Major API cleanup. Unified formatting & doxygen tags in the public API.

Added factory provider for default log streams.
Added default log streams to std::out and std::cerr.
Updated VC8 project config, boost workarounds is now working for the viewer.
Updated unit test suite.
Fixed some minor issues in the postprocessing-framework.

BROKEN: DebugDLL build.




git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@292 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-01-12 22:06:54 +00:00
parent bba8dee77d
commit 58eb786d62
102 changed files with 5278 additions and 1657 deletions

View File

@@ -123,11 +123,11 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
return false;
}
// allocate an array to hold the output normals
// Allocate the array to hold the output normals
const float qnan = std::numeric_limits<float>::quiet_NaN();
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
// compute per-face normals but store them per-vertex
// Compute per-face normals but store them per-vertex
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
const aiFace& face = pMesh->mFaces[a];
@@ -148,7 +148,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
pMesh->mNormals[face.mIndices[i]] = vNor;
}
// set up a SpatialSort to quickly find all vertices close to a given position
// Set up a SpatialSort to quickly find all vertices close to a given position
// check whether we can reuse the SpatialSort of a previous step.
SpatialSort* vertexFinder = NULL;
SpatialSort _vertexFinder;
@@ -176,16 +176,15 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
if (configMaxAngle >= AI_DEG_TO_RAD( 175.f ))
{
// there is no angle limit. Thus all vertices with positions close
// There is no angle limit. Thus all vertices with positions close
// to each other will receive the same vertex normal. This allows us
// to optimize the whole algorithm a little bit ...
std::vector<bool> abHad(pMesh->mNumVertices,false);
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
if (abHad[i])continue;
// get all vertices that share this one ...
// Get all vertices that share this one ...
vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
aiVector3D pcNor;
@@ -194,10 +193,9 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
if (is_not_qnan(v.x))pcNor += v;
}
pcNor.Normalize();
// write the smoothed normal back to all affected normals
// Write the smoothed normal back to all affected normals
for (unsigned int a = 0; a < verticesFound.size(); ++a)
{
register unsigned int vidx = verticesFound[a];
@@ -211,7 +209,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
const float fLimit = ::cos(configMaxAngle);
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
// get all vertices that share this one ...
// Get all vertices that share this one ...
vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
aiVector3D pcNor;
@@ -222,7 +220,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
// check whether the angle between the two normals is not too large
// HACK: if v.x is qnan the dot product will become qnan, too
// therefore the comparison against fLimit should be false
// in every case. Contact me if you disagree with this assumption
// in every case.
if (v * pMesh->mNormals[i] < fLimit)
continue;