Triangulation:
- FEATURE: Concave polygons are now triangulated correctly. - internal face order is ccw now, flipwinding part of converttolh flag - added test files for the various formats supporting such polygons FindDegenerates: - improved behaviour when processing polygons, more tolerant. Obj: - material files are now properly read using the given IOSystem - redirecting some std::cerr calls to our logger - spaces and tabs are now allowed at the beginning of a line Viewer: - max smoothing angle for normals is set to 90 deg now vc9-workspace - added assimp_cmd, renamed some virtual folders to be sexier. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@374 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -401,7 +401,6 @@ void LWOImporter::InternReadFile( const std::string& pFile,
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = (unsigned int)apcMeshes.size() ];
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::memcpy(pScene->mMeshes,&apcMeshes[0],pScene->mNumMeshes*sizeof(void*));
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// generate the final node graph
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GenerateNodeGraph(apcNodes);
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}
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@@ -434,7 +433,7 @@ void LWOImporter::ComputeNormals(aiMesh* mesh, const std::vector<unsigned int>&
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aiVector3D* pV2 = mesh->mVertices + face.mIndices[1];
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aiVector3D* pV3 = mesh->mVertices + face.mIndices[face.mNumIndices-1];
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aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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aiVector3D vNor = ((*pV2 - *pV1) ^(*pV3 - *pV1)).Normalize();
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for (unsigned int i = 0; i < face.mNumIndices;++i)
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out[face.mIndices[i]] = vNor;
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}
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@@ -596,9 +595,12 @@ void LWOImporter::GenerateNodeGraph(std::vector<aiNode*>& apcNodes)
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pScene->mRootNode = pc;
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}
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// convert the whole stuff to RH
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// convert the whole stuff to RH with CCW winding
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MakeLeftHandedProcess maker;
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maker.Execute(pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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