MD2
- fixed UV coords - added further test models Collada - fixed invalid aiStrings git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@343 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
e5b06832b7
commit
fd9769eae6
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@ -187,7 +187,7 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
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if (!pNode->mLights.empty() || !pNode->mCameras.empty()) {
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::strcpy(node->mName.data,"$ColladaAutoName$_");
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node->mName.length = 18 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
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node->mName.length = 17 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
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}
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}
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@ -144,8 +144,8 @@ struct Frame
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*/
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struct TexCoord
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{
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int16_t s;
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int16_t t;
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uint16_t s;
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uint16_t t;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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@ -275,19 +275,19 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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// not sure whether there are MD2 files without texture coordinates
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// Not sure whether there are MD2 files without texture coordinates
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// NOTE: texture coordinates can be there without a texture,
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// but a texture can't be there without a valid UV channel
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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const int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
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{
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// navigate to the first texture associated with the mesh
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const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
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m_pcHeader->offsetSkins);
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 1.0f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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@ -306,18 +306,13 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else
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{
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else{
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DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
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}
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}
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else
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{
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// apply a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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@ -327,16 +322,22 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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szName.Set("MD2Default");
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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aiString sz;
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// TODO: Try to guess the name of the texture file from the model file name
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sz.Set("texture_dummmy.bmp");
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pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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// now read all triangles of the first frame, apply scaling and translation
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unsigned int iCurrent = 0;
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float fDivisorU = 1.0f;
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float fDivisorV = 1.0f;
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float fDivisorU = 1.0f,fDivisorV = 1.0f;
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if (m_pcHeader->numTexCoords)
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{
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// allocate storage for texture coordinates, too
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@ -345,30 +346,25 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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// check whether the skin width or height are zero (this would
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// cause a division through zero)
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if (!m_pcHeader->skinWidth)
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{
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DefaultLogger::get()->error("Skin width is zero but there are "
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"valid absolute texture coordinates");
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if (!m_pcHeader->skinWidth) {
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DefaultLogger::get()->error("MD2: No valid skin width given");
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}
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else fDivisorU = (float)m_pcHeader->skinWidth;
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if (!m_pcHeader->skinHeight)
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{
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DefaultLogger::get()->error("Skin height is zero but there are "
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"valid absolute texture coordinates ");
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if (!m_pcHeader->skinHeight){
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DefaultLogger::get()->error("MD2: No valid skin height given");
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}
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else fDivisorV = (float)m_pcHeader->skinHeight;
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}
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for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i)
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{
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// allocate the face
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// Allocate the face
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pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
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pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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// validate vertex indices
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@ -385,10 +381,8 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
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vec.x += pcFrame->translate[0];
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// invert y
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vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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vec.y += pcFrame->translate[1];
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vec.y *= -1.0f;
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vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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vec.z += pcFrame->translate[2];
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@ -396,14 +390,15 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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// read the normal vector from the precalculated normal table
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aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
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LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
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vNormal.y *= -1.0f;
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if (m_pcHeader->numTexCoords)
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{
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// invert z for proper output coordinate system
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vNormal.z *= -1.0f;
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vec.z *= -1.0f;
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if (m_pcHeader->numTexCoords) {
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// validate texture coordinates
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iIndex = pcTriangles[iIndex].textureIndices[c];
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if (iIndex >= m_pcHeader->numTexCoords)
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{
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iIndex = pcTriangles[i].textureIndices[c];
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if (iIndex >= m_pcHeader->numTexCoords) {
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DefaultLogger::get()->error("MD2: UV index is outside the allowed range");
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iIndex = m_pcHeader->numTexCoords-1;
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}
