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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@@ -298,6 +298,7 @@ bool STLImporter::LoadBinaryFile()
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{
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// read the default vertex color for facets
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bIsMaterialise = true;
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DefaultLogger::get()->info("STL: Taking code path for Materialise files");
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this->clrColorDefault.r = (*sz2++) / 255.0f;
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this->clrColorDefault.g = (*sz2++) / 255.0f;
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this->clrColorDefault.b = (*sz2++) / 255.0f;
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@@ -356,6 +357,8 @@ bool STLImporter::LoadBinaryFile()
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for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
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*pMesh->mColors[0]++ = this->clrColorDefault;
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pMesh->mColors[0] -= pMesh->mNumVertices;
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DefaultLogger::get()->info("STL: Mesh has vertex colors");
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}
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aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
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clr->a = 1.0f;
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@@ -378,7 +381,7 @@ bool STLImporter::LoadBinaryFile()
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}
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if (bIsMaterialise && !pMesh->mColors[0])
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{
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// use the color was diffuse material color
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// use the color as diffuse material color
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return true;
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}
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return false;
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