Rewrote 3DS loader to support BE - added temporary light & camera & animation support. few models not working anymore, transformation bug still unsolved.
Fixed normal vector handling in the ASE loader. Improved animation & camera & light support - as for the 3DS Loader, still in the works.
Fixed AC - Loader. It is now able to load models with complex hierarchies correctly. Added a small workaround for Quick3D, which writes invalid AC files.
DXF-Loader skips {...} blocks produced by 3DS Max & AutoCad correctly now.
DefaultLogger doesn't repeat identical log messages now.
FindInvalidData-Process removes empty or dummy animation tracks now.
LWO-Loader recognizes complex shaders (such as Fresnel) correctly now. Other LLWO bugs still unsolved.
Fixed bugs in the Ply parser, causing non-triangular faces to crash.
Added some additional helperutilities to StreamReader.
Fixed a bug in ProcessHelper.h causing SPlitLargeMeses and SortBxPType to crash for meshes containing many bones.
Changed OB default material from black to gray.
Added additional test fils: ply (bugfix), ase (animation), QUick3D & Irr (in the works), STL (export from 3DS Max)
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@210 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -117,10 +117,18 @@ void ConvertToLHProcess::Execute( aiScene* pScene)
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// transform all normals
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if (pcMesh->HasNormals())
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{
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mTransform.Inverse().Transpose();
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
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}
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// transform all tangents and all bitangents
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if (pcMesh->HasTangentsAndBitangents())
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{
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMesh->mTangents[n] = mTransform * pcMesh->mTangents[n];
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pcMesh->mBitangents[n] = mTransform * pcMesh->mBitangents[n];
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}
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}
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}
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}
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else
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