Merge branch 'master' of https://github.com/assimp/assimp
This commit is contained in:
@@ -44,6 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "3DSExporter.h"
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#include "3DSLoader.h"
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#include "3DSHelper.h"
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#include "SceneCombiner.h"
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#include "SplitLargeMeshes.h"
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#include "StringComparison.h"
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@@ -54,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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namespace Assimp {
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using namespace D3DS;
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namespace {
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@@ -369,14 +369,13 @@ struct Material
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{
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//! Default constructor. Builds a default name for the material
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Material()
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:
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mDiffuse (0.6,0.6,0.6), // FIX ... we won't want object to be black
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mSpecularExponent (0.0),
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mShininessStrength (1.0),
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mShading(Discreet3DS::Gouraud),
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mTransparency (1.0),
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mBumpHeight (1.0),
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mTwoSided (false)
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: mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
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, mSpecularExponent ( ai_real( 0.0 ) )
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, mShininessStrength ( ai_real( 1.0 ) )
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, mShading(Discreet3DS::Gouraud)
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, mTransparency ( ai_real( 1.0 ) )
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, mBumpHeight ( ai_real( 1.0 ) )
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, mTwoSided (false)
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{
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static int iCnt = 0;
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@@ -1166,14 +1166,15 @@ void Discreet3DSImporter::ParseMaterialChunk()
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case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
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{
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// This is the material's transparency
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ai_real* pcf = &mScene->mMaterials.back().mTransparency;
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*pcf = ParsePercentageChunk();
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// This is the material's transparency
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ai_real* pcf = &mScene->mMaterials.back().mTransparency;
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*pcf = ParsePercentageChunk();
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// NOTE: transparency, not opacity
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if (is_qnan(*pcf))
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*pcf = 1.0;
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else *pcf = 1.0 - *pcf * (ai_real)0xFFFF / 100.0;
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// NOTE: transparency, not opacity
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if (is_qnan(*pcf))
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*pcf = ai_real( 1.0 );
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else
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*pcf = ai_real( 1.0 ) - *pcf * (ai_real)0xFFFF / ai_real( 100.0 );
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}
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break;
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@@ -1199,21 +1200,23 @@ void Discreet3DSImporter::ParseMaterialChunk()
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case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
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{ // This is the shininess strength of the material
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ai_real* pcf = &mScene->mMaterials.back().mShininessStrength;
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*pcf = ParsePercentageChunk();
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if (is_qnan(*pcf))
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*pcf = 0.0;
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else *pcf *= (ai_real)0xffff / 100.0;
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ai_real* pcf = &mScene->mMaterials.back().mShininessStrength;
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*pcf = ParsePercentageChunk();
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if (is_qnan(*pcf))
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*pcf = ai_real( 0.0 );
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else
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*pcf *= (ai_real)0xffff / ai_real( 100.0 );
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}
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break;
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case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
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{ // This is the self illumination strength of the material
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ai_real f = ParsePercentageChunk();
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if (is_qnan(f))
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f = 0.0;
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else f *= (ai_real)0xFFFF / 100.0;
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mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
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ai_real f = ParsePercentageChunk();
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if (is_qnan(f))
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f = ai_real( 0.0 );
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else
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f *= (ai_real)0xFFFF / ai_real( 100.0 );
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mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
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}
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break;
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@@ -1272,7 +1275,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
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case Discreet3DS::CHUNK_PERCENTD:
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// Manually parse the blend factor
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pcOut->mTextureBlend = stream->GetF8();
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pcOut->mTextureBlend = ai_real( stream->GetF8() );
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break;
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case Discreet3DS::CHUNK_PERCENTF:
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@@ -1282,7 +1285,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
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case Discreet3DS::CHUNK_PERCENTW:
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// Manually parse the blend factor
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pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / 100.0;
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pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real( 100.0 );
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break;
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case Discreet3DS::CHUNK_MAT_MAP_USCALE:
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@@ -1355,8 +1358,7 @@ ai_real Discreet3DSImporter::ParsePercentageChunk()
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// ------------------------------------------------------------------------------------------------
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// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color
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void Discreet3DSImporter::ParseColorChunk(aiColor3D* out,
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bool acceptPercent)
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void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent )
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{
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ai_assert(out != NULL);
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@@ -1389,13 +1391,16 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D* out,
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case Discreet3DS::CHUNK_LINRGBB:
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bGamma = true;
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case Discreet3DS::CHUNK_RGBB:
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if (sizeof(char) * 3 > diff) {
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*out = clrError;
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return;
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{
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if ( sizeof( char ) * 3 > diff ) {
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*out = clrError;
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return;
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}
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const ai_real invVal = ai_real( 1.0 ) / ai_real( 255.0 );
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out->r = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
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out->g = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
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out->b = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
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}
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out->r = (ai_real)(uint8_t)stream->GetI1() / 255.0;
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out->g = (ai_real)(uint8_t)stream->GetI1() / 255.0;
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out->b = (ai_real)(uint8_t)stream->GetI1() / 255.0;
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break;
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// Percentage chunks are accepted, too.
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@@ -1409,7 +1414,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D* out,
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case Discreet3DS::CHUNK_PERCENTW:
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if (acceptPercent && 1 <= diff) {
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out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / 255.0;
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out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real( 255.0 );
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break;
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}
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*out = clrError;
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@@ -227,7 +227,7 @@ std::string TextureConverted_ID;
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// check that all textures has same size
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if(src_texture_4check.size() > 1)
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{
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for(uint8_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
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for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
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{
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if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
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(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth))
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@@ -618,7 +618,8 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
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if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21))
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{
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ParseLV4MeshFloat(mat.mTransparency);
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mat.mTransparency = 1.0 - mat.mTransparency;continue;
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mat.mTransparency = ai_real( 1.0 ) - mat.mTransparency;
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continue;
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}
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// material self illumination
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if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18))
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@@ -105,7 +105,6 @@ public:
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BlenderImporter();
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~BlenderImporter();
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public:
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// --------------------
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@@ -91,8 +91,17 @@ namespace Blender {
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// value for the field.
