- 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

@@ -64,26 +64,56 @@ void ScenePreprocessor::ProcessScene ()
// Generate a default material if none was specified
if (!scene->mNumMaterials && scene->mNumMeshes)
{
scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 1];
MaterialHelper* helper = new MaterialHelper();
scene->mMaterials[0] = helper;
scene->mMaterials = new aiMaterial*[2];
MaterialHelper* helper;
// gray
aiColor3D clr(0.6f,0.6f,0.6f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
aiString name;
// add a small ambient color value
clr = aiColor3D(0.05f,0.05f,0.05f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
// Check whether there are meshes with at least one set of uv coordinates ... add a dummy texture for them
// meshes without texture coordinates receive a boring gray default material.
unsigned int mat0 = 0xffffffff, mat1 = 0xffffffff;
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
if (scene->mMeshes[i]->mTextureCoords[0]) {
// setup the default name
aiString name(AI_DEFAULT_MATERIAL_NAME);
helper->AddProperty(&name,AI_MATKEY_NAME);
if (mat0 == 0xffffffff) {
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
scene->mMeshes[i]->mMaterialIndex = 0;
// dummy texture
name.Set("texture.png");
helper->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(0));
DefaultLogger::get()->debug("ScenePreprocessor: Added default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
// setup default name
name.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
helper->AddProperty(&name,AI_MATKEY_NAME);
mat0 = scene->mNumMaterials++;
DefaultLogger::get()->debug("ScenePreprocessor: Adding textured material \'" AI_DEFAULT_TEXTURED_MATERIAL_NAME "\'");
}
scene->mMeshes[i]->mMaterialIndex = mat0;
}
else
{
if (mat1 == 0xffffffff) {
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
// gray
aiColor3D clr(0.6f,0.6f,0.6f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
// add a small ambient color value
clr = aiColor3D(0.05f,0.05f,0.05f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
// setup the default name
name.Set(AI_DEFAULT_MATERIAL_NAME);
helper->AddProperty(&name,AI_MATKEY_NAME);
mat1 = scene->mNumMaterials++;
DefaultLogger::get()->debug("ScenePreprocessor: Adding grey material \'" AI_DEFAULT_MATERIAL_NAME "\'");
}
scene->mMeshes[i]->mMaterialIndex = mat1;
}
}
}
}
@@ -96,8 +126,22 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
if (!mesh->mTextureCoords[i])
mesh->mNumUVComponents[i] = 0;
else if( !mesh->mNumUVComponents[i])
mesh->mNumUVComponents[i] = 2;
else {
if( !mesh->mNumUVComponents[i])
mesh->mNumUVComponents[i] = 2;
// Ensure unsued components are zeroed. This will make 1D texture channels work
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
for (aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; p != end; ++p)
p->z = 0.f;
}
else if (1 == mesh->mNumUVComponents[i]) {
for (aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; p != end; ++p)
p->z = p->y = 0.f;
}
}
}
// If the information which primitive types are there in the
@@ -127,6 +171,15 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
}
}
}
// If tangents and normals are given but no bitangents compute them
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents)
{
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
}
}
}
// ---------------------------------------------------------------------------------------------