTextures.reserve(10);
@ -137,14 +143,48 @@ void SMDImporter::InternReadFile(
// parse the file ...
this->ParseFile();
// now fix invalid time values and make sure the animation starts at frame 0
this->FixTimeValues();
// if there are no triangles it seems to be an animation SMD,
// containing only the animation skeleton.
if (this->asTriangles.empty())
{
if (this->asBones.empty())
{
throw new ImportErrorException("No triangles and no bones have "
"been found in the file. This file seems to be invalid.");
}
// set the flag in the scene structure which indicates
// that there is nothing than an animation skeleton
pScene->mFlags |= AI_SCENE_FLAGS_ANIM_SKELETON_ONLY;
}
if (!this->asBones.empty())
{
// check whether all bones have been initialized
for (std::vector<SMD::Bone>::const_iterator
i = this->asBones.begin();
i != this->asBones.end();++i)
{
if (!(*i).mName.length())
{
DefaultLogger::get()->warn("Not all bones have been initialized");
break;
}
}
// compute absolute bone transformation matrices
this->ComputeAbsoluteBoneTransformations();
// now fix invalid time values and make sure the animation starts at frame 0
this->FixTimeValues();
// create output meshes
this->CreateOutputMeshes();
// compute absolute bone transformation matrices
this->ComputeAbsoluteBoneTransformations();
}
if (!(pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY))
{
// create output meshes
this->CreateOutputMeshes();
// build an output material list
this->CreateOutputMaterials();
}
// build the output animation
this->CreateOutputAnimations();
@ -292,7 +332,7 @@ void SMDImporter::CreateOutputMeshes()
*pcVerts++ = face.avVertices[0].pos;
*pcVerts++ = face.avVertices[1].pos;
*pcVerts++ = face.avVertices[2].pos;
*pcVerts++ = face.avVertices[2].pos;
// fill the normals
*pcNormals++ = face.avVertices[0].nor;
@ -310,10 +350,9 @@ void SMDImporter::CreateOutputMeshes()
for (unsigned int iVert = 0; iVert < 3;++iVert)
{
float fSum = 0.0f;
for (unsigned int iBone = 0;iBone < face.avVertices[0].aiBoneLinks.size();++iBone)
for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
{
TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
if (pairval.first >= this->asBones.size())
{
DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
@ -322,16 +361,35 @@ void SMDImporter::CreateOutputMeshes()
continue;
}
aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
fSum += pairval.second;
}
// if the sum of all vertex weights is not 1.0 we must assign
// the rest to the vertex' parent node. Well, at least the doc says
// we should ...
if (fSum <= 0.995f)
if (fSum <= 1.0f)
{
aaiBones[face.avVertices[iVert].iParentNode].push_back(
TempWeightListEntry(iNum,1.0f-fSum));
if (face.avVertices[iVert].iParentNode >= this->asBones.size())
{
DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
"The index of the vertex parent bone is invalid. "
"The remaining weights will be normalized to 1.0");
if (fSum)
{
fSum = 1 / fSum;
for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
{
TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
if (pairval.first >= this->asBones.size())continue;
aaiBones[pairval.first].back().second *= fSum;
}
}
}
else
{
aaiBones[face.avVertices[iVert].iParentNode].push_back(
TempWeightListEntry(iNum,1.0f-fSum));
}
}
pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
@ -375,7 +433,7 @@ void SMDImporter::CreateOutputMeshes()
// add bone child nodes
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
{
ai_assert(NULL != pcNode && 0 != pcNode->mNumChildren && NULL != pcNode->mChildren);
ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren);
// first count ...
for (unsigned int i = 0; i < this->asBones.size();++i)
@ -399,42 +457,72 @@ void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
// store the local transformation matrix of the bind pose
pc->mTransformation = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrix;
pc->mParent = pcNode;
// add children to this node, too
AddBoneChildren(pc,i);
}
}
// ------------------------------------------------------------------------------------------------
// create output nodes
void SMDImporter::CreateOutputNodes()
{
// create one root node that renders all meshes
this->pScene->mRootNode = new aiNode();
::strcpy(this->pScene->mRootNode->mName.data, "SMD_root");
this->pScene->mRootNode->mName.length = 8;
this->pScene->mRootNode->mNumMeshes = this->pScene->mNumMeshes;
this->pScene->mRootNode->mMeshes = new unsigned int[this->pScene->mNumMeshes];
for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
this->pScene->mRootNode->mMeshes[i] = i;
if (!(this->pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY))
{
// create one root node that renders all meshes
this->pScene->mRootNode->mNumMeshes = this->pScene->mNumMeshes;
this->pScene->mRootNode->mMeshes = new unsigned int[this->pScene->mNumMeshes];
for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
this->pScene->mRootNode->mMeshes[i] = i;
}
// now add all bones as dummy sub nodes to the graph
this->AddBoneChildren(this->pScene->mRootNode,(uint32_t)-1);
// if we have only one bone we can even remove the root node
if (this->pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY &&
1 == this->pScene->mRootNode->mNumChildren)
{
aiNode* pcOldRoot = this->pScene->mRootNode;
this->pScene->mRootNode = pcOldRoot->mChildren[0];
pcOldRoot->mChildren[0] = NULL;
delete pcOldRoot;
this->pScene->mRootNode->mParent = NULL;
}
else
{
::strcpy(this->pScene->mRootNode->mName.data, "<SMD_root>");
this->pScene->mRootNode->mName.length = 10;
}
}
// ------------------------------------------------------------------------------------------------
// create output animations
void SMDImporter::CreateOutputAnimations()
{
unsigned int iNumBones = 0;
for (std::vector<SMD::Bone>::const_iterator
i = this->asBones.begin();
i != this->asBones.end();++i)
{
if ((*i).bIsUsed)++iNumBones;
}
if (!iNumBones)
{
// just make sure this case doesn't occur ... (it could occur
// if the file was invalid)
return;
}
this->pScene->mNumAnimations = 1;
this->pScene->mAnimations = new aiAnimation*[1];
aiAnimation*& anim = this->pScene->mAnimations[0] = new aiAnimation();
anim->mDuration = this->dLengthOfAnim;
anim->mNumBones = iNumBones;
anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
// this->pScene->mAnimations[0]->mNumBones = 0;
for (std::vector<SMD::Bone>::const_iterator
i = this->asBones.begin();
i != this->asBones.end();++i)
{
if ((*i).bIsUsed)++anim->mNumBones;
}
aiBoneAnim** pp = anim->mBones = new aiBoneAnim*[anim->mNumBones];
// now build valid keys
@ -492,8 +580,10 @@ void SMDImporter::ComputeAbsoluteBoneTransformations()
for (unsigned int i = 0; i < bone.sAnim.asKeys.size();++i)
{
double d = std::min(bone.sAnim.asKeys[i].dTime,dMin);
if (d < dMin) {
dMin = d; iIndex = i;
if (d < dMin)
{
dMin = d;
iIndex = i;
}
}
bone.sAnim.iFirstTimeKey = iIndex;
@ -541,7 +631,7 @@ void SMDImporter::ComputeAbsoluteBoneTransformations()
void SMDImporter::CreateOutputMaterials()
{
this->pScene->mNumMaterials = (unsigned int)this->aszTextures.size();
this->pScene->mMaterials = new aiMaterial*[std::min(1u, this->pScene->mNumMaterials)];
this->pScene->mMaterials = new aiMaterial*[std::max(1u, this->pScene->mNumMaterials)];
for (unsigned int iMat = 0; iMat < this->pScene->mNumMaterials;++iMat)
{
@ -556,7 +646,7 @@ void SMDImporter::CreateOutputMaterials()
#endif
pcMat->AddProperty(&szName,AI_MATKEY_NAME);
strcpy(szName.data, this->aszTextures[iMat].c_str() );
::strcpy(szName.data, this->aszTextures[iMat].c_str() );
szName.length = this->aszTextures[iMat].length();
pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
@ -594,7 +684,7 @@ void SMDImporter::ParseFile()
// read line per line ...
while (true)
{
if(!SkipSpaces(szCurrent,&szCurrent)) break;
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "version <n> \n", <n> should be 1 for hl and hl² SMD files
if (0 == ASSIMP_strincmp(szCurrent,"version",7) &&
@ -607,55 +697,43 @@ void SMDImporter::ParseFile()
DefaultLogger::get()->warn("SMD.version is not 1. This "
"file format is not known. Continuing happily ...");
}
//continue;
}
// "nodes\n" - Starts the node section
else if (0 == ASSIMP_strincmp(szCurrent,"nodes",5) &&
if (0 == ASSIMP_strincmp(szCurrent,"nodes",5) &&
IsSpaceOrNewLine(*(szCurrent+5)))
{
szCurrent += 6;
this->ParseNodesSection(szCurrent,&szCurrent);
//continue;
}
// "triangles\n" - Starts the triangle section
else if (0 == ASSIMP_strincmp(szCurrent,"triangles",9) &&
if (0 == ASSIMP_strincmp(szCurrent,"triangles",9) &&
IsSpaceOrNewLine(*(szCurrent+9)))
{
szCurrent += 10;
this->ParseTrianglesSection(szCurrent,&szCurrent);
//continue;
}
// "vertexanimation\n" - Starts the vertex animation section
else if (0 == ASSIMP_strincmp(szCurrent,"vertexanimation",15) &&
if (0 == ASSIMP_strincmp(szCurrent,"vertexanimation",15) &&
IsSpaceOrNewLine(*(szCurrent+15)))
{
this->bHasUVs = false;
szCurrent += 16;
this->ParseVASection(szCurrent,&szCurrent);
//continue;
}
// "skeleton\n" - Starts the skeleton section
else if (0 == ASSIMP_strincmp(szCurrent,"skeleton",8) &&
if (0 == ASSIMP_strincmp(szCurrent,"skeleton",8) &&
IsSpaceOrNewLine(*(szCurrent+8)))
{
szCurrent += 9;
this->ParseSkeletonSection(szCurrent,&szCurrent);
//continue;
}
else SkipLine(szCurrent,&szCurrent);
}
// if there are no triangles, we can't load the model
if (this->asTriangles.empty())
{
throw new ImportErrorException("No triangles have been found in the file");
}
// check whether all bones have been initialized
for (std::vector<SMD::Bone>::const_iterator
i = this->asBones.begin();
i != this->asBones.end();++i)
{
if (!(*i).mName.length())
{
DefaultLogger::get()->warn("Not all bones have been initialized");
break;
}
}
return;
}
// ------------------------------------------------------------------------------------------------
@ -701,6 +779,8 @@ void SMDImporter::ParseTrianglesSection(const char* szCurrent,
// and so on until we reach a token that looks quite similar to "end"
while (true)
{
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "end\n" - Ends the triangles section
if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
IsSpaceOrNewLine(*(szCurrent+3)))
@ -721,6 +801,8 @@ void SMDImporter::ParseVASection(const char* szCurrent,
unsigned int iCurIndex = 0;
while (true)
{
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "end\n" - Ends the "vertexanimation" section
if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
IsSpaceOrNewLine(*(szCurrent+3)))
@ -730,7 +812,7 @@ void SMDImporter::ParseVASection(const char* szCurrent,
break;
}
// "time <n>\n"
else if (0 == ASSIMP_strincmp(szCurrent,"time",4) &&
if (0 == ASSIMP_strincmp(szCurrent,"time",4) &&
IsSpaceOrNewLine(*(szCurrent+4)))
{
szCurrent += 5;
@ -767,6 +849,8 @@ void SMDImporter::ParseSkeletonSection(const char* szCurrent,
int iTime = 0;
while (true)
{
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "end\n" - Ends the skeleton section
if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
IsSpaceOrNewLine(*(szCurrent+3)))
@ -796,6 +880,7 @@ void SMDImporter::ParseNodeInfo(const char* szCurrent,
const char** szCurrentOut)
{
unsigned int iBone = 0;
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
if(!this->ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
{
this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
@ -836,6 +921,8 @@ void SMDImporter::ParseNodeInfo(const char* szCurrent,
++szEnd;
}
bone.mName = std::string(szCurrent,iBone);
szCurrent = szEnd;
// the only negative bone parent index that could occur is -1 AFAIK
if(!this->ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent))
{
@ -933,11 +1020,13 @@ void SMDImporter::ParseTriangle(const char* szCurrent,
}
// read the texture file name
const char* szEnd = szCurrent;
while (!IsSpaceOrNewLine(*szEnd++));
const char* szLast = szCurrent;
while (!IsSpaceOrNewLine(*szCurrent++));
face.iTexture = this->GetTextureIndex(std::string(szCurrent,
(uintptr_t)szEnd-(uintptr_t)szCurrent));
face.iTexture = this->GetTextureIndex(std::string(szLast,
(uintptr_t)szCurrent-(uintptr_t)szLast));
this->SkipLine(szCurrent,&szCurrent);
// load three vertices
for (unsigned int iVert = 0; iVert < 3;++iVert)
@ -945,6 +1034,7 @@ void SMDImporter::ParseTriangle(const char* szCurrent,
this->ParseVertex(szCurrent,&szCurrent,
face.avVertices[iVert]);
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse a float