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//
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#define WARN // warn if field is missing, substitute default value
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#define FAIL // fail the import if the field does not exist
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// warn if field is missing, substitute default value
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#ifdef WARN
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# undef WARN
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#endif
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#define WARN
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// fail the import if the field does not exist
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#ifdef FAIL
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# undef FAIL
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#endif
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#define FAIL
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struct Object;
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struct MTex;
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@@ -172,6 +172,7 @@ SET( Common_SRCS
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Bitmap.h
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XMLTools.h
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Version.cpp
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IOStreamBuffer.h
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)
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SOURCE_GROUP(Common FILES ${Common_SRCS})
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@@ -150,7 +150,7 @@ void ColladaExporter::WriteFile()
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// Writes the asset header
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void ColladaExporter::WriteHeader()
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{
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static const ai_real epsilon = 0.00001;
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static const ai_real epsilon = ai_real( 0.00001 );
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static const aiQuaternion x_rot(aiMatrix3x3(
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0, -1, 0,
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1, 0, 0,
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@@ -636,9 +636,24 @@ void ColladaExporter::WriteMaterials()
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const aiMaterial* mat = mScene->mMaterials[a];
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aiString name;
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) {
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name = "mat";
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materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
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materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
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} else {
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// try to use the material's name if no other material has already taken it, else append #
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std::string testName = name.C_Str();
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size_t materialCountWithThisName = 0;
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for( size_t i = 0; i < a; i ++ ) {
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if( materials[i].name == testName ) {
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materialCountWithThisName ++;
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}
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}
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if( materialCountWithThisName == 0 ) {
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materials[a].name = name.C_Str();
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} else {
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materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
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}
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}
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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if( !isalnum_C( *it ) ) {
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*it = '_';
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@@ -1071,7 +1071,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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continue;
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// resolve the data pointers for all anim channels. Find the minimum time while we're at it
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ai_real startTime = 1e20, endTime = -1e20;
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ai_real startTime = ai_real( 1e20 ), endTime = ai_real( -1e20 );
|
||||
for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
||||
{
|
||||
Collada::ChannelEntry& e = *it;
|
||||
@@ -1152,7 +1152,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
|
||||
resultTrafos.push_back( mat);
|
||||
|
||||
// find next point in time to evaluate. That's the closest frame larger than the current in any channel
|
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ai_real nextTime = 1e20;
|
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ai_real nextTime = ai_real( 1e20 );
|
||||
for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
||||
{
|
||||
Collada::ChannelEntry& channelElement = *it;
|
||||
|
||||
@@ -3075,7 +3075,7 @@ aiMatrix4x4 ColladaParser::CalculateResultTransform( const std::vector<Transform
|
||||
case TF_ROTATE:
|
||||
{
|
||||
aiMatrix4x4 rot;
|
||||
ai_real angle = tf.f[3] * ai_real( AI_MATH_PI) / 180.0;
|
||||
ai_real angle = tf.f[3] * ai_real( AI_MATH_PI) / ai_real( 180.0 );
|
||||
aiVector3D axis( tf.f[0], tf.f[1], tf.f[2]);
|
||||
aiMatrix4x4::Rotation( angle, axis, rot);
|
||||
res *= rot;
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace {
|
||||
const static aiVector3D base_axis_y(0.0,1.0,0.0);
|
||||
const static aiVector3D base_axis_x(1.0,0.0,0.0);
|
||||
const static aiVector3D base_axis_z(0.0,0.0,1.0);
|
||||
const static ai_real angle_epsilon = 0.95;
|
||||
const static ai_real angle_epsilon = ai_real( 0.95 );
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
@@ -109,11 +109,11 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
||||
// much easier, but I don't know how and am currently too tired to
|
||||
// to think about a better solution.
|
||||
|
||||
const static ai_real LOWER_LIMIT = 0.1;
|
||||
const static ai_real UPPER_LIMIT = 0.9;
|
||||
const static ai_real LOWER_LIMIT = ai_real( 0.1 );
|
||||
const static ai_real UPPER_LIMIT = ai_real( 0.9 );
|
||||
|
||||
const static ai_real LOWER_EPSILON = 10e-3;
|
||||
const static ai_real UPPER_EPSILON = 1.0-10e-3;
|
||||
const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
|
||||
const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
|
||||
|
||||
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
|
||||
{
|
||||
|
||||
@@ -105,7 +105,7 @@ public:
|
||||
void Flush();
|
||||
|
||||
private:
|
||||
// File datastructure, using clib
|
||||
// File data-structure, using clib
|
||||
FILE* mFile;
|
||||
// Filename
|
||||
std::string mFilename;
|
||||
@@ -114,7 +114,6 @@ private:
|
||||
mutable size_t mCachedSize;
|
||||
};
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
inline DefaultIOStream::DefaultIOStream () :
|
||||
mFile (NULL),
|
||||
@@ -124,7 +123,6 @@ inline DefaultIOStream::DefaultIOStream () :
|
||||
// empty
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
inline DefaultIOStream::DefaultIOStream (FILE* pFile,
|
||||
const std::string &strFilename) :
|
||||
|
||||
@@ -3068,9 +3068,7 @@ void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, c
|
||||
const KeyTimeList::value_type timeA = std::get<0>(kfl)->at( id0 );
|
||||
const KeyTimeList::value_type timeB = std::get<0>(kfl)->at( id1 );
|
||||
|
||||
// do the actual interpolation in double-precision arithmetics
|
||||
// because it is a bit sensitive to rounding errors.
|
||||
const double factor = timeB == timeA ? 0. : static_cast<double>( ( time - timeA ) / ( timeB - timeA ) );
|
||||
const ai_real factor = timeB == timeA ? 0. : static_cast<ai_real>( ( time - timeA ) ) / ( timeB - timeA );
|
||||
const ai_real interpValue = static_cast<ai_real>( valueA + ( valueB - valueA ) * factor );
|
||||
|
||||
result[ std::get<2>(kfl) ] = interpValue;
|
||||
|
||||
@@ -154,7 +154,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
|
||||
// check whether we can reuse the SpatialSort of a previous step.
|
||||
SpatialSort* vertexFinder = NULL;
|
||||
SpatialSort _vertexFinder;
|
||||
ai_real posEpsilon = 1e-5;
|
||||
ai_real posEpsilon = ai_real( 1e-5 );
|
||||
if (shared) {
|
||||
std::vector<std::pair<SpatialSort,ai_real> >* avf;
|
||||
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
|
||||
|
||||
256
code/IOStreamBuffer.h
Normal file
256
code/IOStreamBuffer.h
Normal file
@@ -0,0 +1,256 @@
|
||||
#pragma once
|
||||
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2016, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include <assimp/types.h>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include "ParsingUtils.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/**
|
||||
* Implementation of a cached stream buffer.
|
||||
*/
|
||||
template<class T>
|
||||
class IOStreamBuffer {
|
||||
public:
|
||||
/// @brief The class constructor.
|
||||
IOStreamBuffer( size_t cache = 4096 * 4096 );
|
||||
|
||||
/// @brief The class destructor.
|
||||
~IOStreamBuffer();
|
||||
|
||||
/// @brief Will open the cached access for a given stream.
|
||||
/// @param stream The stream to cache.
|
||||
/// @return true if successful.
|
||||
bool open( IOStream *stream );
|
||||
|
||||
/// @brief Will close the cached access.
|
||||
/// @return true if successful.
|
||||
bool close();
|
||||
|
||||
/// @brief Returns the filesize.
|
||||
/// @return The filesize.
|
||||
size_t size() const;
|
||||
|
||||
/// @brief Returns the cache size.
|
||||
/// @return The cache size.
|
||||
size_t cacheSize() const;
|
||||
|
||||
/// @brief Will read the next block.
|
||||
/// @return true if successful.
|
||||
bool readNextBlock();
|
||||
|
||||
/// @brief Returns the number of blocks to read.
|
||||
/// @return The number of blocks.
|
||||
size_t getNumBlocks() const;
|
||||
|
||||
/// @brief Returns the current block index.
