- shaders are now processed
 - multi-part player models are handled correctly

Material system
 - added flags for 'usealpha' or 'ignorealpha' setting of textures

LWO
 - fixed texture assignment bug due to invalid tag list

3DS
 - improved handling of dummy nodes

Viewer:
 - lines&points are now displayed
 - improved animation control via slider (still some stuff missing)
 - skeleton is now displayed
 - some other minor fixes

Validator:
 - some material issues are warnings now (no errors anymore)

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@349 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-02-15 20:29:07 +00:00
parent ca337852bf
commit abe2d4834e
27 changed files with 902 additions and 584 deletions

View File

@@ -76,10 +76,9 @@ bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void GenVertexNormalsProcess::SetupProperties(const Importer* pImp)
{
// get the current value of the property
this->configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,175.f);
this->configMaxAngle = std::max(std::min(this->configMaxAngle,175.0f),0.0f);
this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
// Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,175.f);
configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,175.0f),0.0f));
}
// ------------------------------------------------------------------------------------------------
@@ -98,8 +97,7 @@ void GenVertexNormalsProcess::Execute( aiScene* pScene)
bHas = true;
}
if (bHas)
{
if (bHas) {
DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
"Vertex normals have been calculated");
}
@@ -154,8 +152,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
SpatialSort _vertexFinder;
float posEpsilon;
const float epsilon = 1e-5f;
if (shared)
{
if (shared) {
std::vector<std::pair<SpatialSort,float> >* avf;
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
if (avf)
@@ -165,8 +162,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
posEpsilon = blubb.second;
}
}
if (!vertexFinder)
{
if (!vertexFinder) {
_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
vertexFinder = &_vertexFinder;
posEpsilon = ComputePositionEpsilon(pMesh);
@@ -174,22 +170,19 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
std::vector<unsigned int> verticesFound;
aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
if (configMaxAngle >= AI_DEG_TO_RAD( 175.f ))
{
if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) {
// There is no angle limit. Thus all vertices with positions close
// to each other will receive the same vertex normal. This allows us
// to optimize the whole algorithm a little bit ...
std::vector<bool> abHad(pMesh->mNumVertices,false);
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
if (abHad[i])continue;
// Get all vertices that share this one ...
vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
aiVector3D pcNor;
for (unsigned int a = 0; a < verticesFound.size(); ++a)
{
for (unsigned int a = 0; a < verticesFound.size(); ++a) {
const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
if (is_not_qnan(v.x))pcNor += v;
}
@@ -204,17 +197,16 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
}
}
}
else
{
// Slower code path if a smooth angle is set. There are many ways to achieve
// the effect, this one is the most straightforward one.
else {
const float fLimit = ::cos(configMaxAngle);
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
// Get all vertices that share this one ...
vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
aiVector3D pcNor;
for (unsigned int a = 0; a < verticesFound.size(); ++a)
{
for (unsigned int a = 0; a < verticesFound.size(); ++a) {
const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
// check whether the angle between the two normals is not too large