View File

@ -355,16 +355,16 @@ protected:
return true;
}
// -------------------------------------------------------------------
inline void SkipSpacesAndLineEnd( const char* in, const char** out)
inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
{
::SkipSpacesAndLineEnd(in,out);
++iLineNumber;
return ::SkipSpacesAndLineEnd(in,out);
}
private:
/** Buffer to hold the loaded file */
const char* mBuffer;
char* mBuffer;
/** Output scene to be filled
*/

View File

@ -155,7 +155,10 @@ void ValidateDSProcess::Execute( aiScene* pScene)
this->Validate(pScene->mMeshes[i]);
}
}
else this->ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
else if (!(this->mScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY))
{
this->ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
}
// validate all animations
if (pScene->mNumAnimations)
@ -185,6 +188,11 @@ void ValidateDSProcess::Execute( aiScene* pScene)
}
}
}
else if (this->mScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY)
{
this->ReportError("aiScene::mNumAnimations is 0 and the "
"AI_SCENE_FLAGS_ANIM_SKELETON_ONLY flag is set.");
}
// validate all textures
if (pScene->mNumTextures)
@ -240,71 +248,83 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
pMesh->mMaterialIndex,this->mScene->mNumMaterials-1);
}
// positions must always be there ...
if (!pMesh->mNumVertices || !pMesh->mVertices)
if (this->mScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY)
{
this->ReportError("The mesh contains no vertices");
}
// faces, too
if (!pMesh->mNumFaces || !pMesh->mFaces)
{
this->ReportError("The mesh contains no faces");
}
// now check whether the face indexing layout is correct:
// unique vertices, pseudo-indexed.
std::vector<bool> abRefList;
abRefList.resize(pMesh->mNumVertices,false);
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
{
aiFace& face = pMesh->mFaces[i];
if (!face.mIndices)this->ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
if (face.mNumIndices < 3)this->ReportError(
"aiMesh::mFaces[%i].mIndices is not a triangle or polygon",i);
for (unsigned int a = 0; a < face.mNumIndices;++a)
if (pMesh->mNumVertices || pMesh->mVertices ||
pMesh->mNumFaces || pMesh->mFaces)
{
if (face.mIndices[a] >= pMesh->mNumVertices)
{
this->ReportError("aiMesh::mFaces[%i]::mIndices[%a] is out of range",i,a);
}
if (abRefList[face.mIndices[a]])
{
this->ReportError("aiMesh::mVertices[%i] is referenced twice - second "
"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
}
abRefList[face.mIndices[a]] = true;
this->ReportWarning("The mesh contains vertices and faces although "
"the AI_SCENE_FLAGS_ANIM_SKELETON_ONLY flag is set");
}
}
abRefList.clear();
// texture channel 2 may not be set if channel 1 is zero ...
else
{
unsigned int i = 0;
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
{
if (!pMesh->HasTextureCoords(i))break;
}
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
if (pMesh->HasTextureCoords(i))
// positions must always be there ...
if (!pMesh->mNumVertices || !pMesh->mVertices)
{
this->ReportError("Texture coordinate channel %i is existing, "
"although the previous channel was NULL.",i);
this->ReportError("The mesh contains no vertices");
}
}
// the same for the vertex colors
{
unsigned int i = 0;
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
{
if (!pMesh->HasVertexColors(i))break;
}
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
if (pMesh->HasVertexColors(i))
// faces, too
if (!pMesh->mNumFaces || !pMesh->mFaces)
{
this->ReportError("Vertex color channel %i is existing, "
"although the previous channel was NULL.",i);
this->ReportError("The mesh contains no faces");
}
// now check whether the face indexing layout is correct:
// unique vertices, pseudo-indexed.
std::vector<bool> abRefList;
abRefList.resize(pMesh->mNumVertices,false);
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
{
aiFace& face = pMesh->mFaces[i];
if (!face.mIndices)this->ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
if (face.mNumIndices < 3)this->ReportError(
"aiMesh::mFaces[%i].mIndices is not a triangle or polygon",i);
for (unsigned int a = 0; a < face.mNumIndices;++a)
{
if (face.mIndices[a] >= pMesh->mNumVertices)
{
this->ReportError("aiMesh::mFaces[%i]::mIndices[%a] is out of range",i,a);
}
if (abRefList[face.mIndices[a]])
{
this->ReportError("aiMesh::mVertices[%i] is referenced twice - second "
"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
}
abRefList[face.mIndices[a]] = true;
}
}
abRefList.clear();
// texture channel 2 may not be set if channel 1 is zero ...
{
unsigned int i = 0;
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
{
if (!pMesh->HasTextureCoords(i))break;
}
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
if (pMesh->HasTextureCoords(i))
{
this->ReportError("Texture coordinate channel %i is existing, "
"although the previous channel was NULL.",i);
}
}
// the same for the vertex colors
{
unsigned int i = 0;
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
{
if (!pMesh->HasVertexColors(i))break;
}
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
if (pMesh->HasVertexColors(i))
{
this->ReportError("Vertex color channel %i is existing, "
"although the previous channel was NULL.",i);
}
}
}
@ -316,6 +336,13 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
this->ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
pMesh->mNumBones);
}
float* afSum = NULL;
if (pMesh->mNumVertices)
{
afSum = new float[pMesh->mNumVertices];
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
afSum[i] = 0.0f;
}
// check whether there are duplicate bone names
for (unsigned int i = 0; i < pMesh->mNumBones;++i)
@ -325,7 +352,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
this->ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
i,pMesh->mNumBones);
}
this->Validate(pMesh,pMesh->mBones[i]);
this->Validate(pMesh,pMesh->mBones[i],afSum);
for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
{
@ -336,11 +363,22 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
}
}
}
// check whether all bone weights for a vertex sum to 1.0 ...
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
if (afSum[i] && (afSum[i] <= 0.995 || afSum[i] >= 1.005))
{
delete[] afSum;
this->ReportError("aiMesh::mVertices[%i]: The sum of all bone "
"weights isn't 1.0f (sum is %f)",i,afSum[i]);
}
}
delete[] afSum;
}
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh,
const aiBone* pBone)
const aiBone* pBone,float* afSum)
{
this->Validate(&pBone->mName);
@ -355,8 +393,8 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh,
{
this->ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
}
afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
}
// TODO: check whether all bone weights for a vertex sum to 1.0 ...
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
@ -606,9 +644,10 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
for (unsigned int a = 0; a < mesh->mNumBones;++a)
{
if (mesh->mBones[a]->mName == pBoneAnim->mBoneName)
break;
goto __break_out;
}
}
__break_out:
if (i == this->mScene->mNumMeshes)
{
this->ReportWarning("aiBoneAnim::mBoneName is %s. However, no bone with this name was found",

View File

@ -115,7 +115,7 @@ protected:
* @param pMesh Input mesh
* @param pBone Input bone
*/
void Validate( const aiMesh* pMesh,const aiBone* pBone);
void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
// -------------------------------------------------------------------
/** Validates an animation

View File

@ -106,9 +106,12 @@ struct aiBoneAnim
~aiBoneAnim()
{
delete [] mPositionKeys;
delete [] mRotationKeys;
delete [] mScalingKeys;
if (mNumPositionKeys)
delete [] mPositionKeys;
if (mNumRotationKeys)
delete [] mRotationKeys;
if (mNumScalingKeys)
delete [] mScalingKeys;
}
#endif // __cplusplus
};
@ -145,9 +148,12 @@ struct aiAnimation
~aiAnimation()
{
for( unsigned int a = 0; a < mNumBones; a++)
delete mBones[a];
delete [] mBones;
if (mNumBones)
{
for( unsigned int a = 0; a < mNumBones; a++)
delete mBones[a];
delete [] mBones;
}
}
#endif // __cplusplus
};

View File

@ -78,7 +78,8 @@ struct aiFace
//! Default destructor. Delete the index array
~aiFace()
{
delete [] mIndices;
if (mNumIndices)
delete [] mIndices;
}
//! Copy constructor. Copy the index array
@ -202,7 +203,7 @@ struct aiBone
//! Destructor to delete the array of vertex weights
~aiBone()
{
delete [] mWeights;
if (mNumWeights)delete [] mWeights;
}
#endif // __cplusplus
};
@ -367,18 +368,27 @@ struct aiMesh
~aiMesh()
{
delete [] mVertices;
delete [] mFaces;
delete [] mNormals;
delete [] mTangents;
delete [] mBitangents;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
delete [] mTextureCoords[a];
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
delete [] mColors[a];
for( unsigned int a = 0; a < mNumBones; a++)
delete mBones[a];
delete [] mBones;
if ( mNumVertices) // fix to make this work for invalid scenes, too
{
delete [] mVertices;
delete [] mNormals;
delete [] mTangents;
delete [] mBitangents;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
delete [] mTextureCoords[a];
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
delete [] mColors[a];
}
if ( mNumBones) // fix to make this work for invalid scenes, too
{
for( unsigned int a = 0; a < mNumBones; a++)
delete mBones[a];
delete [] mBones;
}
if ( mNumFaces) // fix to make this work for invalid scenes, too
{
delete [] mFaces;
}
}
//! Check whether the mesh contains positions. Should always return true