|
||||
/// @return The current block index.
|
||||
size_t getCurrentBlockIndex() const;
|
||||
|
||||
/// @brief Returns the current file pos.
|
||||
/// @return The current file pos.
|
||||
size_t getFilePos() const;
|
||||
|
||||
/// @brief Will read the next line.
|
||||
/// @param buffer The buffer for the next line.
|
||||
/// @return true if successful.
|
||||
bool getNextLine( std::vector<T> &buffer );
|
||||
|
||||
private:
|
||||
IOStream *m_stream;
|
||||
size_t m_filesize;
|
||||
size_t m_cacheSize;
|
||||
size_t m_numBlocks;
|
||||
size_t m_blockIdx;
|
||||
std::vector<T> m_cache;
|
||||
size_t m_cachePos;
|
||||
size_t m_filePos;
|
||||
};
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
IOStreamBuffer<T>::IOStreamBuffer( size_t cache )
|
||||
: m_stream( nullptr )
|
||||
, m_filesize( 0 )
|
||||
, m_cacheSize( cache )
|
||||
, m_numBlocks( 0 )
|
||||
, m_blockIdx( 0 )
|
||||
, m_cachePos( 0 )
|
||||
, m_filePos( 0 ) {
|
||||
m_cache.resize( cache );
|
||||
std::fill( m_cache.begin(), m_cache.end(), '\n' );
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
IOStreamBuffer<T>::~IOStreamBuffer() {
|
||||
// empty
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
bool IOStreamBuffer<T>::open( IOStream *stream ) {
|
||||
// file still opened!
|
||||
if ( nullptr != m_stream ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Invalid stream pointer
|
||||
if ( nullptr == stream ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_stream = stream;
|
||||
m_filesize = m_stream->FileSize();
|
||||
if ( m_filesize == 0 ) {
|
||||
return false;
|
||||
}
|
||||
if ( m_filesize < m_cacheSize ) {
|
||||
m_cacheSize = m_filesize;
|
||||
}
|
||||
|
||||
m_numBlocks = m_filesize / m_cacheSize;
|
||||
if ( ( m_filesize % m_cacheSize ) > 0 ) {
|
||||
m_numBlocks++;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
bool IOStreamBuffer<T>::close() {
|
||||
if ( nullptr == m_stream ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// init counters and state vars
|
||||
m_stream = nullptr;
|
||||
m_filesize = 0;
|
||||
m_numBlocks = 0;
|
||||
m_blockIdx = 0;
|
||||
m_cachePos = 0;
|
||||
m_filePos = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
size_t IOStreamBuffer<T>::size() const {
|
||||
return m_filesize;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
size_t IOStreamBuffer<T>::cacheSize() const {
|
||||
return m_cacheSize;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
bool IOStreamBuffer<T>::readNextBlock() {
|
||||
m_stream->Seek( m_filePos, aiOrigin_SET );
|
||||
size_t readLen = m_stream->Read( &m_cache[ 0 ], sizeof( T ), m_cacheSize );
|
||||
if ( readLen == 0 ) {
|
||||
return false;
|
||||
}
|
||||
if ( readLen < m_cacheSize ) {
|
||||
m_cacheSize = readLen;
|
||||
}
|
||||
m_filePos += m_cacheSize;
|
||||
m_cachePos = 0;
|
||||
m_blockIdx++;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
size_t IOStreamBuffer<T>::getNumBlocks() const {
|
||||
return m_numBlocks;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
size_t IOStreamBuffer<T>::getCurrentBlockIndex() const {
|
||||
return m_blockIdx;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
size_t IOStreamBuffer<T>::getFilePos() const {
|
||||
return m_filePos;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline
|
||||
bool IOStreamBuffer<T>::getNextLine( std::vector<T> &buffer ) {
|
||||
buffer.resize( m_cacheSize );
|
||||
::memset( &buffer[ 0 ], '\n', m_cacheSize );
|
||||
|
||||
if ( m_cachePos == m_cacheSize || 0 == m_filePos ) {
|
||||
if ( !readNextBlock() ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
size_t i = 0;
|
||||
while ( !IsLineEnd( m_cache[ m_cachePos ] ) ) {
|
||||
buffer[ i ] = m_cache[ m_cachePos ];
|
||||
m_cachePos++;
|
||||
i++;
|
||||
if ( m_cachePos >= m_cacheSize ) {
|
||||
if ( !readNextBlock() ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_cachePos++;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // !ns Assimp
|
||||
@@ -542,7 +542,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
||||
{
|
||||
aiVectorKey& key = anim->mPositionKeys[i];
|
||||
|
||||
const ai_real dt = (i * in.speed * 0.001 );
|
||||
const ai_real dt = (i * in.speed * ai_real( 0.001 ) );
|
||||
const ai_real u = dt - std::floor(dt);
|
||||
const int idx = (int)std::floor(dt) % size;
|
||||
|
||||
@@ -556,9 +556,9 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
||||
const ai_real u2 = u*u;
|
||||
const ai_real u3 = u2*2;
|
||||
|
||||
const ai_real h1 = 2.0 * u3 - 3.0 * u2 + 1.0;
|
||||
const ai_real h2 = -2.0 * u3 + 3.0 * u3;
|
||||
const ai_real h3 = u3 - 2.0 * u3;
|
||||
const ai_real h1 = ai_real( 2.0 ) * u3 - ai_real( 3.0 ) * u2 + ai_real( 1.0 );
|
||||
const ai_real h2 = ai_real( -2.0 ) * u3 + ai_real( 3.0 ) * u3;
|
||||
const ai_real h3 = u3 - ai_real( 2.0 ) * u3;
|
||||
const ai_real h4 = u3 - u2;
|
||||
|
||||
// compute the spline tangents
|
||||
|
||||
@@ -116,10 +116,10 @@ private:
|
||||
|
||||
explicit Animator(AT t = UNKNOWN)
|
||||
: type (t)
|
||||
, speed (0.001)
|
||||
, direction (0.0,1.0,0.0)
|
||||
, circleRadius (1.0)
|
||||
, tightness (0.5f)
|
||||
, speed ( ai_real( 0.001 ) )
|
||||
, direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
|
||||
, circleRadius ( ai_real( 1.0) )
|
||||
, tightness ( ai_real( 0.5 ) )
|
||||
, loop (true)
|
||||
, timeForWay (100)
|
||||
{
|
||||
|
||||
@@ -286,7 +286,7 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
|
||||
{
|
||||
float fGloss;
|
||||
if (mIsLWO2) {
|
||||
fGloss = std::pow( surf.mGlossiness*10.0+2.0, 2.0);
|
||||
fGloss = std::pow( surf.mGlossiness*ai_real( 10.0 )+ ai_real( 2.0 ), ai_real( 2.0 ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -312,7 +312,7 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
|
||||
|
||||
// emissive color
|
||||
// luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
|
||||
clr.g = clr.b = clr.r = surf.mLuminosity*0.8;
|
||||
clr.g = clr.b = clr.r = surf.mLuminosity*ai_real( 0.8 );
|
||||
pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
|
||||
|
||||
// opacity ... either additive or default-blended, please
|
||||
|
||||
@@ -261,13 +261,13 @@ inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut)
