- 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
This commit is contained in:
aramis_acg
2008-05-13 23:26:52 +00:00
parent 7144737824
commit 2eb6fca408
60 changed files with 7502 additions and 2613 deletions
+14 -6
View File
@@ -38,9 +38,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to join identical vertices on all imported meshes.*/
/** @file Defines a post processing step to join identical vertices
on all imported meshes.*/
#ifndef AI_JOINVERTICESPROCESS_H_INC
#define AI_CALCTANGENTSPROCESS_H_INC
#define AI_JOINVERTICESPROCESS_H_INC
#include "BaseProcess.h"
#include "../include/aiTypes.h"
@@ -62,7 +63,7 @@ class JoinVerticesProcess : public BaseProcess
{
friend class Importer;
protected:
public:
/** Constructor to be privately used by Importer */
JoinVerticesProcess();
@@ -90,12 +91,19 @@ protected:
/** Unites identical vertices in the given mesh.
* @param pMesh The mesh to process.
*/
void ProcessMesh( aiMesh* pMesh);
bool ProcessMesh( aiMesh* pMesh);
/** Little helper function to calculate the quadratic difference of two colours. */
// -------------------------------------------------------------------
/** Little helper function to calculate the quadratic difference
* of two colours.
* @param pColor1 First color
* @param pColor2 second color
* @return Quadratic color difference
*/
float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2) const
{
aiColor4D c( pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a);
aiColor4D c( pColor1.r - pColor2.r, pColor1.g - pColor2.g,
pColor1.b - pColor2.b, pColor1.a - pColor2.a);
return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
}
};