Added vertex color support to the DXF loader, fixed a minor bugs. Coordinate system issue still unsolved.
Modified GenVertexNormals to take always the cross product of the first and the last normal of a face as face normal. Material implementation for LWO - seems to work, but there are some issues with highly complex models. Added some LWO test models Cleaned up the ./test dir - converted some BMPs to JPG to save space, Finished the matrial property list in jAssimp, some other changes, too. The Java part of the API should be working now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@156 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -83,9 +83,10 @@ void SGSpatialSort::Prepare()
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// ------------------------------------------------------------------------------------------------
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// Returns an iterator for all positions close to the given position.
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void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
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uint32_t pSG,
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float pRadius,
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std::vector<unsigned int>& poResults) const
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uint32_t pSG,
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float pRadius,
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std::vector<unsigned int>& poResults,
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bool exactMatch /*= false*/) const
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{
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float dist = pPosition * mPlaneNormal;
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float minDist = dist - pRadius, maxDist = dist + pRadius;
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@@ -126,17 +127,44 @@ void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
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// Add all positions inside the distance range within the given radius to the result aray
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float squareEpsilon = pRadius * pRadius;
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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while( it->mDistance < maxDist)
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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std::vector<Entry>::const_iterator end = mPositions.end();
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if (exactMatch)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
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(it->mSmoothGroups & pSG || 0 == it->mSmoothGroups || 0 == pSG))
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while( it->mDistance < maxDist)
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{
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poResults.push_back( it->mIndex);
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
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{
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poResults.push_back( it->mIndex);
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}
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++it;
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if( end == it )break;
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}
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}
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else
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{
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// if the given smoothing group is 0, we'll return all surrounding vertices
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if (!pSG)
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{
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while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
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poResults.push_back( it->mIndex);
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++it;
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if( end == it)break;
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}
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}
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else while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
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(it->mSmoothGroups & pSG || !it->mSmoothGroups))
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{
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poResults.push_back( it->mIndex);
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}
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++it;
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if( end == it)break;
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}
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++it;
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if( it == mPositions.end())
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break;
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}
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}
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