|
||||
{
|
||||
ai_real lat = (ai_real)(( p_iNormal >> 8u ) & 0xff);
|
||||
ai_real lng = (ai_real)(( p_iNormal & 0xff ));
|
||||
lat *= 3.141926/128.0;
|
||||
lng *= 3.141926/128.0;
|
||||
const ai_real invVal( ai_real( 1.0 ) / ai_real( 128.0 ) );
|
||||
lat *= ai_real( 3.141926 ) * invVal;
|
||||
lng *= ai_real( 3.141926 ) * invVal;
|
||||
|
||||
p_afOut[0] = std::cos(lat) * std::sin(lng);
|
||||
p_afOut[1] = std::sin(lat) * std::sin(lng);
|
||||
p_afOut[2] = std::cos(lng);
|
||||
return;
|
||||
p_afOut[ 0 ] = std::cos(lat) * std::sin(lng);
|
||||
p_afOut[ 1 ] = std::sin(lat) * std::sin(lng);
|
||||
p_afOut[ 2 ] = std::cos(lng);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -408,7 +408,7 @@ void MDCImporter::InternReadFile(
|
||||
|
||||
// copy texture coordinates
|
||||
pcUVCur->x = pcUVs[quak].u;
|
||||
pcUVCur->y = 1.0-pcUVs[quak].v; // DX to OGL
|
||||
pcUVCur->y = ai_real( 1.0 )-pcUVs[quak].v; // DX to OGL
|
||||
}
|
||||
pcVertCur->x += pcFrame->localOrigin[0] ;
|
||||
pcVertCur->y += pcFrame->localOrigin[1] ;
|
||||
|
||||
@@ -42,8 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* @brief Implementation of the material system of the library
|
||||
*/
|
||||
|
||||
|
||||
|
||||
#include "Hash.h"
|
||||
#include "fast_atof.h"
|
||||
#include "ParsingUtils.h"
|
||||
@@ -71,7 +69,7 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
|
||||
* could be improved by hashing, but it's possibly
|
||||
* no worth the effort (we're bound to C structures,
|
||||
* thus std::map or derivates are not applicable. */
|
||||
for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
|
||||
for ( unsigned int i = 0; i < pMat->mNumProperties; ++i ) {
|
||||
aiMaterialProperty* prop = pMat->mProperties[i];
|
||||
|
||||
if (prop /* just for safety ... */
|
||||
@@ -151,14 +149,15 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
|
||||
iWrite = *pMax;
|
||||
}
|
||||
// strings are zero-terminated with a 32 bit length prefix, so this is safe
|
||||
const char* cur = prop->mData+4;
|
||||
ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
|
||||
for (unsigned int a = 0; ;++a) {
|
||||
const char *cur = prop->mData + 4;
|
||||
ai_assert( prop->mDataLength >= 5 );
|
||||
ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
|
||||
for ( unsigned int a = 0; ;++a) {
|
||||
cur = fast_atoreal_move<ai_real>(cur,pOut[a]);
|
||||
if(a==iWrite-1) {
|
||||
if ( a==iWrite-1 ) {
|
||||
break;
|
||||
}
|
||||
if(!IsSpace(*cur)) {
|
||||
if ( !IsSpace(*cur) ) {
|
||||
DefaultLogger::get()->error("Material property" + std::string(pKey) +
|
||||
" is a string; failed to parse a float array out of it.");
|
||||
return AI_FAILURE;
|
||||
@@ -170,7 +169,6 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
|
||||
}
|
||||
}
|
||||
return AI_SUCCESS;
|
||||
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
@@ -224,8 +222,9 @@ aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
|
||||
iWrite = *pMax;
|
||||
}
|
||||
// strings are zero-terminated with a 32 bit length prefix, so this is safe
|
||||
const char* cur = prop->mData+4;
|
||||
ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
|
||||
const char *cur = prop->mData+4;
|
||||
ai_assert( prop->mDataLength >= 5 );
|
||||
ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
|
||||
for (unsigned int a = 0; ;++a) {
|
||||
pOut[a] = strtol10(cur,&cur);
|
||||
if(a==iWrite-1) {
|
||||
@@ -298,7 +297,8 @@ aiReturn aiGetMaterialString(const aiMaterial* pMat,
|
||||
// The string is stored as 32 but length prefix followed by zero-terminated UTF8 data
|
||||
pOut->length = static_cast<unsigned int>(*reinterpret_cast<uint32_t*>(prop->mData));
|
||||
|
||||
ai_assert(pOut->length+1+4==prop->mDataLength && !prop->mData[prop->mDataLength-1]);
|
||||
ai_assert( pOut->length+1+4==prop->mDataLength );
|
||||
ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
|
||||
memcpy(pOut->data,prop->mData+4,pOut->length+1);
|
||||
}
|
||||
else {
|
||||
@@ -317,12 +317,12 @@ ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMa
|
||||
{
|
||||
ai_assert (pMat != NULL);
|
||||
|
||||
/* Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again) */
|
||||
// Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again)
|
||||
unsigned int max = 0;
|
||||
for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
|
||||
aiMaterialProperty* prop = pMat->mProperties[i];
|
||||
|
||||
if (prop /* just a sanity check ... */
|
||||
if ( prop /* just a sanity check ... */
|
||||
&& 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
|
||||
&& prop->mSemantic == type) {
|
||||
|
||||
@@ -381,14 +381,17 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
|
||||
return AI_SUCCESS;
|
||||
}
|
||||
|
||||
static const unsigned int DefaultNumAllocated = 5;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construction. Actually the one and only way to get an aiMaterial instance
|
||||
aiMaterial::aiMaterial()
|
||||
aiMaterial::aiMaterial()
|
||||
: mNumProperties( 0 )
|
||||
, mNumAllocated( DefaultNumAllocated )
|
||||
, mProperties( NULL )
|
||||
{
|
||||
// Allocate 5 entries by default
|
||||
mNumProperties = 0;
|
||||
mNumAllocated = 5;
|
||||
mProperties = new aiMaterialProperty*[5];
|
||||
mProperties = new aiMaterialProperty*[ DefaultNumAllocated ];
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
@@ -543,10 +546,10 @@ aiReturn aiMaterial::AddProperty (const aiString* pInput,
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
uint32_t Assimp :: ComputeMaterialHash(const aiMaterial* mat, bool includeMatName /*= false*/)
|
||||
uint32_t Assimp::ComputeMaterialHash(const aiMaterial* mat, bool includeMatName /*= false*/)
|
||||
{
|
||||
uint32_t hash = 1503; // magic start value, chosen to be my birthday :-)
|
||||
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
|
||||
for ( unsigned int i = 0; i < mat->mNumProperties; ++i ) {
|
||||
aiMaterialProperty* prop;
|
||||
|
||||
// Exclude all properties whose first character is '?' from the hash
|
||||
@@ -585,15 +588,16 @@ void aiMaterial::CopyPropertyList(aiMaterial* pcDest,
|
||||
}
|
||||
}
|
||||
|
||||
if(pcOld)
|
||||
delete[] pcOld;
|
||||
if ( pcOld ) {
|