View File

@ -112,6 +112,12 @@ struct aiNode
#endif // __cplusplus
};
//! @def AI_SCENE_FLAGS_ANIM_SKELETON_ONLY
//! Specifies that no model but only an animation skeleton has been
//! imported. There are no materials in this case. There are no
//! textures in this case. But there is a node graph, animation channels
//! and propably meshes with bones.
#define AI_SCENE_FLAGS_ANIM_SKELETON_ONLY 0x1
// ---------------------------------------------------------------------------
/** The root structure of the imported data.
@ -121,6 +127,11 @@ struct aiNode
// ---------------------------------------------------------------------------
struct aiScene
{
/** Any combination of the AI_SCENE_FLAGS_XXX flags */
unsigned int mFlags;
/** The root node of the hierarchy.
*
* There will always be at least the root node if the import
@ -189,6 +200,7 @@ struct aiScene
mNumMaterials = 0; mMaterials = NULL;
mNumAnimations = 0; mAnimations = NULL;
mNumTextures = 0; mTextures = NULL;
mFlags = 0;
}
//! Destructor
@ -196,18 +208,30 @@ struct aiScene
{
// delete all subobjects recursively
delete mRootNode;
for( unsigned int a = 0; a < mNumMeshes; a++)
delete mMeshes[a];
delete [] mMeshes;
for( unsigned int a = 0; a < mNumMaterials; a++)
delete mMaterials[a];
delete [] mMaterials;
for( unsigned int a = 0; a < mNumAnimations; a++)
delete mAnimations[a];
delete [] mAnimations;
for( unsigned int a = 0; a < mNumTextures; a++)
delete mTextures[a];
delete [] mTextures;
if (mNumMeshes) // fix to make the d'tor work for invalid scenes, too
{
for( unsigned int a = 0; a < mNumMeshes; a++)
delete mMeshes[a];
delete [] mMeshes;
}
if (mNumMaterials) // fix to make the d'tor work for invalid scenes, too
{
for( unsigned int a = 0; a < mNumMaterials; a++)
delete mMaterials[a];
delete [] mMaterials;
}
if (mNumAnimations) // fix to make the d'tor work for invalid scenes, too
{
for( unsigned int a = 0; a < mNumAnimations; a++)
delete mAnimations[a];
delete [] mAnimations;
}
if (mNumTextures) // fix to make the d'tor work for invalid scenes, too
{
for( unsigned int a = 0; a < mNumTextures; a++)
delete mTextures[a];
delete [] mTextures;
}
}
#endif // __cplusplus
};

Binary file not shown.