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@ -412,14 +407,11 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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// the texture coordinates are absolute values but we
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// need relative values between 0 and 1
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pcOut.y = pcTexCoords[iIndex].s / fDivisorU;
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pcOut.x = pcTexCoords[iIndex].t / fDivisorV;
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pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
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pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
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}
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pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
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}
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// FIX: flip the face order for use with OpenGL
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
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pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
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}
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}
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@ -509,14 +509,12 @@ void TextureTransformStep::Execute( aiScene* pScene)
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it2 = it;++it2;
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for (unsigned int m = n+1; m < size;++m, ++it2)
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{
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if ((*it2).uvIndex == n)
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{
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if ((*it2).uvIndex == n){
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it2 = trafo.begin();
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break;
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}
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}
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if (it2 == trafo.begin())
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{
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if (it2 == trafo.begin()){
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mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
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}
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}
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@ -557,9 +555,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
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m5.a3 += trl.x; m5.b3 += trl.y;
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matrix = m2 * m4 * matrix * m3 * m5;
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for (src = dest; src != end; ++src)
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{
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for (src = dest; src != end; ++src) {
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src->z = 1.f;
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*src = matrix * *src;
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src->x /= src->z;
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@ -1 +1 @@
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#define SVNRevision 335
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#define SVNRevision 342
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@ -0,0 +1,24 @@
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From IRRLICHT/media
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The Irrlicht Engine License
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===========================
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Copyright (C) 2002-2007 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgement in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be clearly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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After Width: | Height: | Size: 42 KiB |
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@ -0,0 +1,24 @@
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From IRRLICHT/media
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The Irrlicht Engine License
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===========================
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Copyright (C) 2002-2007 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgement in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be clearly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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After Width: | Height: | Size: 59 KiB |
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@ -1156,6 +1156,42 @@ void InitUI()
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return;
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}
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//-------------------------------------------------------------------------------
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// Message prcoedure for the smooth normals dialog
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK SMMessageProc(HWND hwndDlg,UINT uMsg,
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WPARAM wParam,LPARAM lParam)
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{
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UNREFERENCED_PARAMETER(lParam);
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switch (uMsg)
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{
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case WM_INITDIALOG:
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char s[30];
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::sprintf(s,"%.2f",g_smoothAngle);
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SetDlgItemText(hwndDlg,IDC_EDITSM,s);
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return TRUE;
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case WM_CLOSE:
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EndDialog(hwndDlg,0);
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return TRUE;
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case WM_COMMAND:
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if (IDOK == LOWORD(wParam)) {
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char s[30];
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GetDlgItemText(hwndDlg,IDC_EDITSM,s,30);
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g_smoothAngle = atof(s);
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EndDialog(hwndDlg,0);
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}
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else if (IDCANCEL == LOWORD(wParam)) {
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EndDialog(hwndDlg,1);
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}
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return TRUE;
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}
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return FALSE;
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}
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//-------------------------------------------------------------------------------
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// Main message procedure of the application
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//
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@ -1763,6 +1799,10 @@ __DRUNKEN_ALIEN_FROM_MARS:
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D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0));
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}
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}
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else if (ID_TOOLS_SETANGLELIMIT == LOWORD(wParam))
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{
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DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_DIALOGSMOOTH),g_hDlg,&SMMessageProc);
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}
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else if (ID_VIEWER_CLEARHISTORY == LOWORD(wParam))
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{
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ClearHistory();
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@ -92,7 +92,7 @@ public:
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bool g_bWasFlipped = false;
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float g_smoothAngle = 80.f;
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//-------------------------------------------------------------------------------
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// Flip all normal vectors
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@ -103,8 +103,7 @@ void AssetHelper::FlipNormalsInt()
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a){
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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@ -126,24 +125,22 @@ void AssetHelper::FlipNormals()
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//-------------------------------------------------------------------------------
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void AssetHelper::SetNormalSet(unsigned int iSet)
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{
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if (this->iNormalSet == iSet)return;
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// we need to build an unique set of vertices for this ...