||||
delete[] pcOld;
|
||||
}
|
||||
|
||||
for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i) {
|
||||
aiMaterialProperty* propSrc = pcSrc->mProperties[i];
|
||||
|
||||
// search whether we have already a property with this name -> if yes, overwrite it
|
||||
aiMaterialProperty* prop;
|
||||
for (unsigned int q = 0; q < iOldNum;++q) {
|
||||
for ( unsigned int q = 0; q < iOldNum; ++q ) {
|
||||
prop = pcDest->mProperties[q];
|
||||
if (prop /* just for safety */ && prop->mKey == propSrc->mKey && prop->mSemantic == propSrc->mSemantic
|
||||
&& prop->mIndex == propSrc->mIndex) {
|
||||
@@ -617,5 +621,4 @@ void aiMaterial::CopyPropertyList(aiMaterial* pcDest,
|
||||
prop->mData = new char[propSrc->mDataLength];
|
||||
memcpy(prop->mData,propSrc->mData,prop->mDataLength);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -242,7 +242,7 @@ void OFFImporter::InternReadFile( const std::string& pFile,
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
|
||||
aiColor4D clr(0.6,0.6,0.6,1.0);
|
||||
aiColor4D clr( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 1.0 ) );
|
||||
pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pScene->mMaterials[0] = pcMat;
|
||||
|
||||
|
||||
@@ -104,7 +104,7 @@ struct Face
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
//! \struct Object
|
||||
//! \brief Stores all objects of an objfile object definition
|
||||
//! \brief Stores all objects of an obj-file object definition
|
||||
struct Object
|
||||
{
|
||||
enum ObjectType
|
||||
@@ -160,8 +160,8 @@ struct Material
|
||||
aiString textureSpecularity;
|
||||
aiString textureOpacity;
|
||||
aiString textureDisp;
|
||||
enum TextureType
|
||||
{
|
||||
|
||||
enum TextureType {
|
||||
TextureDiffuseType = 0,
|
||||
TextureSpecularType,
|
||||
TextureAmbientType,
|
||||
@@ -201,11 +201,11 @@ struct Material
|
||||
|
||||
//! Constructor
|
||||
Material()
|
||||
: diffuse (0.6,0.6,0.6)
|
||||
, alpha (1.0)
|
||||
, shineness (0.0)
|
||||
: diffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) )
|
||||
, alpha (ai_real( 1.0 ) )
|
||||
, shineness ( ai_real( 0.0) )
|
||||
, illumination_model (1)
|
||||
, ior (1.0)
|
||||
, ior ( ai_real( 1.0 ) )
|
||||
{
|
||||
// empty
|
||||
for (size_t i = 0; i < TextureTypeCount; ++i)
|
||||
|
||||
@@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
#include "ObjFileImporter.h"
|
||||
#include "ObjFileParser.h"
|
||||
#include "ObjFileData.h"
|
||||
#include "IOStreamBuffer.h"
|
||||
#include <memory>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
@@ -126,8 +127,11 @@ void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene,
|
||||
throw DeadlyImportError( "OBJ-file is too small.");
|
||||
}
|
||||
|
||||
IOStreamBuffer<char> streamedBuffer;
|
||||
streamedBuffer.open( fileStream.get() );
|
||||
|
||||
// Allocate buffer and read file into it
|
||||
TextFileToBuffer( fileStream.get(),m_Buffer);
|
||||
//TextFileToBuffer( fileStream.get(),m_Buffer);
|
||||
|
||||
// Get the model name
|
||||
std::string modelName, folderName;
|
||||
@@ -150,7 +154,7 @@ void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene,
|
||||
const unsigned int updateProgressEveryBytes = 100 * 1024;
|
||||
const unsigned int progressTotal = (3*m_Buffer.size()/updateProgressEveryBytes);
|
||||
// process all '\'
|
||||
std::vector<char> ::iterator iter = m_Buffer.begin();
|
||||
/*std::vector<char> ::iterator iter = m_Buffer.begin();
|
||||
while (iter != m_Buffer.end())
|
||||
{
|
||||
if (*iter == '\\')
|
||||
@@ -169,17 +173,19 @@ void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene,
|
||||
m_progress->UpdateFileRead(++progress, progressTotal);
|
||||
progressCounter = 0;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// 1/3rd progress
|
||||
m_progress->UpdateFileRead(1, 3);
|
||||
|
||||
// parse the file into a temporary representation
|
||||
ObjFileParser parser(m_Buffer, modelName, pIOHandler, m_progress, file);
|
||||
ObjFileParser parser( streamedBuffer, modelName, pIOHandler, m_progress, file);
|
||||
|
||||
// And create the proper return structures out of it
|
||||
CreateDataFromImport(parser.GetModel(), pScene);
|
||||
|
||||
streamedBuffer.close();
|
||||
|
||||
// Clean up allocated storage for the next import
|
||||
m_Buffer.clear();
|
||||
|
||||
@@ -291,9 +297,7 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Create topology data
|
||||
aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData,
|
||||
unsigned int meshIndex )
|
||||
{
|
||||
aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int meshIndex ) {
|
||||
// Checking preconditions
|
||||
ai_assert( NULL != pModel );
|
||||
|
||||
@@ -477,19 +481,15 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
|
||||
aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
|
||||
|
||||
const bool last = ( vertexIndex == pSourceFace->m_pVertices->size() - 1 );
|
||||
if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last)
|
||||
{
|
||||
if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
|
||||
pDestFace->mIndices[ outVertexIndex ] = newIndex;
|
||||
outVertexIndex++;
|
||||
}
|
||||
|
||||
if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT)
|
||||
{
|
||||
if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
|
||||
outIndex++;
|
||||
outVertexIndex = 0;
|
||||
}
|
||||
else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE)
|
||||
{
|
||||
} else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
|
||||
outVertexIndex = 0;
|
||||
|
||||
if(!last)
|
||||
|
||||
@@ -50,8 +50,8 @@ struct aiNode;
|
||||
namespace Assimp {
|
||||
|
||||
namespace ObjFile {
|
||||
struct Object;
|
||||
struct Model;
|
||||
struct Object;
|
||||
struct Model;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -38,8 +38,6 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
|
||||
|
||||
#include "ObjFileParser.h"
|
||||
@@ -54,16 +52,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <cstdlib>
|
||||
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
const std::string ObjFileParser::DEFAULT_MATERIAL = AI_DEFAULT_MATERIAL_NAME;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Constructor with loaded data and directories.
