NFF finished except cone implementation.
Added fixes by lynxeye to make assimp work with GCC 4. Website - again a backup of the current version. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@130 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "ParsingUtils.h"
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#include "StandardShapes.h"
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#include "fast_atof.h"
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#include "qnan.h"
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// public assimp headers
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#include "../include/IOStream.h"
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@@ -105,7 +106,7 @@ bool GetNextLine(const char*& buffer, char out[4096])
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_FLOAT(f) \
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SkipSpaces(&sz); \
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sz = fast_atof_move(sz, f);
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if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, f);
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_TRIPLE(v) \
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@@ -115,10 +116,12 @@ bool GetNextLine(const char*& buffer, char out[4096])
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_SHAPE_INFORMATION() \
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sz = &line[1]; \
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aiVector3D center; float radius; \
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aiVector3D center, radius(1.0f,std::numeric_limits<float>::quiet_NaN(),std::numeric_limits<float>::quiet_NaN()); \
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AI_NFF_PARSE_TRIPLE(center); \
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AI_NFF_PARSE_FLOAT(radius); \
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AI_NFF_PARSE_TRIPLE(radius); \
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if (is_qnan(radius.z))radius.z = radius.x; \
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if (is_qnan(radius.y))radius.y = radius.x; \
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currentMesh.radius = radius; \
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currentMesh.center = center;
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// ------------------------------------------------------------------------------------------------
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@@ -156,7 +159,9 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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char line[4096];
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const char* sz;
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unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0;
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unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0,
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dodecahedron = 0,octecahedron = 0,octahedron = 0,tetrahedron = 0, hexahedron = 0;
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while (GetNextLine(buffer,line))
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{
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if ('p' == line[0])
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@@ -186,7 +191,12 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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SkipSpaces(sz,&sz);
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m = strtol10(sz);
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out->vertices.reserve(out->vertices.size()+m);
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// ---- flip the face order
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out->vertices.resize(out->vertices.size()+m);
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if (out == currentMeshWithNormals)
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{
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out->normals.resize(out->vertices.size());
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}
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for (unsigned int n = 0; n < m;++n)
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{
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if(!GetNextLine(buffer,line))
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@@ -197,12 +207,12 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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aiVector3D v; sz = &line[0];
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AI_NFF_PARSE_TRIPLE(v);
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out->vertices.push_back(v);
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out->vertices[out->vertices.size()-n-1] = v;
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if ('p' == line[1])
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if (out == currentMeshWithNormals)
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{
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AI_NFF_PARSE_TRIPLE(v);
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out->normals.push_back(v);
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out->normals[out->vertices.size()-n-1] = v;
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}
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}
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out->faces.push_back(m);
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@@ -256,15 +266,88 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[1];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// generate the sphere - it consists of simple triangles
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StandardShapes::MakeSphere(aiVector3D(), radius, iTesselation, currentMesh.vertices);
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeSphere(aiVector3D(), 1.0f, iTesselation, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"sphere_%i",sphere++);
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}
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// 'dod' - dodecahedron
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else if (!strncmp(line,"dod",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeDodecahedron(aiVector3D(), 1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
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}
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// 'oct' - octahedron
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else if (!strncmp(line,"oct",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeOctahedron(aiVector3D(), 1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"octecahedron_%i",octecahedron++);
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}
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// 'tet' - tetrahedron
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else if (!strncmp(line,"tet",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeTetrahedron(aiVector3D(), 1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
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}
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// 'hex' - hexahedron
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else if (!strncmp(line,"hex",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeHexahedron(aiVector3D(),1.0f, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
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}
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// 'tess' - tesselation
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else if (!strncmp(line,"tess",4) && IsSpace(line[4]))
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{
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@@ -359,12 +442,17 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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node->mNumMeshes = 1;
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node->mMeshes = new unsigned int[1];
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node->mMeshes[0] = m;
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node->mName.Set(src.name);
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// setup the transformation matrix of the node
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node->mTransformation.a4 = src.center.x;
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node->mTransformation.b4 = src.center.y;
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node->mTransformation.c4 = src.center.z;
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node->mTransformation.a1 = src.radius.x;
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node->mTransformation.b2 = src.radius.y;
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node->mTransformation.c3 = src.radius.z;
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++ppcChildren;
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}
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else *pMeshes++ = m;
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