View File

@ -1,13 +1,14 @@
{\rtf1\adeflang1025\ansi\ansicpg1252\uc1\adeff31507\deff0\stshfdbch31505\stshfloch31506\stshfhich31506\stshfbi31507\deflang1031\deflangfe1031\themelang1031\themelangfe0\themelangcs0{\fonttbl{\f0\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f34\fbidi \froman\fcharset1\fprq2{\*\panose 02040503050406030204}Cambria Math;}
{\f39\fbidi \fswiss\fcharset0\fprq2{\*\panose 020b0604030504040204}MS Reference Sans Serif;}{\flomajor\f31500\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}
{\rtf1\adeflang1025\ansi\ansicpg1252\uc1\adeff31507\deff0\stshfdbch31505\stshfloch31506\stshfhich31506\stshfbi0\deflang1031\deflangfe1031\themelang1031\themelangfe0\themelangcs0{\fonttbl{\f0\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f34\fbidi \froman\fcharset0\fprq2{\*\panose 02040503050406030204}Cambria Math;}
{\f39\fbidi \fswiss\fcharset0\fprq2{\*\panose 00000000000000000000}MS Reference Sans Serif;}{\flomajor\f31500\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}
{\fdbmajor\f31501\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\fhimajor\f31502\fbidi \froman\fcharset0\fprq2{\*\panose 02040503050406030204}Cambria;}
{\fbimajor\f31503\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\flominor\f31504\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}
{\fdbminor\f31505\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\fhiminor\f31506\fbidi \fswiss\fcharset0\fprq2{\*\panose 020f0502020204030204}Calibri;}
{\fbiminor\f31507\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f40\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\f41\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}
{\f43\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\f44\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\f45\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\f46\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}
{\f47\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\f48\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\f430\fbidi \fswiss\fcharset238\fprq2 MS Reference Sans Serif CE;}
{\f431\fbidi \fswiss\fcharset204\fprq2 MS Reference Sans Serif Cyr;}{\f433\fbidi \fswiss\fcharset161\fprq2 MS Reference Sans Serif Greek;}{\f434\fbidi \fswiss\fcharset162\fprq2 MS Reference Sans Serif Tur;}
{\f437\fbidi \fswiss\fcharset186\fprq2 MS Reference Sans Serif Baltic;}{\f438\fbidi \fswiss\fcharset163\fprq2 MS Reference Sans Serif (Vietnamese);}{\flomajor\f31508\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}
{\fbiminor\f31507\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f41\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\f42\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}
{\f44\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\f45\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\f46\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\f47\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}
{\f48\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\f49\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\f381\fbidi \froman\fcharset238\fprq2 Cambria Math CE;}{\f382\fbidi \froman\fcharset204\fprq2 Cambria Math Cyr;}
{\f384\fbidi \froman\fcharset161\fprq2 Cambria Math Greek;}{\f385\fbidi \froman\fcharset162\fprq2 Cambria Math Tur;}{\f388\fbidi \froman\fcharset186\fprq2 Cambria Math Baltic;}{\f431\fbidi \fswiss\fcharset238\fprq2 MS Reference Sans Serif CE;}
{\f432\fbidi \fswiss\fcharset204\fprq2 MS Reference Sans Serif Cyr;}{\f434\fbidi \fswiss\fcharset161\fprq2 MS Reference Sans Serif Greek;}{\f435\fbidi \fswiss\fcharset162\fprq2 MS Reference Sans Serif Tur;}
{\f438\fbidi \fswiss\fcharset186\fprq2 MS Reference Sans Serif Baltic;}{\f439\fbidi \fswiss\fcharset163\fprq2 MS Reference Sans Serif (Vietnamese);}{\flomajor\f31508\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}
{\flomajor\f31509\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}{\flomajor\f31511\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\flomajor\f31512\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}
{\flomajor\f31513\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\flomajor\f31514\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}{\flomajor\f31515\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}
{\flomajor\f31516\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\fdbmajor\f31518\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\fdbmajor\f31519\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}
@ -32,10 +33,10 @@
\ql \li0\ri0\sa200\sl276\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \rtlch\fcs1 \af31507\afs22\alang1025 \ltrch\fcs0 \fs22\lang1031\langfe1031\loch\f31506\hich\af31506\dbch\af31505\cgrid\langnp1031\langfenp1031
\snext0 \sqformat \spriority0 Normal;}{\*\cs10 \additive \ssemihidden \sunhideused \spriority1 Default Paragraph Font;}{\*
\ts11\tsrowd\trftsWidthB3\trpaddl108\trpaddr108\trpaddfl3\trpaddft3\trpaddfb3\trpaddfr3\trcbpat1\trcfpat1\tblind0\tblindtype3\tscellwidthfts0\tsvertalt\tsbrdrt\tsbrdrl\tsbrdrb\tsbrdrr\tsbrdrdgl\tsbrdrdgr\tsbrdrh\tsbrdrv \ql \li0\ri0\sa200\sl276\slmult1
\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \rtlch\fcs1 \af31507\afs22\alang1025 \ltrch\fcs0 \fs22\lang1031\langfe1031\loch\f31506\hich\af31506\dbch\af31505\cgrid\langnp1031\langfenp1031
\snext11 \ssemihidden \sunhideused \sqformat Normal Table;}}{\*\rsidtbl \rsid3942873\rsid5053873\rsid5338181\rsid6912689\rsid7213193\rsid8068556\rsid9465848\rsid13463017}{\mmathPr\mmathFont34\mbrkBin0\mbrkBinSub0\msmallFrac0\mdispDef1\mlMargin0\mrMargin0
\mdefJc1\mwrapIndent1440\mintLim0\mnaryLim1}{\info{\operator Alexander Gessler}{\creatim\yr2008\mo5\dy13\hr12\min5}{\revtim\yr2008\mo5\dy13\hr12\min23}{\version8}{\edmins0}{\nofpages4}{\nofwords1365}{\nofchars6976}{\nofcharsws8325}{\vern32893}}
{\*\xmlnstbl {\xmlns1 http://schemas.microsoft.com/office/word/2003/wordml}}\paperw12240\paperh15840\margl1417\margr1417\margt1417\margb1134\gutter0\ltrsect
\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \rtlch\fcs1 \af0\afs22\alang1025 \ltrch\fcs0 \fs22\lang1031\langfe1031\loch\f31506\hich\af31506\dbch\af31505\cgrid\langnp1031\langfenp1031
\snext11 \ssemihidden \sunhideused \sqformat Normal Table;}}{\*\rsidtbl \rsid2432159\rsid3942873\rsid5053873\rsid5113869\rsid5338181\rsid6912689\rsid6976329\rsid7213193\rsid8068556\rsid9465848\rsid13463017}{\mmathPr\mmathFont34\mbrkBin0\mbrkBinSub0
\msmallFrac0\mdispDef1\mlMargin0\mrMargin0\mdefJc1\mwrapIndent1440\mintLim0\mnaryLim1}{\info{\operator Alexander Gessler}{\creatim\yr2008\mo5\dy13\hr12\min5}{\revtim\yr2008\mo7\dy8\hr13\min6}{\version11}{\edmins0}{\nofpages5}{\nofwords1505}{\nofchars7670}
{\nofcharsws9157}{\vern32895}}{\*\xmlnstbl {\xmlns1 http://schemas.microsoft.com/office/word/2003/wordml}}\paperw12240\paperh15840\margl1417\margr1417\margt1417\margb1134\gutter0\ltrsect
\deftab708\widowctrl\ftnbj\aenddoc\hyphhotz425\trackmoves1\trackformatting1\donotembedsysfont0\relyonvml0\donotembedlingdata1\grfdocevents0\validatexml0\showplaceholdtext0\ignoremixedcontent0\saveinvalidxml0\showxmlerrors0\horzdoc\dghspace120\dgvspace120
\dghorigin1701\dgvorigin1984\dghshow0\dgvshow3\jcompress\viewkind1\viewscale91\viewzk1\rsidroot13463017 \fet0{\*\wgrffmtfilter 2450}\ilfomacatclnup0\ltrpar \sectd \ltrsect\linex0\sectdefaultcl\sftnbj {\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang
{\pntxta .}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang {\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang {\pntxta .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang {\pntxta )}}{\*\pnseclvl5\pndec\pnstart1\pnindent720\pnhang {\pntxtb (}
@ -46,23 +47,24 @@
\par }{\rtlch\fcs1 \ab\af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Document version 1.0, April 2008
\par }{\rtlch\fcs1 \ab\af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\par }\pard \ltrpar\ql \fi-360\li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 I.\tab
\hich\af39\dbch\af31505\loch\f39 Usage\hich\af39\dbch\af31505\loch\f39
Usage
\par }\pard \ltrpar\qj \li340\ri850\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin850\lin340\itap0\pararsid5338181 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
The ASSIMP Viewer Utility is a small and fast stand-alone viewer utility which is us\hich\af39\dbch\af31505\loch\f39
ing the ASSIMP library to import assets from files. It consists of a single executable file and has no external dependencies. It displays assets with even highly complex materials and bone animations correctly.
\par \hich\af39\dbch\af31505\loch\f39 AssimpView allows you to modify the textures \hich\af39\dbch\af31505\loch\f39
and material properties sets of your models at runtime, easy and fast per Drag&Drop. Furthermore it can visualize normals, UV sets, bounding boxes ... It allows artists and engine }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 programmers}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
to work together with maximal efficiency and find the ideal mod\hich\af39\dbch\af31505\loch\f39 el format for your internal workflow.
\par \hich\af39\dbch\af31505\loch\f39 AssimpView allows you to modify the textures \hich\af39\dbch\af31505\loch\f39 and material properties sets of your models at runtime, }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39 easily}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
and fast per Drag&Drop. Furthermore it can visualize normals, UV sets, bounding boxes ... It allows artists and engine }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39
programmers}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 to work together with maximal efficiency and find the ideal mode\hich\af39\dbch\af31505\loch\f39
l format for your internal workflow.
\par }{\rtlch\fcs1 \ab\af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 System requirements}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\hich\af39\dbch\af31505\loch\f39 :
\par }\pard \ltrpar\qj \fi-360\li700\ri850\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin850\lin700\itap0\pararsid5338181 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab
\hich\af39\dbch\af31505\loch\f39 A Direct3D 9.0c compliant video card with at least support for Shader Model 2.0.}{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39 Shader Model 3.0 cards are recommended. Shader Model 2.0 cards always render the lighting in low-quality and hav
\hich\af39\dbch\af31505\loch\f39 e some limitations concerning complex materials.}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39
Windows 2000 or higher. AssimpView should also run on older versions, with DirectX 9 installed, but this has never been tested. If you're a proud owner of such a version and AssimpView works for you, let u\hich\af39\dbch\af31505\loch\f39 s know.}{
\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid8068556\charrsid8068556
\hich\af39\dbch\af31505\loch\f39 A Direct3D 9.0c compliant video card with }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid6976329 \hich\af39\dbch\af31505\loch\f39 at least}{\rtlch\fcs1 \af39\afs20
\ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 support for Shader Model 2.0.}{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39 Shader Model 3.0 cards are recommended. Shader Model 2.0 cards always render the lighting in low-quality and have
\hich\af39\dbch\af31505\loch\f39 some limitations concerning complex materials.
\par -\tab \hich\af39\dbch\af31505\loch\f39 Windows 2000 or higher. AssimpView should also run on older versions, with DirectX 9 installed, but this has never been tested. If you're a proud owner of such a version and AssimpView works for you, let u
\hich\af39\dbch\af31505\loch\f39 s know.}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid8068556\charrsid8068556
\par }\pard \ltrpar\ql \li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
\par }\pard \ltrpar\ql \fi-360\li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 II.\tab
User interface
@ -85,17 +87,17 @@ The menu bar provides access to the viewer\hich\f39 \rquote \loch\f39 s basic op
": Save a snapshot of the viewer to a file. The snapshot does only include the preview panel, the rest of the user interface is not visible. Saved screenshots have no watermarks. This is }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Open Source}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Software!
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Reset View}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Reset the viewing position and direction to the default settings. This is: Camera position at 0|0|0, looking at 0|0|1.
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 "\hich\af39\dbch\af31505\loch\f39 : Reset the viewing position and direction to the default settings. This is: Camera position at 0|0|0, looking at 0|0|1.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Memory consumption}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Display a box with approximated memory statistics. Note that the total memory consumption needn'\hich\af39\dbch\af31505\loch\f39
t be equal to the physical memory allocated to the process (as displayed by Windows }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Task Manager}{\rtlch\fcs1 \af39\afs16
\ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ). The memory consumption does only refer to the memory required for the asset itself, not for the rest of the viewer.
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Display a box with approximated memory statistics. Note that the total memory consumption needn't be equal to \hich\af39\dbch\af31505\loch\f39
the physical memory allocated to the process (as displayed by Windows }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Task Manager}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ). The memory consumption does only refer to the memory required for the asset itself, not for the rest of the viewer.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Setup file associations}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Associate al\hich\af39\dbch\af31505\loch\f39 l file formats which can be read by ASSIMP with the viewer. If you double }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Associate all file format\hich\af39\dbch\af31505\loch\f39 s which can be read by ASSIMP with the viewer. If you double }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 click}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
on such a file in Windows Explorer, it will be automatically opened with AssimpView.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Recent files}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Displays a popup menu with a list of recently opened assets. Simply cli\hich\af39\dbch\af31505\loch\f39 ck on one to reload it.
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Displays a popup menu with a list of recently opened assets. Simply click on one to r\hich\af39\dbch\af31505\loch\f39 eload it.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Clear history}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Clear the file history
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Quit}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
@ -114,13 +116,13 @@ low, errors in red, debug messages in blue and status }{\rtlch\fcs1 \af39\afs16
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Clear log}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 " Clear the contents of the log window
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Original normals}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Specifies that the original norma\hich\af39\dbch\af31505\loch\f39
l set from the model file is used in the preview. Normally this is the best choice, as smoothing groups etc. are handled correctly, but there are many models out there which have invalid or corrupt normal sets. However, if a model has no normal set, ASSIM
\hich\af39\dbch\af31505\loch\f39 P\hich\af39\dbch\af31505\loch\f39 computes a smooth normal set for it. "Original normals" is in this case equivalent to "Smooth normals"
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Specifies that the origin\hich\af39\dbch\af31505\loch\f39
al normal set from the model file is used in the preview. Normally this is the best choice, as smoothing groups etc. are handled correctly, but there are many models out there which have invalid or corrupt normal sets. However, if a model has no normal se
\hich\af39\dbch\af31505\loch\f39 t\hich\af39\dbch\af31505\loch\f39 , ASSIMP computes a smooth normal set for it. "Original normals" is in this case equivalent to "Smooth normals"
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Smooth normals}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Specifies that a smoothed, per-vertex, normal set is used in the preview window.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Hard normals}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Specifies that a hard, per-face\hich\af39\dbch\af31505\loch\f39 , normal set is used
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Specifies that a hard, \hich\af39\dbch\af31505\loch\f39 per-face, normal set is used
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Flip normals}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": Flip all normal vectors
\par }\pard \ltrpar\qj \fi-360\li720\ri850\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin850\lin720\itap0\pararsid5338181 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -}{\rtlch\fcs1 \af39\afs20
@ -130,22 +132,23 @@ l set from the model file is used in the preview. Normally this is the best choi
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5338181 \hich\af39\dbch\af31505\loch\f39 are supported as skyboxes) as background image for the viewer.
\par }\pard \ltrpar\qj \fi-360\li720\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin720\itap0\pararsid3942873 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \tab }{\rtlch\fcs1 \af39\afs16
\ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017
\hich\af39\dbch\af31505\loch\f39 Set color}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 ": Displays a color picker where you can choose
\hich\af39\dbch\af31505\loch\f39 a new background color for the viewer.
\hich\af39\dbch\af31505\loch\f39 Set color}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39
": Displays a color picker where you can choose a new background color for the viewer.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Load skybox}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 ": Opens a file system dialog where you can select a skybox as background image. Accepted file formats are: *.dds, *.hdr.
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Load texture}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 ": Opens a file system dialog where you can select a texture as \hich\af39\dbch\af31505\loch\f39
background image. If the format of the texture doesn't fit to the proportions of the preview window, the texture will be stretched. }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid3942873
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 ": Opens a \hich\af39\dbch\af31505\loch\f39
file system dialog where you can select a texture as background image. If the format of the texture doesn't fit to the proportions of the preview window, the texture will be stretched. }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid3942873
\par }\pard \ltrpar\qj \fi-12\li720\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin720\itap0\pararsid3942873 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017
\hich\af39\dbch\af31505\loch\f39 Accepted file formats are: *.jpg;*.png;*.tif;*.tga;*.dds;*.hdr;*.ppm;*.bmp
\hich\af39\dbch\af31505\loch\f39 Accepted file formats are: *.jpg;*.png;*.tif;*.tga;*.dds;*.hdr;*.ppm;*\hich\af39\dbch\af31505\loch\f39 .bmp
\par }\pard \ltrpar\ql \fi-360\li720\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin720\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 - "}{\rtlch\fcs1
\ab\af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ?}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 ": }{
\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Help and feedback}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\par \tab }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Feedback}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017
\hich\af39\dbch\af31505\loch\f39 ": Opens a p\hich\af39\dbch\af31505\loch\f39 opup menu with two options:
\hich\af39\dbch\af31505\loch\f39 ": Opens a popup menu with two options:
\par }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid8068556 \tab }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 * "}{
\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 Report bug}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid13463017 \hich\af39\dbch\af31505\loch\f39 ": Report a bug in AssimpView or in Assimp
@ -156,7 +159,10 @@ background image. If the format of the texture doesn't fit to the proportions of
\hich\af39\dbch\af31505\loch\f39 exotic file formats?
\par }\pard \ltrpar\qj \li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0\pararsid13463017 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 \hich\f39
The side panel \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Statistics}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 displays rendering statistics. The meanings of the fi\hich\af39\dbch\af31505\loch\f39 elds change if you change between normal and texture/material mode.
\loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 di\hich\af39\dbch\af31505\loch\f39 splays rendering statistics. The meanings of the fields change if you change between normal}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 , node a\hich\af39\dbch\af31505\loch\f39 nd texture or }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\hich\af39\dbch\af31505\loch\f39 material}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 view}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 mode.
\par }\pard \ltrpar\qj \li340\ri1474\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1474\lin340\itap0\pararsid13463017 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
Normal view mode:
\par }\pard \ltrpar\qj \li340\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin340\itap0\pararsid5053873 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \tab }{\rtlch\fcs1 \af39\afs16
@ -169,46 +175,86 @@ er of faces (= triangles) in the asset
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": Number of nodes in the scenegraph, including the root node
\par }\pard \ltrpar\qj \fi-368\li708\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin708\itap0\pararsid5053873 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \tab
\hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 Mats:}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 " Number of different materials found in the mesh. Most loaders \tab remove unreferenced materials.
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 " Number of different materials f}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159
\hich\af39\dbch\af31505\loch\f39 ound in the mesh. Most loaders }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 remove unreferenced materials.
\par }\pard \ltrpar\qj \li700\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin700\itap0\pararsid5053873 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 Mesh}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": Number of }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 sub meshes}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 . Each mesh has only one material \tab assigned, so thi
\hich\af39\dbch\af31505\loch\f39 s number is in most cases equal to or higher than the \tab number of materials.
\hich\af39\dbch\af31505\loch\f39 sub meshes}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 . Each mesh h}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 as only one material \tab assigned, so }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 this number\hich\af39\dbch\af31505\loch\f39 is in most cas}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39 es equal to or higher than the }{
\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 number of materials.
\par \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 Shd}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": Number of unique shaders created}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873
\hich\af39\dbch\af31505\loch\f39 for this asset. If AssimpView }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39
detects that two materials can be rendered using }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 the same }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Shader}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 code,
\hich\af39\dbch\af31505\loch\f39 but \hich\af39\dbch\af31505\loch\f39 with }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 different}{\rtlch\fcs1 \af39\afs16
\ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 parameterizations}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 , it do}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 esn't create the }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Shader}{\rtlch\fcs1
\af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 twice. }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 Most engines do so, too.
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Shader}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 code, but with }{\rtlch\fcs1
\af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 different}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 parameterizations}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 , it do}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 es
\hich\af39\dbch\af31505\loch\f39 n't create the }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689 \hich\af39\dbch\af31505\loch\f39 Shader}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 twice. }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39
Most engines do so, too. }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39 This allows you to \hich\af39\dbch\af31505\loch\f39 approximate\hich\af39\dbch\af31505\loch\f39 the
\hich\af39\dbch\af31505\loch\f39 rendering const for the asset.}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\par \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 Time}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": Time required for loading, in seco}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873
\hich\af39\dbch\af31505\loch\f39 nds. This time is the raw time }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 the process spent in Assimp loading the mod}{
\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 el itself, it does not include }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 texture loading, }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6912689\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 Shader}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 compilation ...
\hich\af39\dbch\af31505\loch\f39 Shader}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5113869\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 compilation...}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181
\par }\pard \ltrpar\qj \li340\ri1474\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1474\lin340\itap0\pararsid6976329 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39
Texture view mode\hich\af39\dbch\af31505\loch\f39 :
\par }\pard \ltrpar\qj \li340\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin340\itap0\pararsid6976329 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid6976329 \tab }{\rtlch\fcs1 \af39\afs16
\ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39
Width}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159
\hich\af39\dbch\af31505\loch\f39 Width of the texture, in pixels}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329\charrsid5053873
\par \tab \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 Height}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39 ":}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39
Height of the texture in pixels
\par }\pard \ltrpar\qj \li708\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin708\itap0\pararsid2432159 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 Format}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39
Format of the texture. This will normally be ARGB8. Other possible \hich\af39\dbch\af31505\loch\f39 valu\hich\af39\dbch\af31505\loch\f39 e\hich\af39\dbch\af31505\loch\f39 s are:\hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 RRG565
\hich\af39\dbch\af31505\loch\f39 , ARGB16f\hich\af39\dbch\af31505\loch\f39 , ARGB32F. Embedded textures are always converted \hich\af39\dbch\af31505\loch\f39 to ARGB8 format, even if they\loch\af39\dbch\af31505\hich\f39 \rquote
\hich\af39\dbch\af31505\loch\f39 re stored\hich\af39\dbch\af31505\loch\f39 in the file\hich\af39\dbch\af31505\loch\f39 with a higher color\hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 depth.}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329
\par }\pard \ltrpar\qj \fi368\li340\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin340\itap0\pararsid2432159 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 UV}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39
UV channel used by the texture. Normally this is the first channel.}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873
\par }\pard \ltrpar\qj \li340\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin340\itap0\pararsid2432159 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873 \tab
\hich\af39\dbch\af31505\loch\f39 * }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 MIPs}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 ":
\hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 Number of MIP map levels created for the textur\hich\af39\dbch\af31505\loch\f39 e
\par }\pard \ltrpar\qj \li708\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin708\itap0\pararsid2432159 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 * }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 Blend}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 ":
\hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 Strength of the texture. The \hich\af39\dbch\af31505\loch\f39 color value obtained from\hich\af39\dbch\af31505\loch\f39 the texture is \hich\af39\dbch\af31505\loch\f39 multiplied
\hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 with this factor to calculate the final color.
\par }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159
\hich\af39\dbch\af31505\loch\f39 Op}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid2432159 \hich\af39\dbch\af31505\loch\f39 Blend operation used to combine this texture with the corresponding \hich\af39\dbch\af31505\loch\f39 material color \hich\af39\dbch\af31505\loch\f39 (
\hich\af39\dbch\af31505\loch\f39 or the previous texture\hich\af39\dbch\af31505\loch\f39 ).
\par }\pard \ltrpar\qj \li340\ri1474\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1474\lin340\itap0\pararsid6976329 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39
Always visible\hich\af39\dbch\af31505\loch\f39 :}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid6976329\charrsid6976329
\par }\pard \ltrpar\qj \li700\ri1208\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin1208\lin700\itap0\pararsid9465848 {\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 * "}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \b\i\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 FPS}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": Current frame rate, in frames per se}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873
\hich\af39\dbch\af31505\loch\f39 cond. Note that this number }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid13463017\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 is }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 not really exact.}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39
It is only an approximation to the real frame rate. The maximum frame rate \hich\af39\dbch\af31505\loch\f39 will\hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 never be reached since there is a 10 ms blocker included (
\hich\af39\dbch\af31505\loch\f39 to work around good old AMD timing bug\hich\af39\dbch\af31505\loch\f39 )}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid9465848
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 ": Cur\hich\af39\dbch\af31505\loch\f39 rent frame rate, in frames per se}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 cond. Note that this number }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid13463017\charrsid5053873
\hich\af39\dbch\af31505\loch\f39 is }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid5053873 \hich\af39\dbch\af31505\loch\f39 not really exact.}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0
\f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873 \hich\af39\dbch\af31505\loch\f39 It is only an approximation to the real frame rate. The maximum frame rate will never be reached since there is a 10 ms blocker included (to work around good }{
\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid6976329 \hich\af39\dbch\af31505\loch\f39 our }{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5053873
\hich\af39\dbch\af31505\loch\f39 old AMD timing b\hich\af39\dbch\af31505\loch\f39 ug)}{\rtlch\fcs1 \af39\afs16 \ltrch\fcs0 \f39\fs16\lang1033\langfe1031\langnp1033\insrsid5338181\charrsid9465848
\par }\pard \ltrpar\ql \li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 \hich\f39 The \'93}{
\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Rendering}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 panel provides rendering-related options, such as wireframe/normal visualization.}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid9465848
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 \hich\f39 \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\hich\af39\dbch\af31505\loch\f39 Interaction}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 bundles all input related options.
\par \hich\af39\dbch\af31505\loch\f39 The main \hich\af39\dbch\af31505\loch\f39 component is the large viewer panel where the assets are displayed. Status messages (e.g. if a texture could not be loaded)}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid9465848 \hich\af39\dbch\af31505\loch\f39 \hich\af39\dbch\af31505\loch\f39 are displayed in the upper-right}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\hich\af39\dbch\af31505\loch\f39 edge.}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid9465848 \hich\af39\dbch\af31505\loch\f39
Yellow messages are simple information messages, red messages are error messages. Green messages\hich\af39\dbch\af31505\loch\f39 , however, are coming from heart ;-)}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid9465848 \hich\af39\dbch\af31505\loch\f39 are displayed in the upper-right}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 edge.
}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid9465848 \hich\af39\dbch\af31505\loch\f39 Yellow messages are simple information messages, red messages are error messages. Green messa\hich\af39\dbch\af31505\loch\f39
ges, however, are coming from heart ;-)}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }\pard \ltrpar\ql \fi-360\li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 III.\tab Input
\par }\pard \ltrpar\ql \li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 \hich\f39
@ -221,46 +267,45 @@ The input mode depends on the selected input behavior. If \'84}{\rtlch\fcs1 \ai\
\par \loch\af39\dbch\af31505\hich\f39 \lquote }{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Arrow left\hich\f39 \rquote }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 \tab = Move to the left
\par \loch\af39\dbch\af31505\hich\f39 \lquote }{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Arrow down}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \rquote \loch\f39 \tab = Move backwards
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \rquote \loch\f39 \tab \hich\af39\dbch\af31505\loch\f39 = Move backwards
\par \loch\af39\dbch\af31505\hich\f39 \lquote }{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Arrow right}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \rquote \loch\f39 \tab = Move to the right
\par }\pard \ltrpar\ql \fi340\li0\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin0\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
The mouse specifies the view direction. This is the typical FPS input behavior.
\par }{\rtlch\fcs1 \ab\af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Otherwise\hich\af39\dbch\af31505\loch\f39 \hich\f39 , if \'84}{\rtlch\fcs1 \ab\ai\af39\afs20 \ltrch\fcs0
\par }{\rtlch\fcs1 \ab\af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 \hich\f39 Otherwise, if \'84}{\rtlch\fcs1 \ab\ai\af39\afs20 \ltrch\fcs0
\b\i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Zoom/Rotate}{\rtlch\fcs1 \ab\af39\afs20 \ltrch\fcs0 \b\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39
is enabled:
\par }\pard \ltrpar\ql \li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1
\ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Left Mouse Button}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181
\loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse to rotate the asset around its local axes. Inside the yellow circle: x/y-axis, outside: Z-axis. To rotate around one axis only use the axis snap-ins (yellow squares with a
\hich\af39\dbch\af31505\loch\f39 cross inside).
\loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse to rotate the asset around its\hich\af39\dbch\af31505\loch\f39
local axes. Inside the yellow circle: x/y-axis, outside: Z-axis. To rotate around one axis only use the axis snap-ins (yellow squares with a cross inside).
\par \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Right Mouse Button}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse to rotate the light source(s) around their x and y axes.
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse to rotate the light source(s) around their x\hich\af39\dbch\af31505\loch\f39 and y axes.
\par \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Middle Mouse Button}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse from the left to the right or the other way round to increase/decrease t\hich\af39\dbch\af31505\loch\f39
he intensity of the light source(s)
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse from the left to the right or the other way round to increase/decrease the intensity of the light source(s)
\par \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Right }{\rtlch\fcs1 \ab\ai\af39\afs20 \ltrch\fcs0
\b\i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 AND}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Left Mouse Button}{
\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse to rotate skybox (if existing) around the global x/y axes.
\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Keep pressed and move the mouse to rotate skybo\hich\af39\dbch\af31505\loch\f39
x (if existing) around the global x/y axes.
\par \loch\af39\dbch\af31505\hich\f39 \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Mouse wheel}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0
\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 = Zoom in/out
\par }\pard \ltrpar\ql \fi-360\li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 IV.\tab }{\rtlch\fcs1
\af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Rendering
\par }\pard \ltrpar\ql \li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
Enabling MultiSampling improves rendering\hich\af39\dbch\af31505\loch\f39 quality. MultiSampling is activated by default. The highest quality MultiSampling mode supported by the video card is used.
\par \hich\af39\dbch\af31505\loch\f39 MultiSampling is especially useful to remove line artifacts in wireframe/normals mode. Note that the transition between normal and \hich\af39\dbch\af31505\loch\f39 multisampled rendering may take a few seconds.
Enabling MultiSampling improves rendering quality. MultiSampling is activated by default. The highest quality MultiSampling mode supported by the video card is used.
\par \hich\af39\dbch\af31505\loch\f39 Mult\hich\af39\dbch\af31505\loch\f39 iSampling is especially useful to remove line artifacts in wireframe/normals mode. Note that the transition between normal and multisampled rendering may take a few seconds.
\par \hich\af39\dbch\af31505\loch\f39 \hich\f39 Rendering is done via Direct3D\'99\loch\f39 \hich\f39 9.0c. Note that the \'93}{\rtlch\fcs1 \ai\af39\afs20 \ltrch\fcs0 \i\f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39
Low-quality lighting}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 -Option is not available for PS 2.0 cards. Lighting on PS 2.0 cards is always low quality.
Low-quality lighting}{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \loch\af39\dbch\af31505\hich\f39 \'94\loch\f39 -Option \hich\af39\dbch\af31505\loch\f39
is not available for PS 2.0 cards. Lighting on PS 2.0 cards is always low quality.
\par
\par }\pard \ltrpar\ql \fi-360\li340\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin340\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 V.\tab }{\rtlch\fcs1
\af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181 \hich\af39\dbch\af31505\loch\f39 Known issues
\par }\pard \ltrpar\ql \fi-360\li700\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin700\itap0 {\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39
If a loading process is \hich\af39\dbch\af31505\loch\f39 canceled it is not guaranteed that further loading processes will succeed. ASSIMP Viewer might even crash in this case. }{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0
If a loading process is canceled it is not guaranteed that further loading processes will succeed. ASSIMP Viewer might even crash in this case. }{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39 Some v\hich\af39\dbch\af31505\loch\f39
ery complex materials involving real time reflection/refraction are not displayed properly.}{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39 When rendering non-opaque objects some triangle artifacts might occur.}{\rtlch\fcs1 \af39\afs24 \ltrch\fcs0
\f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39 Some very complex materials involving real time reflection/refraction are not displayed properly.}{\rtlch\fcs1
\af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\rtlch\fcs1 \af39\afs20 \ltrch\fcs0 \f39\fs20\lang1033\langfe1031\langnp1033\insrsid5338181 -\tab \hich\af39\dbch\af31505\loch\f39 When rendering non-opaque objects\hich\af39\dbch\af31505\loch\f39 some triangle artifacts might occur.}{\rtlch\fcs1
\af39\afs24 \ltrch\fcs0 \f39\fs24\lang1033\langfe1031\langnp1033\insrsid5338181
\par }{\*\themedata 504b030414000600080000002100828abc13fa0000001c020000130000005b436f6e74656e745f54797065735d2e786d6cac91cb6ac3301045f785fe83d0b6d8
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@ -366,8 +411,8 @@ fffffffffffffffffdfffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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0000000000000000000000000000000000000000000000000105000000000000}}