|
||||
ObjFileParser::ObjFileParser(std::vector<char> &data, const std::string &modelName, IOSystem *io, ProgressHandler* progress, const std::string &originalObjFileName) :
|
||||
m_DataIt(data.begin()),
|
||||
m_DataItEnd(data.end()),
|
||||
ObjFileParser::ObjFileParser( IOStreamBuffer<char> &streamBuffer, const std::string &modelName,
|
||||
IOSystem *io, ProgressHandler* progress,
|
||||
const std::string &originalObjFileName) :
|
||||
m_DataIt(),
|
||||
m_DataItEnd(),
|
||||
m_pModel(NULL),
|
||||
m_uiLine(0),
|
||||
m_pIO( io ),
|
||||
@@ -83,7 +82,7 @@ ObjFileParser::ObjFileParser(std::vector<char> &data, const std::string &modelNa
|
||||
m_pModel->m_MaterialMap[ DEFAULT_MATERIAL ] = m_pModel->m_pDefaultMaterial;
|
||||
|
||||
// Start parsing the file
|
||||
parseFile();
|
||||
parseFile( streamBuffer );
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
@@ -103,30 +102,31 @@ ObjFile::Model *ObjFileParser::GetModel() const
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// File parsing method.
|
||||
void ObjFileParser::parseFile()
|
||||
{
|
||||
if (m_DataIt == m_DataItEnd)
|
||||
return;
|
||||
|
||||
void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
|
||||
// only update every 100KB or it'll be too slow
|
||||
const unsigned int updateProgressEveryBytes = 100 * 1024;
|
||||
unsigned int progressCounter = 0;
|
||||
const unsigned int bytesToProcess = std::distance(m_DataIt, m_DataItEnd);
|
||||
const unsigned int bytesToProcess = streamBuffer.size();
|
||||
const unsigned int progressTotal = 3 * bytesToProcess;
|
||||
const unsigned int progressOffset = bytesToProcess;
|
||||
unsigned int processed = 0;
|
||||
size_t lastFilePos( 0 );
|
||||
|
||||
DataArrayIt lastDataIt = m_DataIt;
|
||||
bool endOfFile( false );
|
||||
std::vector<char> buffer;
|
||||
|
||||
while (m_DataIt != m_DataItEnd)
|
||||
{
|
||||
// Handle progress reporting
|
||||
processed += std::distance(lastDataIt, m_DataIt);
|
||||
lastDataIt = m_DataIt;
|
||||
if (processed > (progressCounter * updateProgressEveryBytes))
|
||||
{
|
||||
//while ( m_DataIt != m_DataItEnd )
|
||||
while ( streamBuffer.getNextLine( buffer ) ) {
|
||||
m_DataIt = buffer.begin();
|
||||
m_DataItEnd = buffer.end();
|
||||
|
||||
// Handle progress reporting
|
||||
const size_t filePos( streamBuffer.getFilePos() );
|
||||
if ( lastFilePos < filePos ) {
|
||||
processed += filePos;
|
||||
lastFilePos = filePos;
|
||||
progressCounter++;
|
||||
m_progress->UpdateFileRead(progressOffset + processed*2, progressTotal);
|
||||
m_progress->UpdateFileRead( progressOffset + processed * 2, progressTotal );
|
||||
}
|
||||
|
||||
// parse line
|
||||
@@ -149,8 +149,8 @@ void ObjFileParser::parseFile()
|
||||
}
|
||||
} else if (*m_DataIt == 't') {
|
||||
// read in texture coordinate ( 2D or 3D )
|
||||
++m_DataIt;
|
||||
getVector( m_pModel->m_TextureCoord );
|
||||
++m_DataIt;
|
||||
getVector( m_pModel->m_TextureCoord );
|
||||
} else if (*m_DataIt == 'n') {
|
||||
// Read in normal vector definition
|
||||
++m_DataIt;
|
||||
|
||||
@@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
#include <assimp/vector2.h>
|
||||
#include <assimp/vector3.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include "IOStreamBuffer.h"
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
@@ -72,7 +73,7 @@ public:
|
||||
|
||||
public:
|
||||
/// \brief Constructor with data array.
|
||||
ObjFileParser(std::vector<char> &Data, const std::string &strModelName, IOSystem* io, ProgressHandler* progress, const std::string &originalObjFileName);
|
||||
ObjFileParser( IOStreamBuffer<char> &streamBuffer, const std::string &strModelName, IOSystem* io, ProgressHandler* progress, const std::string &originalObjFileName);
|
||||
/// \brief Destructor
|
||||
~ObjFileParser();
|
||||
/// \brief Model getter.
|
||||
@@ -80,7 +81,7 @@ public:
|
||||
|
||||
private:
|
||||
/// Parse the loaded file
|
||||
void parseFile();
|
||||
void parseFile( IOStreamBuffer<char> &streamBuffer );
|
||||
/// Method to copy the new delimited word in the current line.
|
||||
void copyNextWord(char *pBuffer, size_t length);
|
||||
/// Method to copy the new line.
|
||||
|
||||
@@ -142,15 +142,15 @@ inline char_t getName( char_t it, char_t end, std::string &name )
|
||||
}
|
||||
|
||||
char *pStart = &( *it );
|
||||
while( !isEndOfBuffer( it, end ) && !IsLineEnd( *it ) ) {
|
||||
while( !isEndOfBuffer( it, end ) && !IsLineEnd( *it ) && !IsSpaceOrNewLine( *it ) ) {
|
||||
++it;
|
||||
}
|
||||
|
||||
while( isEndOfBuffer( it, end ) || IsLineEnd( *it ) || IsSpaceOrNewLine( *it ) ) {
|
||||
/*while( isEndOfBuffer( it, end ) || IsLineEnd( *it ) || IsSpaceOrNewLine( *it ) ) {
|
||||
--it;
|
||||
}
|
||||
++it;
|
||||
|
||||
*/
|
||||
// Get name
|
||||
// if there is no name, and the previous char is a separator, come back to start
|
||||
while (&(*it) < pStart) {
|
||||
@@ -246,6 +246,20 @@ string_type trim_whitespaces(string_type str)
|
||||
return str;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
bool hasLineEnd( T it, T end ) {
|
||||
bool hasLineEnd( false );
|
||||
while ( !isEndOfBuffer( it, end ) ) {
|
||||
it++;
|
||||
if ( IsLineEnd( it ) ) {
|
||||
hasLineEnd = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return hasLineEnd;
|
||||
}
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // OBJ_TOOLS_H_INC
|
||||
|
||||
@@ -93,7 +93,7 @@ void OgreImporter::ReadMaterials(const std::string &pFile, Assimp::IOSystem *pIO
|
||||
// Create materials that can be found and parsed via the IOSystem.
