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
This commit is contained in:
@@ -49,7 +49,7 @@ namespace Assimp
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::PreProcessUVTransform(
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Dot3DS::Texture& rcIn)
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D3DS::Texture& rcIn)
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{
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char szTemp[512];
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int iField;
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@@ -139,7 +139,7 @@ void TextureTransform::PreProcessUVTransform(
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
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Dot3DS::Texture* pcTex)
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D3DS::Texture* pcTex)
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{
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// check whether the texture is existing
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if (0 == pcTex->mMapName.length())return;
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@@ -176,10 +176,10 @@ void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
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rasVec.push_back(sInfo);
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::ApplyScaleNOffset(Dot3DS::Material& material)
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void TextureTransform::ApplyScaleNOffset(D3DS::Material& material)
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{
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unsigned int iCnt = 0;
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Dot3DS::Texture* pcTexture = NULL;
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D3DS::Texture* pcTexture = NULL;
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// diffuse texture
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if (material.sTexDiffuse.mMapName.length())
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@@ -278,10 +278,10 @@ void TextureTransform::ApplyScaleNOffset(Dot3DS::Material& material)
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}
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::ApplyScaleNOffset(std::vector<Dot3DS::Material>& materials)
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void TextureTransform::ApplyScaleNOffset(std::vector<D3DS::Material>& materials)
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{
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unsigned int iNum = 0;
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for (std::vector<Dot3DS::Material>::iterator
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for (std::vector<D3DS::Material>::iterator
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i = materials.begin();
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i != materials.end();++i,++iNum)
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{
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@@ -291,7 +291,7 @@ void TextureTransform::ApplyScaleNOffset(std::vector<Dot3DS::Material>& material
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::BakeScaleNOffset(
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aiMesh* pcMesh, Dot3DS::Material* pcSrc)
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aiMesh* pcMesh, D3DS::Material* pcSrc)
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{
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// NOTE: we don't use a texture matrix to do the transformation
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// it is more efficient this way ...
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@@ -538,7 +538,7 @@ void TextureTransform::BakeScaleNOffset(
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
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void TextureTransform::SetupMatUVSrc (aiMaterial* pcMat, const D3DS::Material* pcMatIn)
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{
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ai_assert(NULL != pcMat);
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ai_assert(NULL != pcMatIn);
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