General
- 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
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@@ -126,7 +126,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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const float angleEpsilon = 0.9999f;
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std::vector<bool> vertexDone( pMesh->mNumVertices, false);
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const float qnan = std::numeric_limits<float>::quiet_NaN();
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const float qnan = get_qnan();
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// create space for the tangents and bitangents
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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@@ -149,8 +149,10 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// their tangent vectors are set to qnan.
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for (unsigned int i = 0; i < face.mNumIndices;++i)
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{
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vertexDone[face.mIndices[i]] = true;
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meshTang [face.mIndices[i]] = qnan;
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register unsigned int idx = face.mIndices[i];
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vertexDone [idx] = true;
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meshTang [idx] = qnan;
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meshBitang [idx] = qnan;
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}
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continue;
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@@ -218,10 +220,10 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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vertexFinder = &_vertexFinder;
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posEpsilon = ComputePositionEpsilon(pMesh);
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}
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std::vector<unsigned int> verticesFound;
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const float fLimit = cosf(this->configMaxAngle);
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std::vector<unsigned int> closeVertices;
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// in the second pass we now smooth out all tangents and bitangents at the same local position
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// if they are not too far off.
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@@ -234,12 +236,14 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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const aiVector3D& origNorm = pMesh->mNormals[a];
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const aiVector3D& origTang = pMesh->mTangents[a];
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const aiVector3D& origBitang = pMesh->mBitangents[a];
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std::vector<unsigned int> closeVertices;
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closeVertices.push_back( a);
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closeVertices.clear();
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// find all vertices close to that position
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vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
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closeVertices.reserve (verticesFound.size()+5);
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closeVertices.push_back( a);
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// look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
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for( unsigned int b = 0; b < verticesFound.size(); b++)
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{
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