|
||||
for (size_t i=0, len=mesh->NumSubMeshes(); i<len; ++i)
|
||||
{
|
||||
SubMeshXml *submesh = mesh->GetSubMesh(i);
|
||||
SubMeshXml *submesh = mesh->GetSubMesh( static_cast<uint16_t>(i));
|
||||
if (submesh && !submesh->materialRef.empty())
|
||||
{
|
||||
aiMaterial *material = ReadMaterial(pFile, pIOHandler, submesh->materialRef);
|
||||
|
||||
@@ -690,7 +690,7 @@ void PretransformVertices::Execute( aiScene* pScene)
|
||||
|
||||
// find the dominant axis
|
||||
aiVector3D d = max-min;
|
||||
const ai_real div = std::max(d.x,std::max(d.y,d.z))*0.5;
|
||||
const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5);
|
||||
|
||||
d = min + d * (ai_real)0.5;
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
||||
|
||||
@@ -77,8 +77,8 @@ void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
|
||||
void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
|
||||
const aiMatrix4x4& m)
|
||||
{
|
||||
min = aiVector3D (10e10, 10e10, 10e10);
|
||||
max = aiVector3D (-10e10,-10e10,-10e10);
|
||||
min = aiVector3D ( ai_real( 10e10 ), ai_real( 10e10 ), ai_real( 10e10 ) );
|
||||
max = aiVector3D ( ai_real( -10e10 ), ai_real( -10e10 ), ai_real( -10e10 ) );
|
||||
for (unsigned int i = 0;i < mesh->mNumVertices;++i)
|
||||
{
|
||||
const aiVector3D v = m * mesh->mVertices[i];
|
||||
@@ -144,7 +144,7 @@ void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
|
||||
// -------------------------------------------------------------------------------
|
||||
ai_real ComputePositionEpsilon(const aiMesh* pMesh)
|
||||
{
|
||||
const ai_real epsilon = 1e-4;
|
||||
const ai_real epsilon = ai_real( 1e-4 );
|
||||
|
||||
// calculate the position bounds so we have a reliable epsilon to check position differences against
|
||||
aiVector3D minVec, maxVec;
|
||||
@@ -157,7 +157,7 @@ ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
|
||||
{
|
||||
ai_assert( NULL != pMeshes );
|
||||
|
||||
const ai_real epsilon = 1e-4;
|
||||
const ai_real epsilon = ai_real( 1e-4 );
|
||||
|
||||
// calculate the position bounds so we have a reliable epsilon to check position differences against
|
||||
aiVector3D minVec, maxVec, mi, ma;
|
||||
|
||||
@@ -177,12 +177,14 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
||||
continue;
|
||||
}
|
||||
|
||||
// generate new names for all modified materials
|
||||
// generate new names for modified materials that had no names
|
||||
const unsigned int idx = aiMappingTable[p];
|
||||
if (ppcMaterials[idx]) {
|
||||
aiString sz;
|
||||
sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
|
||||
((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
|
||||
if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
|
||||
sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
|
||||
((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
|
||||
}
|
||||
} else {
|
||||
ppcMaterials[idx] = pScene->mMaterials[p];
|
||||
}
|
||||
|
||||
@@ -709,7 +709,7 @@ static void ReadLightInfo(aiLight* light, StreamReaderLE* stream)
|
||||
// 99% and 1% percentiles.
|
||||
// OpenGL: I = cos(angle)^E
|
||||
// Solving: angle = acos(I^(1/E))
|
||||
ai_real E = 1.0 / std::max(spotExponent, (ai_real)0.00001);
|
||||
ai_real E = ai_real( 1.0 ) / std::max(spotExponent, (ai_real)0.00001);
|
||||
ai_real inner = std::acos(std::pow((ai_real)0.99, E));
|
||||
ai_real outer = std::acos(std::pow((ai_real)0.01, E));
|
||||
|
||||
|
||||
@@ -168,8 +168,7 @@ void addFacesToMesh(aiMesh* pMesh)
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void STLImporter::InternReadFile( const std::string& pFile,
|
||||
aiScene* pScene, IOSystem* pIOHandler)
|
||||
void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
|
||||
{
|
||||
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
||||
|
||||
@@ -189,7 +188,7 @@ void STLImporter::InternReadFile( const std::string& pFile,
|
||||
this->mBuffer = &mBuffer2[0];
|
||||
|
||||
// the default vertex color is light gray.
|
||||
clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 0.6;
|
||||
clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = (ai_real) 0.6;
|
||||
|
||||
// allocate a single node
|
||||
pScene->mRootNode = new aiNode();
|
||||
@@ -217,13 +216,13 @@ void STLImporter::InternReadFile( const std::string& pFile,
|
||||
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
||||
|
||||
aiColor4D clrDiffuse(0.6,0.6,0.6,1.0);
|
||||
aiColor4D clrDiffuse(ai_real(0.6),ai_real(0.6),ai_real(0.6),ai_real(1.0));
|
||||
if (bMatClr) {
|
||||
clrDiffuse = clrColorDefault;
|
||||
}
|
||||
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
|
||||
clrDiffuse = aiColor4D(0.05,0.05,0.05,1.0);
|
||||
clrDiffuse = aiColor4D( ai_real( 0.05), ai_real( 0.05), ai_real( 0.05), ai_real( 1.0));
|
||||
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
pScene->mNumMaterials = 1;
|
||||
@@ -416,10 +415,11 @@ bool STLImporter::LoadBinaryFile()
|
||||
// read the default vertex color for facets
|
||||
bIsMaterialise = true;
|
||||
DefaultLogger::get()->info("STL: Taking code path for Materialise files");
|
||||
clrColorDefault.r = (*sz2++) / 255.0;
|
||||
clrColorDefault.g = (*sz2++) / 255.0;
|
||||
clrColorDefault.b = (*sz2++) / 255.0;
|
||||
clrColorDefault.a = (*sz2++) / 255.0;
|
||||
const ai_real invByte = (ai_real)1.0 / ( ai_real )255.0;
|
||||
clrColorDefault.r = (*sz2++) * invByte;
|
||||
clrColorDefault.g = (*sz2++) * invByte;
|
||||
clrColorDefault.b = (*sz2++) * invByte;
|
||||
clrColorDefault.a = (*sz2++) * invByte;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -481,17 +481,18 @@ bool STLImporter::LoadBinaryFile()
|
||||
}
|
||||
aiColor4D* clr = &pMesh->mColors[0][i*3];
|
||||
clr->a = 1.0;
|
||||
const ai_real invVal( (ai_real)1.0 / ( ai_real )31.0 );
|
||||
if (bIsMaterialise) // this is reversed
|
||||
{
|
||||
clr->r = (color & 0x31u) / 31.0;
|
||||
clr->g = ((color & (0x31u<<5))>>5u) / 31.0;
|
||||
clr->b = ((color & (0x31u<<10))>>10u) / 31.0;
|
||||
clr->r = (color & 0x31u) *invVal;
|
||||
clr->g = ((color & (0x31u<<5))>>5u) *invVal;
|
||||
clr->b = ((color & (0x31u<<10))>>10u) *invVal;
|
||||
}
|
||||
else
|
||||
{
|
||||
clr->b = (color & 0x31u) / 31.0;
|
||||
clr->g = ((color & (0x31u<<5))>>5u) / 31.0;
|
||||
clr->r = ((color & (0x31u<<10))>>10u) / 31.0;
|
||||
clr->b = (color & 0x31u) *invVal;
|
||||
clr->g = ((color & (0x31u<<5))>>5u) *invVal;
|
||||
clr->r = ((color & (0x31u<<10))>>10u) *invVal;
|
||||
}
|
||||
// assign the color to all vertices of the face
|
||||
*(clr+1) = *clr;
|
||||
|
||||
@@ -740,7 +740,7 @@ void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator
|
||||
aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
||||
|
||||
// And copy the final weights - adjust the vertex IDs by the
|
||||
// face index offset of the coresponding mesh.
