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
This commit is contained in:
aramis_acg
2009-04-02 15:16:01 +00:00
parent c89944b2af
commit 29c33760e4
33 changed files with 2343 additions and 275 deletions

View File

@@ -174,7 +174,12 @@ template <> struct MinMaxChooser<aiVertexWeight> {
}};
// -------------------------------------------------------------------------------
// Find the min/max values of an array of Ts
/** @brief Find the min/max values of an array of Ts
* @param in Input array
* @param size Numebr of elements to process
* @param[out] min minimum value
* @param[out] max maximum value
*/
template <typename T>
inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
{
@@ -185,6 +190,72 @@ inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
}
}
// -------------------------------------------------------------------------------
/** @brief Compute the newell normal of a polygon regardless of its shape
*
* @param out Receives the output normal
* @param num Number of input vertices
* @param x X data source. x[ofs_x*n] is the n'th element.
* @param y Y data source. y[ofs_y*n] is the y'th element
* @param z Z data source. z[ofs_z*n] is the z'th element
*
* @note The data arrays must have storage for at least num+2 elements. Using
* this method is much faster than the 'other' NewellNormal()
*/
template <int ofs_x, int ofs_y, int ofs_z>
inline void NewellNormal (aiVector3D& out, int num, float* x, float* y, float* z)
{
// Duplicate the first two vertices at the end
x[(num+0)*ofs_x] = x[0];
x[(num+1)*ofs_x] = x[ofs_x];
y[(num+0)*ofs_y] = y[0];
y[(num+1)*ofs_y] = y[ofs_y];
z[(num+0)*ofs_z] = z[0];
z[(num+1)*ofs_z] = z[ofs_z];
float sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0;
float *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2;
float *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2;
float *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2;
for (int tmp=0; tmp < num; tmp++) {
sum_xy += (*xptr) * ( (*yhigh) - (*ylow) );
sum_yz += (*yptr) * ( (*zhigh) - (*zlow) );
sum_zx += (*zptr) * ( (*xhigh) - (*xlow) );
xptr += ofs_x;
xlow += ofs_x;
xhigh += ofs_x;
yptr += ofs_y;
ylow += ofs_y;
yhigh += ofs_y;
zptr += ofs_z;
zlow += ofs_z;
zhigh += ofs_z;
}
out = aiVector3D(sum_yz,sum_zx,sum_xy);
}
#if 0
// -------------------------------------------------------------------------------
/** @brief Compute newell normal of a polgon regardless of its shape
*
* @param out Receives the output normal
* @param data Input vertices
* @param idx Index buffer
* @param num Number of indices
*/
inline void NewellNormal (aiVector3D& out, const aiVector3D* data, unsigned int* idx, unsigned int num )
{
// TODO: intended to be used in GenNormals.
}
#endif
// -------------------------------------------------------------------------------
/** Little helper function to calculate the quadratic difference
* of two colours.
@@ -201,7 +272,12 @@ inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pCol
}
// -------------------------------------------------------------------------------
// Compute the AABB of a mesh after applying a given transform
/** @brief Compute the AABB of a mesh after applying a given transform
* @param mesh Input mesh
* @param[out] min Receives minimum transformed vertex
* @param[out] max Receives maximum transformed vertex
* @param m Transformation matrix to be applied
*/
inline void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
const aiMatrix4x4& m)
{
@@ -216,7 +292,14 @@ inline void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D
}
// -------------------------------------------------------------------------------
// Helper function to determine the 'real' center of a mesh
/** @brief Helper function to determine the 'real' center of a mesh
*
* That is the center of its axis-aligned bounding box.
* @param mesh Input mesh
* @param[out] min Minimum vertex of the mesh
* @param[out] max maximum vertex of the mesh
* @param[out] out Center point
*/
inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
{
ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);