- Major update to the viewer. A little bit buggy now, but I'll fix that
- 2/3 of the viewer code are no wrapped in helper classes - ByteSwap.h header added - Bugfix in the 3DS loader: Texture blend mode was read incorrectly - Bugfix in the X-Loader. Assets with specular_exp == 0 use gouraud lighting now - Added new helper functions to MaterialHelper - Added aiMaterialGetTexture() function to allow easy access to all properties of a texture git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@16 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assert.h>
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#include "JoinVerticesProcess.h"
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#include "SpatialSort.h"
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#include "DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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@@ -78,13 +79,21 @@ bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
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// Executes the post processing step on the given imported data.
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void JoinVerticesProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("JoinVerticesProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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ProcessMesh( pScene->mMeshes[a]);
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{
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if( this->ProcessMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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if (bHas)DefaultLogger::get()->info("JoinVerticesProcess finished. Found vertices to join");
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else DefaultLogger::get()->debug("JoinVerticesProcess finished. There was nothing to do.");
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}
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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void JoinVerticesProcess::ProcessMesh( aiMesh* pMesh)
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bool JoinVerticesProcess::ProcessMesh( aiMesh* pMesh)
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{
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// helper structure to hold all the data a single vertex can possibly have
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typedef struct Vertex vertex;
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@@ -100,6 +109,8 @@ void JoinVerticesProcess::ProcessMesh( aiMesh* pMesh)
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std::vector<Vertex> uniqueVertices;
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uniqueVertices.reserve( pMesh->mNumVertices);
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unsigned int iOldVerts = pMesh->mNumVertices;
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// For each vertex the index of the vertex it was replaced by.
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std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
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// for each vertex whether it was replaced by an existing unique vertex (true) or a new vertex was created for it (false)
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@@ -300,4 +311,5 @@ void JoinVerticesProcess::ProcessMesh( aiMesh* pMesh)
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
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}
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return (iOldVerts != pMesh->mNumVertices);
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}
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