Fixed 3DS, ASE, MD3 and Q3D orientation after Schrompf' recent changes to the RH-LH conversion.
WIP version of animation support in the 3DS loader. Still hoping to find out why the pivots aren't handled correctly ... Added first draft of a B3D loader provided by Mark Sibly. Moved DeterminePType-Step to ScenePreprocessor. Small LWO fix. Still texturing problems. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@231 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -556,12 +556,15 @@ void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
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// allocate enough space for the child nodes
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pcParent->mNumChildren = (unsigned int)apcNodes.size();
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pcParent->mChildren = new aiNode*[apcNodes.size()];
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// now build all nodes for our nice new children
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for (unsigned int p = 0; p < apcNodes.size();++p)
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if (pcParent->mNumChildren)
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{
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pcParent->mChildren[p] = apcNodes[p];
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pcParent->mChildren = new aiNode*[apcNodes.size()];
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// now build all nodes for our nice new children
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for (unsigned int p = 0; p < apcNodes.size();++p)
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{
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pcParent->mChildren[p] = apcNodes[p];
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}
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}
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return;
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}
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@@ -578,7 +581,7 @@ void ASEImporter::BuildNodes()
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pcScene->mRootNode->mName.Set("<root>");
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// Setup the coordinate system transformation
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pcScene->mRootNode->mTransformation.c3 *= -1.f;
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//pcScene->mRootNode->mTransformation.c3 *= -1.f;
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pcScene->mRootNode->mNumChildren = 1;
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pcScene->mRootNode->mChildren = new aiNode*[1];
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pcScene->mRootNode->mChildren[0] = new aiNode();
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@@ -744,7 +747,7 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
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if (!mesh.amTexCoords[c].empty())
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{
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amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
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amTexCoords[c][iCurrent].y = 1.0f - amTexCoords[c][iCurrent].y; // DX-to-OGL
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// amTexCoords[c][iCurrent].y = 1.f- amTexCoords[c][iCurrent].y; // DX-to-OGL
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}
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}
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// add vertex colors
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