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<h1>ASSIMP - Frequently Asked Questions (FAQ)</h2>
<h4>Can I use the library for a commercial product?</h4>
Yes. ASSIMP is licensed under a modified BSD license. Its contents in just one sentence: you may use the library for free, in commercial or non-commercial applications, but you must include our license with your product and you may not advertise with us.
<h4>Is ASSIMP able to export assets?</h4>
No. ASSIMP is an <b>import</b> library. It is intended to be used to import assets exported from programs like 3ds max into game engines. Normally you won't need to export the assets again.
<h4>For which languages is the API provided?</h4>
The ASSIMP API is provided both as a plain-C interface and as an object-oriented C++ interface, which is the main API. All ports (jAssimp, Assimp.net, ...) and even the C-style API are just wrappers around this interface. Therefore, if your project allows the use of C++, you should use the C++-API.
<h4>Is the library thread-safe?</h4>
Yes. ASSIMP is completely thread-safe, as long as you create an extra 'Importer' instance for each thread. The C-API and all ports are doing this automatically for you.
<h4>Who are you (the guys behind ASSIMP)?</h4>
Most of use are professional software developers from Germany, but not in GameDev business. Graphics/game programming is a hobby for all of us.
<h4>Can I write a new loader for the library?</h4>
Sure, as long as you're able to write stable code and the format is not too exotic ... We'd highly appreciate any help. When you're finished, contact us and we're going to test it. If it works well, it will be included with the next release of the library.
<h4>I love you. May I marry all of you?</h4>
We're sorry, but this is absolutely not possible.
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>Open Asset Import Library</title>
<meta name="keywords" content="ASSIMP Open Asset Import Library free Open Source 3d Model Import Library C C++ Java MDL X OBJ MD2 MD3 PLY " />
<meta name="description" content="Open Asset Import Library" />
<link href="css/style.css" rel="stylesheet" type="text/css" media="screen"/>
<script src="js/prototype.js" type="text/javascript"></script>
<script src="js/scriptaculous.js?load=effects,builder" type="text/javascript"></script>
<script src="js/lightbox.js" type="text/javascript"></script>
</head>
<body>
<div id="header">
</div>
<!-- end #header -->
<div id="menu">
<ul>
<li class="first"><a href="#" accesskey="1" title="">About</a></li>
<li><a href="main_features.html" accesskey="2" title="">Features</a></li>
<li><a href="main_viewer.html" accesskey="7" title="">Viewer</a></li>
<li><a href="main_doc.html" accesskey="3" title="">Documentation</a></li>
<li><a href="main_downloads.html" accesskey="4" title="">Downloads</a></li>
<li><a href="main_license.html" accesskey="8" title="">License</a></li>
<li><a href="main_contact.html" accesskey="5" title="">Contact</a></li>
</ul>
</div>
<!-- end #menu -->
<div id="content">
<div id="posts">
<div class="post">
<h2 class="title">Welcome</h2>
<div class="story">
<p>The <strong>Open Asset Import Library</strong> (Short name: ASSIMP) is a free library to import various well-known 3D model formats into applications. The library has been designed for maximum stability and efficiency. Written in C++, it is licensed under a <strong>modified BSD license</strong>. The API is provided for both C and C++, ports for other languages like Java, C# and Python are also available or in development. </p>
<p>The library is developed and maintained by Alexander "Aramis" Gessler, Thomas "Schrompf" Schulze, Kim "Kimmi" Kulling and Rainer "Guru" Schmidt.</p>
<p>Current version: <strong>1.0 beta</strong></p>
<p><a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=226462&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo"
/></a></p>
</div>
</div>
<div class="post">
<h2 class="title">Feature overview</h2>
<div class="story">
<ul>
<li>Imports all model formats in a shared in-memory data format which can easily be read and processed by applications. </li>
<li>PostProcessingSteps: Transform the imported models in the form that fits best to your needs (e.g. vertex layout optimization, tangent space calculation ...)</li> <li>Fully featured model viewer (<a href="main_viewer.html">more</a>) included with the library</li>
<li>
No external dependencies except boost. All loaders are stand-alone implementations, no external format libs are required.
</li>
</ul>
<p>Supported file formats (see the <a href="main_features.html">Features</a> page for a complete list):</p>
<ul>
<li>Wavefront OBJ</li>
<li>Quake I MDL</li>
<li>3D Studio Max 3DS</li>
<li>3D Studio Max ASE</li>
<li>DirectX X</li>
<li>Conitec 3D GameStudio MDL (MDL2, MDl3, MDL4, MDL5, MDL7)</li>
<li>Conitec 3D GameStudio HMP (HMP4, HMP5, HMP7)</li>
<li>Quake II MD2</li>
<li>Quake III MD3</li>
<li>Return To Castle Wolfenstein MDC</li>
<li>Ravensoft MDR</li>
<li>Valve SMD</li>
<li>Stanford PLY</li>
</ul>
</div>
</div>
</div>
<!-- end #posts -->
<div id="links">
<ul>
<li>
<h2>Screenshots</h2>
<ul>
<li><a href="screenshots/sshot1.png" title="A futuristic weapon, modelled in 3ds max and exported to ASE" rel="lightbox"><img src="screenshots/sshot1s.png"> </a></li>
<li><a href="screenshots/sshot2.png" title="A low-poly tree in Conitec's MDL7 file format. Model by Rainer Prokein (http://reinerstileset.4players.de)" rel="lightbox"><img src="screenshots/sshot2s.png"> </a></li>
<li><a href="screenshots/sshot3.png" title="Stanford dragon with 0.8 mio triangles loaded from a PLY file" rel="lightbox"><img src="screenshots/sshot3s.png"> </a></li>
</ul>
</li>
</ul>
</div>
<!-- end #links -->
<div style="clear: both;">&nbsp;</div>
</div>
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<div id="footer">
<p id="legal">Copyright &copy; 2008 ASSIMP Team. Design template by <a href="http://www.freecsstemplates.org/">Free CSS Templates</a></p>
</div>
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// attributes (or text)
if(arguments[1])
if(this._isStringOrNumber(arguments[1]) ||
(arguments[1] instanceof Array) ||
arguments[1].tagName) {
this._children(element, arguments[1]);
} else {
var attrs = this._attributes(arguments[1]);
if(attrs.length) {
try { // prevent IE "feature": http://dev.rubyonrails.org/ticket/2707
parentElement.innerHTML = "<" +elementName + " " +
attrs + "></" + elementName + ">";
} catch(e) {}
element = parentElement.firstChild || null;
// workaround firefox 1.0.X bug
if(!element) {
element = document.createElement(elementName);
for(attr in arguments[1])
element[attr == 'class' ? 'className' : attr] = arguments[1][attr];
}
if(element.tagName.toUpperCase() != elementName)
element = parentElement.getElementsByTagName(elementName)[0];
}
}
// text, or array of children
if(arguments[2])
this._children(element, arguments[2]);
return element;
},
_text: function(text) {
return document.createTextNode(text);
},
ATTR_MAP: {
'className': 'class',
'htmlFor': 'for'
},
_attributes: function(attributes) {
var attrs = [];
for(attribute in attributes)
attrs.push((attribute in this.ATTR_MAP ? this.ATTR_MAP[attribute] : attribute) +
'="' + attributes[attribute].toString().escapeHTML().gsub(/"/,'&quot;') + '"');
return attrs.join(" ");
},
_children: function(element, children) {
if(children.tagName) {
element.appendChild(children);
return;
}
if(typeof children=='object') { // array can hold nodes and text
children.flatten().each( function(e) {
if(typeof e=='object')
element.appendChild(e)
else
if(Builder._isStringOrNumber(e))
element.appendChild(Builder._text(e));
});
} else
if(Builder._isStringOrNumber(children))
element.appendChild(Builder._text(children));
},
_isStringOrNumber: function(param) {
return(typeof param=='string' || typeof param=='number');
},
build: function(html) {
var element = this.node('div');
$(element).update(html.strip());
return element.down();
},
dump: function(scope) {
if(typeof scope != 'object' && typeof scope != 'function') scope = window; //global scope
var tags = ("A ABBR ACRONYM ADDRESS APPLET AREA B BASE BASEFONT BDO BIG BLOCKQUOTE BODY " +
"BR BUTTON CAPTION CENTER CITE CODE COL COLGROUP DD DEL DFN DIR DIV DL DT EM FIELDSET " +
"FONT FORM FRAME FRAMESET H1 H2 H3 H4 H5 H6 HEAD HR HTML I IFRAME IMG INPUT INS ISINDEX "+
"KBD LABEL LEGEND LI LINK MAP MENU META NOFRAMES NOSCRIPT OBJECT OL OPTGROUP OPTION P "+
"PARAM PRE Q S SAMP SCRIPT SELECT SMALL SPAN STRIKE STRONG STYLE SUB SUP TABLE TBODY TD "+
"TEXTAREA TFOOT TH THEAD TITLE TR TT U UL VAR").split(/\s+/);
tags.each( function(tag){
scope[tag] = function() {
return Builder.node.apply(Builder, [tag].concat($A(arguments)));
}
});
}
}

