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
This commit is contained in:
aramis_acg
2008-11-04 20:41:11 +00:00
parent 195d9a9cb1
commit 7c50899481
19 changed files with 732 additions and 129 deletions

View File

@@ -297,14 +297,14 @@ void MD3Importer::InternReadFile(
{
// read vertices
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f*AI_MD3_XYZ_SCALE;
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
// convert the normal vector to uncompressed float3 format
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
(float*)&pcMesh->mNormals[iCurrent]);
pcMesh->mNormals[iCurrent].y *= -1.0f;
//pcMesh->mNormals[iCurrent].y *= -1.0f;
// read texture coordinates
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;