- 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

View File

@@ -4,6 +4,7 @@
#include <vector>
#include <assert.h>
#include "TriangulateProcess.h"
#include "DefaultLogger.h"
#include "../include/aiPostProcess.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
@@ -35,14 +36,33 @@ bool TriangulateProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void TriangulateProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("TriangulateProcess begin");
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
TriangulateMesh( pScene->mMeshes[a]);
{
if( TriangulateMesh( pScene->mMeshes[a]))
bHas = true;
}
if (bHas)DefaultLogger::get()->info("TriangulateProcess finished. Found polygons to triangulate");
else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do.");
}
// ------------------------------------------------------------------------------------------------
// Triangulates the given mesh.
void TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
{
// check whether we will need to do something ...
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
const aiFace& face = pMesh->mFaces[a];
if( face.mNumIndices != 3)
{
break;
}
return false;
}
std::vector<aiFace> newFaces;
newFaces.reserve( pMesh->mNumFaces*2);
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
@@ -57,7 +77,8 @@ void TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
nface.mNumIndices = face.mNumIndices;
nface.mIndices = new unsigned int[nface.mNumIndices];
memcpy( nface.mIndices, face.mIndices, nface.mNumIndices * sizeof( unsigned int));
} else
}
else
{
assert( face.mNumIndices > 3);
for( unsigned int b = 0; b < face.mNumIndices - 2; b++)
@@ -80,4 +101,6 @@ void TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
for( unsigned int a = 0; a < newFaces.size(); a++)
pMesh->mFaces[a] = newFaces[a];
return true;
}