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// -----------------------------------------------------------------------------------
//
// Lightbox v2.04
// by Lokesh Dhakar - http://www.lokeshdhakar.com
// Last Modification: 2/9/08
//
// For more information, visit:
// http://lokeshdhakar.com/projects/lightbox2/
//
// Licensed under the Creative Commons Attribution 2.5 License - http://creativecommons.org/licenses/by/2.5/
// - Free for use in both personal and commercial projects
// - Attribution requires leaving author name, author link, and the license info intact.
//
// Thanks: Scott Upton(uptonic.com), Peter-Paul Koch(quirksmode.com), and Thomas Fuchs(mir.aculo.us) for ideas, libs, and snippets.
// Artemy Tregubenko (arty.name) for cleanup and help in updating to latest ver of proto-aculous.
//
// -----------------------------------------------------------------------------------
/*
Table of Contents
-----------------
Configuration
Lightbox Class Declaration
- initialize()
- updateImageList()
- start()
- changeImage()
- resizeImageContainer()
- showImage()
- updateDetails()
- updateNav()
- enableKeyboardNav()
- disableKeyboardNav()
- keyboardAction()
- preloadNeighborImages()
- end()
Function Calls
- document.observe()
*/
// -----------------------------------------------------------------------------------
//
// Configurationl
//
LightboxOptions = Object.extend({
fileLoadingImage: 'images/loading.gif',
fileBottomNavCloseImage: 'images/closelabel.gif',
overlayOpacity: 0.8, // controls transparency of shadow overlay
animate: true, // toggles resizing animations
resizeSpeed: 7, // controls the speed of the image resizing animations (1=slowest and 10=fastest)
borderSize: 10, //if you adjust the padding in the CSS, you will need to update this variable
// When grouping images this is used to write: Image # of #.
// Change it for non-english localization
labelImage: "Image",
labelOf: "of"
}, window.LightboxOptions || {});
// -----------------------------------------------------------------------------------
var Lightbox = Class.create();
Lightbox.prototype = {
imageArray: [],
activeImage: undefined,
// initialize()
// Constructor runs on completion of the DOM loading. Calls updateImageList and then
// the function inserts html at the bottom of the page which is used to display the shadow
// overlay and the image container.
//
initialize: function() {
this.updateImageList();
this.keyboardAction = this.keyboardAction.bindAsEventListener(this);
if (LightboxOptions.resizeSpeed > 10) LightboxOptions.resizeSpeed = 10;
if (LightboxOptions.resizeSpeed < 1) LightboxOptions.resizeSpeed = 1;
this.resizeDuration = LightboxOptions.animate ? ((11 - LightboxOptions.resizeSpeed) * 0.15) : 0;
this.overlayDuration = LightboxOptions.animate ? 0.2 : 0; // shadow fade in/out duration
// When Lightbox starts it will resize itself from 250 by 250 to the current image dimension.
// If animations are turned off, it will be hidden as to prevent a flicker of a
// white 250 by 250 box.
var size = (LightboxOptions.animate ? 250 : 1) + 'px';
// Code inserts html at the bottom of the page that looks similar to this:
//
// <div id="overlay"></div>
// <div id="lightbox">
// <div id="outerImageContainer">
// <div id="imageContainer">
// <img id="lightboxImage">
// <div style="" id="hoverNav">
// <a href="#" id="prevLink"></a>
// <a href="#" id="nextLink"></a>
// </div>
// <div id="loading">
// <a href="#" id="loadingLink">
// <img src="images/loading.gif">
// </a>
// </div>
// </div>
// </div>
// <div id="imageDataContainer">
// <div id="imageData">
// <div id="imageDetails">
// <span id="caption"></span>
// <span id="numberDisplay"></span>
// </div>
// <div id="bottomNav">
// <a href="#" id="bottomNavClose">
// <img src="images/close.gif">
// </a>
// </div>
// </div>
// </div>
// </div>
var objBody = $$('body')[0];
objBody.appendChild(Builder.node('div',{id:'overlay'}));
objBody.appendChild(Builder.node('div',{id:'lightbox'}, [
Builder.node('div',{id:'outerImageContainer'},
Builder.node('div',{id:'imageContainer'}, [
Builder.node('img',{id:'lightboxImage'}),
Builder.node('div',{id:'hoverNav'}, [
Builder.node('a',{id:'prevLink', href: '#' }),
Builder.node('a',{id:'nextLink', href: '#' })
]),
Builder.node('div',{id:'loading'},
Builder.node('a',{id:'loadingLink', href: '#' },
Builder.node('img', {src: LightboxOptions.fileLoadingImage})
)
)
])
),
Builder.node('div', {id:'imageDataContainer'},
Builder.node('div',{id:'imageData'}, [
Builder.node('div',{id:'imageDetails'}, [
Builder.node('span',{id:'caption'}),
Builder.node('span',{id:'numberDisplay'})
]),
Builder.node('div',{id:'bottomNav'},
Builder.node('a',{id:'bottomNavClose', href: '#' },
Builder.node('img', { src: LightboxOptions.fileBottomNavCloseImage })
)
)
])
)
]));
$('overlay').hide().observe('click', (function() { this.end(); }).bind(this));
$('lightbox').hide().observe('click', (function(event) { if (event.element().id == 'lightbox') this.end(); }).bind(this));
$('outerImageContainer').setStyle({ width: size, height: size });
$('prevLink').observe('click', (function(event) { event.stop(); this.changeImage(this.activeImage - 1); }).bindAsEventListener(this));
$('nextLink').observe('click', (function(event) { event.stop(); this.changeImage(this.activeImage + 1); }).bindAsEventListener(this));
$('loadingLink').observe('click', (function(event) { event.stop(); this.end(); }).bind(this));
$('bottomNavClose').observe('click', (function(event) { event.stop(); this.end(); }).bind(this));
var th = this;
(function(){
var ids =
'overlay lightbox outerImageContainer imageContainer lightboxImage hoverNav prevLink nextLink loading loadingLink ' +
'imageDataContainer imageData imageDetails caption numberDisplay bottomNav bottomNavClose';
$w(ids).each(function(id){ th[id] = $(id); });
}).defer();
},
//
// updateImageList()
// Loops through anchor tags looking for 'lightbox' references and applies onclick
// events to appropriate links. You can rerun after dynamically adding images w/ajax.
//
updateImageList: function() {
this.updateImageList = Prototype.emptyFunction;
document.observe('click', (function(event){
var target = event.findElement('a[rel^=lightbox]') || event.findElement('area[rel^=lightbox]');
if (target) {
event.stop();
this.start(target);
}
}).bind(this));
},
//
// start()
// Display overlay and lightbox. If image is part of a set, add siblings to imageArray.
//
start: function(imageLink) {
$$('select', 'object', 'embed').each(function(node){ node.style.visibility = 'hidden' });
// stretch overlay to fill page and fade in
var arrayPageSize = this.getPageSize();
$('overlay').setStyle({ width: arrayPageSize[0] + 'px', height: arrayPageSize[1] + 'px' });
new Effect.Appear(this.overlay, { duration: this.overlayDuration, from: 0.0, to: LightboxOptions.overlayOpacity });
this.imageArray = [];
var imageNum = 0;
if ((imageLink.rel == 'lightbox')){
// if image is NOT part of a set, add single image to imageArray
this.imageArray.push([imageLink.href, imageLink.title]);
} else {
// if image is part of a set..
this.imageArray =
$$(imageLink.tagName + '[href][rel="' + imageLink.rel + '"]').
collect(function(anchor){ return [anchor.href, anchor.title]; }).
uniq();
while (this.imageArray[imageNum][0] != imageLink.href) { imageNum++; }
}
// calculate top and left offset for the lightbox
var arrayPageScroll = document.viewport.getScrollOffsets();
var lightboxTop = arrayPageScroll[1] + (document.viewport.getHeight() / 10);
var lightboxLeft = arrayPageScroll[0];
this.lightbox.setStyle({ top: lightboxTop + 'px', left: lightboxLeft + 'px' }).show();
this.changeImage(imageNum);
},
//
// changeImage()
// Hide most elements and preload image in preparation for resizing image container.
//
changeImage: function(imageNum) {
this.activeImage = imageNum; // update global var
// hide elements during transition
if (LightboxOptions.animate) this.loading.show();
this.lightboxImage.hide();
this.hoverNav.hide();
this.prevLink.hide();
this.nextLink.hide();
// HACK: Opera9 does not currently support scriptaculous opacity and appear fx
this.imageDataContainer.setStyle({opacity: .0001});
this.numberDisplay.hide();
var imgPreloader = new Image();
// once image is preloaded, resize image container
imgPreloader.onload = (function(){
this.lightboxImage.src = this.imageArray[this.activeImage][0];
this.resizeImageContainer(imgPreloader.width, imgPreloader.height);
}).bind(this);
imgPreloader.src = this.imageArray[this.activeImage][0];
},
//
// resizeImageContainer()
//
resizeImageContainer: function(imgWidth, imgHeight) {
// get current width and height
var widthCurrent = this.outerImageContainer.getWidth();
var heightCurrent = this.outerImageContainer.getHeight();
// get new width and height
var widthNew = (imgWidth + LightboxOptions.borderSize * 2);
var heightNew = (imgHeight + LightboxOptions.borderSize * 2);
// scalars based on change from old to new
var xScale = (widthNew / widthCurrent) * 100;
var yScale = (heightNew / heightCurrent) * 100;
// calculate size difference between new and old image, and resize if necessary
var wDiff = widthCurrent - widthNew;
var hDiff = heightCurrent - heightNew;
if (hDiff != 0) new Effect.Scale(this.outerImageContainer, yScale, {scaleX: false, duration: this.resizeDuration, queue: 'front'});
if (wDiff != 0) new Effect.Scale(this.outerImageContainer, xScale, {scaleY: false, duration: this.resizeDuration, delay: this.resizeDuration});
// if new and old image are same size and no scaling transition is necessary,
// do a quick pause to prevent image flicker.
var timeout = 0;
if ((hDiff == 0) && (wDiff == 0)){
timeout = 100;
if (Prototype.Browser.IE) timeout = 250;
}
(function(){
this.prevLink.setStyle({ height: imgHeight + 'px' });
this.nextLink.setStyle({ height: imgHeight + 'px' });
this.imageDataContainer.setStyle({ width: widthNew + 'px' });
this.showImage();
}).bind(this).delay(timeout / 1000);
},
//
// showImage()
// Display image and begin preloading neighbors.
//
showImage: function(){
this.loading.hide();
new Effect.Appear(this.lightboxImage, {
duration: this.resizeDuration,
queue: 'end',
afterFinish: (function(){ this.updateDetails(); }).bind(this)
});
this.preloadNeighborImages();
},
//
// updateDetails()
// Display caption, image number, and bottom nav.
//
updateDetails: function() {
// if caption is not null
if (this.imageArray[this.activeImage][1] != ""){
this.caption.update(this.imageArray[this.activeImage][1]).show();
}
// if image is part of set display 'Image x of x'
if (this.imageArray.length > 1){
this.numberDisplay.update( LightboxOptions.labelImage + ' ' + (this.activeImage + 1) + ' ' + LightboxOptions.labelOf + ' ' + this.imageArray.length).show();
}
new Effect.Parallel(
[
new Effect.SlideDown(this.imageDataContainer, { sync: true, duration: this.resizeDuration, from: 0.0, to: 1.0 }),
new Effect.Appear(this.imageDataContainer, { sync: true, duration: this.resizeDuration })
],
{
duration: this.resizeDuration,
afterFinish: (function() {
// update overlay size and update nav
var arrayPageSize = this.getPageSize();
this.overlay.setStyle({ height: arrayPageSize[1] + 'px' });
this.updateNav();
}).bind(this)
}
);
},
//
// updateNav()
// Display appropriate previous and next hover navigation.
//
updateNav: function() {
this.hoverNav.show();
// if not first image in set, display prev image button
if (this.activeImage > 0) this.prevLink.show();
// if not last image in set, display next image button
if (this.activeImage < (this.imageArray.length - 1)) this.nextLink.show();
this.enableKeyboardNav();
},
//
// enableKeyboardNav()
//
enableKeyboardNav: function() {
document.observe('keydown', this.keyboardAction);
},
//
// disableKeyboardNav()
//
disableKeyboardNav: function() {
document.stopObserving('keydown', this.keyboardAction);
},
//
// keyboardAction()
//
keyboardAction: function(event) {
var keycode = event.keyCode;
var escapeKey;
if (event.DOM_VK_ESCAPE) { // mozilla
escapeKey = event.DOM_VK_ESCAPE;
} else { // ie
escapeKey = 27;
}
var key = String.fromCharCode(keycode).toLowerCase();
if (key.match(/x|o|c/) || (keycode == escapeKey)){ // close lightbox
this.end();
} else if ((key == 'p') || (keycode == 37)){ // display previous image
if (this.activeImage != 0){
this.disableKeyboardNav();
this.changeImage(this.activeImage - 1);
}
} else if ((key == 'n') || (keycode == 39)){ // display next image
if (this.activeImage != (this.imageArray.length - 1)){
this.disableKeyboardNav();
this.changeImage(this.activeImage + 1);
}
}
},
//
// preloadNeighborImages()
// Preload previous and next images.
//
preloadNeighborImages: function(){
var preloadNextImage, preloadPrevImage;
if (this.imageArray.length > this.activeImage + 1){
preloadNextImage = new Image();
preloadNextImage.src = this.imageArray[this.activeImage + 1][0];
}
if (this.activeImage > 0){
preloadPrevImage = new Image();
preloadPrevImage.src = this.imageArray[this.activeImage - 1][0];
}
},
//
// end()
//
end: function() {
this.disableKeyboardNav();
this.lightbox.hide();
new Effect.Fade(this.overlay, { duration: this.overlayDuration });
$$('select', 'object', 'embed').each(function(node){ node.style.visibility = 'visible' });
},
//
// getPageSize()
//
getPageSize: function() {
var xScroll, yScroll;
if (window.innerHeight && window.scrollMaxY) {
xScroll = window.innerWidth + window.scrollMaxX;
yScroll = window.innerHeight + window.scrollMaxY;
} else if (document.body.scrollHeight > document.body.offsetHeight){ // all but Explorer Mac
xScroll = document.body.scrollWidth;
yScroll = document.body.scrollHeight;
} else { // Explorer Mac...would also work in Explorer 6 Strict, Mozilla and Safari
xScroll = document.body.offsetWidth;
yScroll = document.body.offsetHeight;
}
var windowWidth, windowHeight;
if (self.innerHeight) { // all except Explorer
if(document.documentElement.clientWidth){
windowWidth = document.documentElement.clientWidth;
} else {
windowWidth = self.innerWidth;
}
windowHeight = self.innerHeight;
} else if (document.documentElement && document.documentElement.clientHeight) { // Explorer 6 Strict Mode
windowWidth = document.documentElement.clientWidth;
windowHeight = document.documentElement.clientHeight;
} else if (document.body) { // other Explorers
windowWidth = document.body.clientWidth;
windowHeight = document.body.clientHeight;
}
// for small pages with total height less then height of the viewport
if(yScroll < windowHeight){
pageHeight = windowHeight;
} else {
pageHeight = yScroll;
}
// for small pages with total width less then width of the viewport
if(xScroll < windowWidth){
pageWidth = xScroll;
} else {
pageWidth = windowWidth;
}
return [pageWidth,pageHeight];
}
}
document.observe('dom:loaded', function () { new Lightbox(); });

