- Added format auto-detection to most loaders
  - Simplified BaseImporter::CanRead() with some utility methods
  - improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
  - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
  - vc8/vc9: revision number is now written to DLL version header
  - mkutil: some batch scripts to simplify tagging & building of release versions
  - some API cleanup
  - fixing some doxygen markup (+now explicit use of @file <filename>)
  - Icon for assimp_view and assimp_cmd

3DS
  - Normal vectors are not anymore inverted in some cases
  - Improved pivot handling
  - Improved handling of x-flipped meshes

Collada
  - fixed a minor bug (visual_scene element)

LWS 
  - WIP implementation. No animations yet, some bugs and crashes.
  - Animation system remains disabled, WIP code
  - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.

STL
  - fixing a log warning which appears for every model
  - added binary&ascii test spider, exported from truespace

MD3 
  - Cleaning up output tags for automatically joined player models.


IRR
  - Fixing coordinate system issues. 
  - Instance handling improved.
  - Some of the reported crashes not yet fixed.

PretransformVertices
  - Numerous performance improvements.
  - Added config option to preserve the hierarchy during the step.

RemoveRedundantMaterials
  - Added config option to specify a list of materials which are kept in every case.

UNREAL
  - Added support for the old unreal data format (*.a,*.d,*.uc)
  - tested only with exports from Milkshape
  - more Unreal stuff to come soon



git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-03-05 22:32:13 +00:00
parent caaf02b0e4
commit 4bbc03332b
237 changed files with 33463 additions and 2245 deletions

View File

@@ -54,14 +54,13 @@ using namespace Assimp;
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial()
{
//////////////////////////////////////////////////////////////////////////
// Try to find an existing material that matches the
// typical default material setting:
// - no textures
// - diffuse color (in grey!)
// NOTE: This is here to workaround the fact that some
// exporters are writing a default material, too.
//////////////////////////////////////////////////////////////////////////
unsigned int idx = 0xcdcdcdcd;
for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{
@@ -438,57 +437,65 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
iArray.reserve(3);
aiMatrix4x4 abs;
/*if (pcIn->mName == "$$$DUMMY") {
// FIX: Append the "real" name of the dummy to the string
pcIn->mName = "Dummy." + pcIn->mDummyName;
// Find all meshes with the same name as the node
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
{
const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
ai_assert(NULL != pcMesh);
if (pcIn->mName == pcMesh->mName)
iArray.push_back(a);
}
else*/ // if (pcIn->mName != "$$$DUMMY")
{
// Find all meshes with the same name as the node
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
{
const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
ai_assert(NULL != pcMesh);
if (!iArray.empty())
{
// The matrix should be identical for all meshes with the
// same name. It HAS to be identical for all meshes .....
D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
if (pcIn->mName == pcMesh->mName)
iArray.push_back(a);
}
if (!iArray.empty())
{
// The matrix should be identical for all meshes with the
// same name. It HAS to be identical for all meshes .....
aiMatrix4x4 mInv = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0])->mMat;
mInv.Inverse();
const aiVector3D& pivot = pcIn->vPivot;
// Compute the inverse of the transformation matrix to move the
// vertices back to their relative and local space
aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
mInv.Inverse();mInvTransposed.Transpose();
aiVector3D pivot = pcIn->vPivot;
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i)
{
const unsigned int iIndex = iArray[i];
aiMesh* const mesh = pcSOut->mMeshes[iIndex];
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i) {
const unsigned int iIndex = iArray[i];
aiMesh* const mesh = pcSOut->mMeshes[iIndex];
// Pivot point adjustment
// See: http://www.zfx.info/DisplayThread.php?MID=235690#235690
const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
aiVector3D* pvCurrent = mesh->mVertices;
// Transform the vertices back into their local space
// fixme: consider computing normals after this, so we don't need to transform them
const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
if(pivot.x || pivot.y || pivot.z)
{
for (;pvCurrent != pvEnd;++pvCurrent)
{
*pvCurrent = mInv * (*pvCurrent);
*pvCurrent -= pivot;
}
}
else
{
for (;pvCurrent != pvEnd;++pvCurrent)
*pvCurrent = mInv * (*pvCurrent);
}
// Setup the mesh index
pcOut->mMeshes[i] = iIndex;
for (;pvCurrent != pvEnd;++pvCurrent,++t2) {
*pvCurrent = mInv * (*pvCurrent);
*t2 = mInvTransposed * (*t2);
}
// Handle negative transformation matrix determinant -> invert vertex x
if (imesh->mMat.Determinant() < 0.0f)
{
/* we *must* have normals */
for (pvCurrent = mesh->mVertices,t2 = mesh->mNormals;pvCurrent != pvEnd;++pvCurrent,++t2) {
pvCurrent->x *= -1.f;
t2->x *= -1.f;
}
DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
}
// Handle pivot point
if(pivot.x || pivot.y || pivot.z)
{
for (pvCurrent = mesh->mVertices;pvCurrent != pvEnd;++pvCurrent) {
*pvCurrent -= pivot;
}
}
// Setup the mesh index
pcOut->mMeshes[i] = iIndex;
}
}
@@ -526,7 +533,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
}
// Generate animation channels for the node
if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
pcIn->aTargetPositionKeys.size() > 1)
{