General
- changing Assimp's coordinate system from RH z-up to RH y-up - fixing coordinate system for LWO, 3DS, ASE, MD5, MDL, B3D, IRR, IRRMESH - converttolh moved to three separate steps -> flipuv, flipwinding, makelh LWO - fixing texture coordinate generation -> mapping axis is correct now - fixing z-fighting bug ASE - fixing crash due to invalid normal setup - fixing parenting bug - code cleanup IRR - code cleanup - fixing placement of externally loaded meshes MDL - fixing texture coordinate space PLY - cleanup - two-sided maat property is now set git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@366 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "B3DImporter.h"
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#include "TextureTransform.h"
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#include "ConvertToLHProcess.h"
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using namespace Assimp;
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using namespace std;
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@@ -119,11 +120,6 @@ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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//create root node
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aiNode *node=new aiNode( "root" );
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node->mTransformation=aiMatrix4x4(
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1,0,0,0,
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0,0,1,0,
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0,1,0,0,
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0,0,0,1 );
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node->mNumMeshes=_meshes.size();
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node->mMeshes=new unsigned[_meshes.size()];
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@@ -131,6 +127,10 @@ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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node->mMeshes[i]=i;
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}
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pScene->mRootNode=node;
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// convert to RH
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MakeLeftHandedProcess monster_maker;
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monster_maker.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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@@ -348,8 +348,8 @@ void B3DImporter::ReadTRIS(){
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unsigned *ip=face->mIndices=new unsigned[3];
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int v[3];
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v[0]=ReadInt();
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v[2]=ReadInt();
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v[1]=ReadInt();
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v[2]=ReadInt();
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for( unsigned j=0;j<3;++j ){
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int k=v[j];
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const Vertex &v=_vertices[k];
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