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// script.aculo.us scriptaculous.js v1.8.1, Thu Jan 03 22:07:12 -0500 2008
// Copyright (c) 2005-2007 Thomas Fuchs (http://script.aculo.us, http://mir.aculo.us)
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
// For details, see the script.aculo.us web site: http://script.aculo.us/
var Scriptaculous = {
Version: '1.8.1',
require: function(libraryName) {
// inserting via DOM fails in Safari 2.0, so brute force approach
document.write('<script type="text/javascript" src="'+libraryName+'"><\/script>');
},
REQUIRED_PROTOTYPE: '1.6.0',
load: function() {
function convertVersionString(versionString){
var r = versionString.split('.');
return parseInt(r[0])*100000 + parseInt(r[1])*1000 + parseInt(r[2]);
}
if((typeof Prototype=='undefined') ||
(typeof Element == 'undefined') ||
(typeof Element.Methods=='undefined') ||
(convertVersionString(Prototype.Version) <
convertVersionString(Scriptaculous.REQUIRED_PROTOTYPE)))
throw("script.aculo.us requires the Prototype JavaScript framework >= " +
Scriptaculous.REQUIRED_PROTOTYPE);
$A(document.getElementsByTagName("script")).findAll( function(s) {
return (s.src && s.src.match(/scriptaculous\.js(\?.*)?$/))
}).each( function(s) {
var path = s.src.replace(/scriptaculous\.js(\?.*)?$/,'');
var includes = s.src.match(/\?.*load=([a-z,]*)/);
(includes ? includes[1] : 'builder,effects,dragdrop,controls,slider,sound').split(',').each(
function(include) { Scriptaculous.require(path+include+'.js') });
});
}
}
Scriptaculous.load();