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{
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MyMakeVerboseFormatProcess* pcProcess = new MyMakeVerboseFormatProcess();
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pcProcess->Execute(this->pcScene);
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pcProcess->Execute(pcScene);
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delete pcProcess;
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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if (!this->apcMeshes[i]->pvOriginalNormals)
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if (!apcMeshes[i]->pvOriginalNormals)
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{
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this->apcMeshes[i]->pvOriginalNormals = new aiVector3D[this->pcScene->mMeshes[i]->mNumVertices];
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memcpy( this->apcMeshes[i]->pvOriginalNormals,this->pcScene->mMeshes[i]->mNormals,
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this->pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
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apcMeshes[i]->pvOriginalNormals = new aiVector3D[pcScene->mMeshes[i]->mNumVertices];
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memcpy( apcMeshes[i]->pvOriginalNormals,pcScene->mMeshes[i]->mNormals,
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pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
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}
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delete[] this->pcScene->mMeshes[i]->mNormals;
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this->pcScene->mMeshes[i]->mNormals = NULL;
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delete[] pcScene->mMeshes[i]->mNormals;
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pcScene->mMeshes[i]->mNormals = NULL;
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}
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}
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@ -152,49 +149,49 @@ void AssetHelper::SetNormalSet(unsigned int iSet)
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if (HARD == iSet)
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{
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MyGenFaceNormalsProcess* pcProcess = new MyGenFaceNormalsProcess();
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pcProcess->Execute(this->pcScene);
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//FlipNormalsInt();
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pcProcess->Execute(pcScene);
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FlipNormalsInt();
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delete pcProcess;
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}
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else if (SMOOTH == iSet)
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{
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MyGenVertexNormalsProcess* pcProcess = new MyGenVertexNormalsProcess();
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pcProcess->SetMaxSmoothAngle(1.5f);
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pcProcess->Execute(this->pcScene);
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//FlipNormalsInt();
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pcProcess->SetMaxSmoothAngle((float)AI_DEG_TO_RAD(g_smoothAngle));
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pcProcess->Execute(pcScene);
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FlipNormalsInt();
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delete pcProcess;
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}
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else if (ORIGINAL == iSet)
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{
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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if (this->apcMeshes[i]->pvOriginalNormals)
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if (apcMeshes[i]->pvOriginalNormals)
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{
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delete[] this->pcScene->mMeshes[i]->mNormals;
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this->pcScene->mMeshes[i]->mNormals = this->apcMeshes[i]->pvOriginalNormals;
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this->apcMeshes[i]->pvOriginalNormals = NULL;
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delete[] pcScene->mMeshes[i]->mNormals;
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pcScene->mMeshes[i]->mNormals = apcMeshes[i]->pvOriginalNormals;
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apcMeshes[i]->pvOriginalNormals = NULL;
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}
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}
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}
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// recalculate tangents and bitangents
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Assimp::BaseProcess* pcProcess = new MyCalcTangentsProcess();
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pcProcess->Execute(this->pcScene);