|
||||
// face index offset of the corresponding mesh.
|
||||
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
|
||||
aiBone* pip = (*wmit).first;
|
||||
for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
|
||||
|
||||
@@ -176,22 +176,22 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
||||
if (anim->mDuration == -1.) {
|
||||
|
||||
// Position keys
|
||||
for (unsigned int i = 0; i < channel->mNumPositionKeys;++i) {
|
||||
aiVectorKey& key = channel->mPositionKeys[i];
|
||||
for (unsigned int j = 0; j < channel->mNumPositionKeys;++j) {
|
||||
aiVectorKey& key = channel->mPositionKeys[j];
|
||||
first = std::min (first, key.mTime);
|
||||
last = std::max (last, key.mTime);
|
||||
}
|
||||
|
||||
// Scaling keys
|
||||
for (unsigned int i = 0; i < channel->mNumScalingKeys;++i) {
|
||||
aiVectorKey& key = channel->mScalingKeys[i];
|
||||
for (unsigned int j = 0; j < channel->mNumScalingKeys;++j ) {
|
||||
aiVectorKey& key = channel->mScalingKeys[j];
|
||||
first = std::min (first, key.mTime);
|
||||
last = std::max (last, key.mTime);
|
||||
}
|
||||
|
||||
// Rotation keys
|
||||
for (unsigned int i = 0; i < channel->mNumRotationKeys;++i) {
|
||||
aiQuatKey& key = channel->mRotationKeys[i];
|
||||
for (unsigned int j = 0; j < channel->mNumRotationKeys;++j ) {
|
||||
aiQuatKey& key = channel->mRotationKeys[ j ];
|
||||
first = std::min (first, key.mTime);
|
||||
last = std::max (last, key.mTime);
|
||||
}
|
||||
|
||||
@@ -132,7 +132,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
|
||||
{
|
||||
// if the node has no children, it's an end node. Put a little knob there instead
|
||||
aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
|
||||
ai_real sizeEstimate = ownpos.Length() * 0.18;
|
||||
ai_real sizeEstimate = ownpos.Length() * ai_real( 0.18 );
|
||||
|
||||
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
|
||||
mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
|
||||
|
||||
@@ -193,8 +193,8 @@ unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
|
||||
{
|
||||
positions.reserve(positions.size()+60);
|
||||
|
||||
const ai_real t = (1.0 + 2.236067977)/2.0;
|
||||
const ai_real s = std::sqrt(1.0 + t*t);
|
||||
const ai_real t = ( ai_real( 1.0 )+ ai_real( 2.236067977 ) ) / ai_real( 2.0 );
|
||||
const ai_real s = std::sqrt(ai_real(1.0) + t*t);
|
||||
|
||||
const aiVector3D v0 = aiVector3D(t,1.0, 0.0)/s;
|
||||
const aiVector3D v1 = aiVector3D(-t,1.0, 0.0)/s;
|
||||
@@ -243,9 +243,9 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions
|
||||
{
|
||||
positions.reserve(positions.size()+108);
|
||||
|
||||
const ai_real a = 1.0 / 1.7320508;
|
||||
const ai_real b = std::sqrt((3.0-2.23606797f)/6.0);
|
||||
const ai_real c = std::sqrt((3.0+2.23606797f)/6.0);
|
||||
const ai_real a = ai_real( 1.0 ) / ai_real(1.7320508);
|
||||
const ai_real b = std::sqrt(( ai_real( 3.0 )- ai_real( 2.23606797))/ ai_real( 6.0) );
|
||||
const ai_real c = std::sqrt(( ai_real( 3.0 )+ ai_real( 2.23606797f))/ ai_real( 6.0) );
|
||||
|
||||
const aiVector3D v0 = aiVector3D(a,a,a);
|
||||
const aiVector3D v1 = aiVector3D(a,a,-a);
|
||||
@@ -315,13 +315,14 @@ unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
|
||||
{
|
||||
positions.reserve(positions.size()+9);
|
||||
|
||||
const ai_real a = 1.41421/3.0;
|
||||
const ai_real b = 2.4494/3.0;
|
||||
const ai_real invThree = ai_real( 1.0 ) / ai_real( 3.0 );
|
||||
const ai_real a = ai_real( 1.41421 ) * invThree;
|
||||
const ai_real b = ai_real( 2.4494 ) * invThree;
|
||||
|
||||
const aiVector3D v0 = aiVector3D(0.0,0.0,1.0);
|
||||
const aiVector3D v1 = aiVector3D(2*a,0,-1.0/3.0);
|
||||
const aiVector3D v2 = aiVector3D(-a,b,-1.0/3.0);
|
||||
const aiVector3D v3 = aiVector3D(-a,-b,-1.0/3.0);
|
||||
const aiVector3D v1 = aiVector3D(2*a,0,-invThree );
|
||||
const aiVector3D v2 = aiVector3D(-a,b,-invThree );
|
||||
const aiVector3D v3 = aiVector3D(-a,-b,-invThree );
|
||||
|
||||
ADD_TRIANGLE(v0,v1,v2);
|
||||
ADD_TRIANGLE(v0,v2,v3);
|
||||
@@ -336,7 +337,7 @@ unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
|
||||
bool polygons /*= false*/)
|
||||
{
|
||||
positions.reserve(positions.size()+36);
|
||||
const ai_real length = 1.0/1.73205080;
|
||||
const ai_real length = ai_real(1.0)/ai_real(1.73205080);
|
||||
|
||||
const aiVector3D v0 = aiVector3D(-1.0,-1.0,-1.0)*length;
|
||||
const aiVector3D v1 = aiVector3D(1.0,-1.0,-1.0)*length;
|
||||
@@ -395,7 +396,7 @@ void StandardShapes::MakeCone(ai_real height,ai_real radius1,
|
||||
radius1 = std::fabs(radius1);
|
||||
radius2 = std::fabs(radius2);
|
||||
|
||||
ai_real halfHeight = height / 2.0;
|
||||
ai_real halfHeight = height / ai_real(2.0);
|
||||
|
||||
// radius1 is always the smaller one
|
||||
if (radius2 > radius1)
|
||||
|
||||
@@ -447,7 +447,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
|
||||
|
||||
unsigned int jointNamesIndex;
|
||||
bool addJointToJointNames = true;
|
||||
for (int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
|
||||
for ( unsigned int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
|
||||
if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
|
||||
addJointToJointNames = false;
|
||||
jointNamesIndex = idx_joint;
|
||||
@@ -732,7 +732,7 @@ void glTFExporter::ExportMeshes()
|
||||
// Create the Accessor for skinRef->inverseBindMatrices
|
||||
if (createSkin) {
|
||||
mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
|
||||
for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
|
||||
for ( unsigned int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
|
||||
CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user