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>Open Asset Import Library : Documentation & FAQ</title>
<meta name="keywords" content="ASSIMP Open Asset Import Library free Open Source 3d Model Import Library C C++ Java MDL X OBJ MD2 MD3 PLY " />
<meta name="description" content="Open Asset Import Library" />
<link href="css/style.css" rel="stylesheet" type="text/css" media="screen"/>
<script src="js/prototype.js" type="text/javascript"></script>
<script src="js/scriptaculous.js?load=effects,builder" type="text/javascript"></script>
<script src="js/lightbox.js" type="text/javascript"></script>
</head>
<body>
<div id="header">
</div>
<!-- end #header -->
<div id="menu">
<ul>
<li class="first"><a href="index.html" accesskey="1" title="">About</a></li>
<li><a href="main_features.html" accesskey="2" title="">Features</a></li>
<li><a href="main_viewer.html" accesskey="7" title="">Viewer</a></li>
<li><a href="main_doc.html" accesskey="3" title="">Documentation</a></li>
<li><a href="main_downloads.html" accesskey="4" title="">Downloads</a></li>
<li><a href="main_license.html" accesskey="8" title="">License</a></li>
<li><a href="main_contact.html" accesskey="5" title="">Contact</a></li>
</ul>
</div>
<!-- end #menu -->
<div id="content">
<div id="posts_fl">
<div class="post_fl">
<h2 class="title">General</h2>
<p><a href="FAQ.html" target="_blank">Frequently asked questions</a> (FAQ)</p>
<h2 class="title">C/C++</h2>
<div class="story">
<p><a href="lib_html/index.html">Assimp Documentation and C/C++ Reference</a> generated with the help of <a href="http://www.doxygen.org/">Doxygen</a>. <br></p>
<p><a href="http://assimp.svn.sourceforge.net/viewvc/assimp/trunk/tools/assimp_view/">AssimpView Source</a> (Sample implementation)<br></p>
<h2 class="title">Java</h2>
<p><a href="javadoc/index.html">jAssimp JavaDoc</a> (under development, subject to future changes)<br></p>
<h2 class="title">C#</h2>
<p>Under development</p>
<h2 class="title">AssimpView</h2>
<p><a href="avdoc/Reference.pdf">AssimpView Reference Manual</a> (also available via the <tt>?|Help</tt> menu item)<br></p>
<hr>
<br><br><br><br><br><br><br>
<p><a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=226462&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo"
/></a></p>
</div>
</div>
</div>
<div style="clear: both;">&nbsp;</div>
</div>
<!-- end #content -->
<div id="footer">
<p id="legal">Copyright &copy; 2008 ASSIMP Team. Design template by <a href="http://www.freecsstemplates.org/">Free CSS Templates</a></p>
</div>
<!-- end #footer -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>Open Asset Import Library : Downloads</title>
<meta name="keywords" content="ASSIMP Open Asset Import Library free Open Source 3d Model Import Library C C++ Java MDL X OBJ MD2 MD3 PLY " />
<meta name="description" content="Open Asset Import Library" />
<link href="css/style.css" rel="stylesheet" type="text/css" media="screen"/>
<script src="js/prototype.js" type="text/javascript"></script>
<script src="js/scriptaculous.js?load=effects,builder" type="text/javascript"></script>
<script src="js/lightbox.js" type="text/javascript"></script>
</head>
<body>
<div id="header">
</div>
<!-- end #header -->
<div id="menu">
<ul>
<li class="first"><a href="index.html" accesskey="1" title="">About</a></li>
<li><a href="main_features.html" accesskey="2" title="">Features</a></li>
<li><a href="main_viewer.html" accesskey="7" title="">Viewer</a></li>
<li><a href="main_doc.html" accesskey="3" title="">Documentation</a></li>
<li><a href="main_downloads.html" accesskey="4" title="">Downloads</a></li>
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<h2 class="title">Subversion</h2>
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<p>Developers can directly obtain ASSIMP's source code via SVN. An anonymous checkout can be get using:<br>
<tt>svn co https://assimp.svn.sourceforge.net/svnroot/assimp/trunk assimp </tt><br><br>
To view the source code in your browser, <a href="http://assimp.svn.sourceforge.net/viewvc/assimp/trunk/">click here</a>. <small>Just remember: don't read source code :-) </small>
</p>
<h2 class="title">Download</img></h2>
<p>
We provide both source code and precompiled binary packages for most platforms. Don't forget that you'll need <a href=http://www.boost.org/>boost</a> to compile ASSIMP from scratch.
<br>
<a href="https://sourceforge.net/project/showfiles.php?group_id=226462"><strong>Download page</strong></a><br>
<br>
<img src="images/boost.png" alt="Boost logo"></img>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<title>Open Asset Import Library : License</title>
<meta name="keywords" content="ASSIMP Open Asset Import Library free Open Source 3d Model Import Library C C++ Java MDL X OBJ MD2 MD3 PLY " />
<meta name="description" content="Open Asset Import Library" />
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<h2 class="title">License</h2>
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<p>ASSIMP is released as Open Source under the terms of a modified 3-clause BSD license.</p><hr>
<p><tt>
Copyright (c) 2008 ASSIMP Development Team
All rights reserved.<br>
<br>
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:<br><br>
<ul>
<li>Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.</li> <br>
<li>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.</li> <br>
<li>Neither the name of the ASSIMP Development Team nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. </li><br>
</ul>
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.
</tt></p><hr>
<p><a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=226462&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo"
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RelativePath="..\..\code\qnan.h"
>
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<File
RelativePath="..\..\code\RemoveComments.h"
>
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<File
RelativePath="..\..\code\SpatialSort.h"
>
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RelativePath="..\..\code\PretransformVertices.cpp"
>
</File>
<File
RelativePath="..\..\code\RemoveComments.cpp"
>
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<File
RelativePath="..\..\code\SpatialSort.cpp"
>