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pcProcess->Execute(pcScene);
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delete pcProcess;
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// join the mesh vertices again
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pcProcess = new MyJoinVerticesProcess();
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pcProcess->Execute(this->pcScene);
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pcProcess->Execute(pcScene);
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delete pcProcess;
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this->iNormalSet = iSet;
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iNormalSet = iSet;
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if (g_bWasFlipped)
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
|
||||
aiMesh* pcMesh = this->pcScene->mMeshes[i];
|
||||
aiMesh* pcMesh = pcScene->mMeshes[i];
|
||||
for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
|
||||
{
|
||||
pcMesh->mNormals[a] *= -1.0f;
|
||||
|
|
Binary file not shown.
|
@ -272,6 +272,7 @@ enum EClickPos
|
|||
extern bool g_bPlay /*= false*/;
|
||||
|
||||
extern double g_dCurrent;
|
||||
extern float g_smoothAngle /*= 90.f*/;
|
||||
}
|
||||
|
||||
#endif // !! AV_MAIN_H_INCLUDED
|
|
@ -156,6 +156,20 @@ BEGIN
|
|||
CONTROL "",IDC_EDIT1,"RichEdit20A",ES_MULTILINE | ES_AUTOVSCROLL | ES_READONLY | ES_NUMBER | WS_VSCROLL | WS_TABSTOP,3,4,358,174,WS_EX_STATICEDGE
|
||||
END
|
||||
|
||||
IDD_DIALOGSMOOTH DIALOGEX 0, 0, 253, 86
|
||||
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Set smooth limit "
|
||||
FONT 8, "MS Shell Dlg", 400, 0, 0x1
|
||||
BEGIN
|
||||
DEFPUSHBUTTON "OK",IDOK,195,53,50,14
|
||||
PUSHBUTTON "Cancel",IDCANCEL,143,53,50,14
|
||||
EDITTEXT IDC_EDITSM,107,7,139,14,ES_AUTOHSCROLL | ES_NUMBER
|
||||
LTEXT "Angle limit (in degrees):",IDC_STATIC,13,10,76,8
|
||||
LTEXT "The angle limit defines the maximum angle that may be between two adjacent face normals that they're smoothed together.",IDC_STATIC,13,27,231,19
|
||||
LTEXT "NOTE: use 'Smooth normals' to update the normals to the new settings",IDC_STATIC,12,75,230,8
|
||||
CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,7,73,239,1
|
||||
END
|
||||
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -259,6 +273,14 @@ BEGIN
|
|||
TOPMARGIN, 14
|
||||
BOTTOMMARGIN, 175
|
||||
END
|
||||
|
||||
IDD_DIALOGSMOOTH, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 246
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 79
|
||||
END
|
||||
END
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
@ -310,9 +332,10 @@ BEGIN
|
|||
MENUITEM "Clear log", ID_TOOLS_CLEARLOG
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "Original normals", ID_TOOLS_ORIGINALNORMALS, CHECKED
|
||||
MENUITEM "Smooth normals", ID_TOOLS_SMOOTHNORMALS
|
||||
MENUITEM "Hard normals", ID_TOOLS_HARDNORMALS
|
||||
MENUITEM "Smooth normals", ID_TOOLS_SMOOTHNORMALS
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "Set angle limit ...", ID_TOOLS_SETANGLELIMIT
|
||||
MENUITEM "Flip normals", ID_TOOLS_FLIPNORMALS
|
||||
MENUITEM SEPARATOR
|
||||
MENUITEM "Stereo view", ID_TOOLS_STEREOVIEW
|
||||
|
|
|
@ -40,6 +40,7 @@
|
|||
#define IDB_BTXI 155
|
||||
#define IDR_TXPOPUP 156
|
||||
#define IDR_MATPOPUP 157
|
||||
#define IDD_DIALOGSMOOTH 159
|
||||
#define IDC_CHECK1 1000
|
||||
#define IDC_TOGGLEMS 1000
|
||||
#define IDC_CHECK2 1001
|
||||
|
@ -104,6 +105,7 @@
|
|||
#define IDC_PLAY 1053
|
||||
#define IDC_SHOWSKELETON 1054
|
||||
#define IDC_BFCULL 1055
|
||||
#define IDC_EDITSM 1056
|
||||
#define ID_VIEWER_OPEN 32771
|
||||
#define ID_VIEWER_CLOSETHIS 32772
|
||||
#define ID_VIEWER_CLOSEASSET 32773
|
||||
|
@ -164,6 +166,27 @@
|
|||
#define ID_VERTEXCACHELOCALITY_FINDBEST 32828
|
||||
#define ID_OPTIMIZE_SCENEGRAPH 32829
|
||||
#define ID_SCENEGRAPH_SMALLESTPOSSIBLEGRAPH 32830
|
||||
#define ID_SMOOTHNORMALS_5 32831
|
||||
#define ID_SMOOTHNORMALS_6 32832
|
||||
#define ID_SMOOTHNORMALS_MAXANGLE60 32833
|
||||
#define ID_SMOOTHNORMALS_MAXANGLE90 32834
|
||||
#define ID_SMOOTHNORMALS_MAXANGLE120 32835
|
||||
#define ID_SMOOTHNORMALS_NOLIMIT 32836
|
||||
#define ID_SMOOTHNORMALS_30 32837
|
||||
#define ID_SMOOTHNORMALS_40 32838
|
||||
#define ID_SMOOTHNORMALS_60 32839
|
||||
#define ID_SMOOTHNORMALS_90 32840
|
||||
#define ID_SMOOTHNORMALS_120 32841
|
||||
#define ID_Menu32842 32842
|
||||
#define ID_SMOOTHANGLE_30 32843
|
||||
#define ID_SMOOTHANGLE_40 32844
|
||||
#define ID_SMOOTHANGLE_50 32845
|
||||
#define ID_SMOOTHANGLE_60 32846
|
||||
#define ID_SMOOTHANGLE_70 32847
|
||||
#define ID_SMOOTHANGLE_90 32848
|
||||
#define ID_SMOOTHANGLE_120 32849
|
||||
#define ID_SMOOTHANGLE_NONE 32850
|
||||
#define ID_TOOLS_SETANGLELIMIT 32851
|
||||
#define IDC_STATIC -1
|
||||
|
||||
// Next default values for new objects
|
||||
|
@ -171,9 +194,9 @@
|
|||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_NO_MFC 1
|
||||
#define _APS_NEXT_RESOURCE_VALUE 159
|
||||
#define _APS_NEXT_COMMAND_VALUE 32831
|
||||
#define _APS_NEXT_CONTROL_VALUE 1056
|
||||
#define _APS_NEXT_RESOURCE_VALUE 160
|
||||
#define _APS_NEXT_COMMAND_VALUE 32852
|
||||
#define _APS_NEXT_CONTROL_VALUE 1057
|
||||
#define _APS_NEXT_SYMED_VALUE 110
|
||||
#endif
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue