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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@@ -75,7 +75,7 @@ void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions
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for( unsigned int a = 0; a < pNumPositions; a++)
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{
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const char* tempPointer = reinterpret_cast<const char*> (pPositions);
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const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
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const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
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// store position by index and distance
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float distance = *vec * mPlaneNormal;
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@@ -90,8 +90,8 @@ void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions
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// Returns an iterator for all positions close to the given position.
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void SpatialSort::FindPositions( const aiVector3D& pPosition, float pRadius, std::vector<unsigned int>& poResults) 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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const float dist = pPosition * mPlaneNormal;
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const float minDist = dist - pRadius, maxDist = dist + pRadius;
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// clear the array in this strange fashion because a simple clear() would also deallocate
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// the array which we want to avoid
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@@ -128,10 +128,10 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition, float pRadius, std
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// Mow start iterating from there until the first position lays outside of the distance range.
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// Add all positions inside the distance range within the given radius to the result aray
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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float squareEpsilon = pRadius * pRadius;
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const float pSquared = pRadius*pRadius;
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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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if( (it->mPosition - pPosition).SquareLength() < pSquared)
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poResults.push_back( it->mIndex);
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++it;
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if( it == mPositions.end())
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