FEATURE: FindInvalidData step now provides a configuration option to fine-tune the accuracy of floating-point comparisons.
Ogre-Importer now compiles with -noboost. Fixing GCC complaints about inproper 'address of temporary' in Ogre-Importer. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@480 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
+108
-66
@@ -73,32 +73,39 @@ bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
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return 0 != (pFlags & aiProcess_FindInvalidData);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
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{
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// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
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configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh references in the node graph
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
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{
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if (node->mNumMeshes)
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{
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if (node->mNumMeshes) {
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unsigned int out = 0;
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for (unsigned int a = 0; a < node->mNumMeshes;++a)
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{
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for (unsigned int a = 0; a < node->mNumMeshes;++a) {
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register unsigned int ref = node->mMeshes[a];
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if (0xffffffff != (ref = meshMapping[ref]))
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{
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if (0xffffffff != (ref = meshMapping[ref])) {
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node->mMeshes[out++] = ref;
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}
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out))
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{
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if(!(node->mNumMeshes = out)) {
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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}
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// recursively update all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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UpdateMeshReferences(node->mChildren[i],meshMapping);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@@ -112,14 +119,13 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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unsigned int real = 0;
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a])))
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{
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if ((result = ProcessMesh( pScene->mMeshes[a]))) {
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out = true;
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if (2 == result)
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{
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if (2 == result) {
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// remove this mesh
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delete pScene->mMeshes[a];
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AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
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@@ -133,17 +139,16 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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}
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// Process animations
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a)
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
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ProcessAnimation( pScene->mAnimations[a]);
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}
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if (out)
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{
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if ( real != pScene->mNumMeshes)
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{
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if (!real)
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if (out) {
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if ( real != pScene->mNumMeshes) {
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if (!real) {
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throw new ImportErrorException("No meshes remaining");
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}
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// we need to remove some meshes.
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// therefore we'll also need to remove all references
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@@ -172,24 +177,25 @@ inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsi
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{
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bool b = false;
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < size;++i)
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{
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if (dirtyMask.size() && dirtyMask[i])continue;
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for (unsigned int i = 0; i < size;++i) {
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if (dirtyMask.size() && dirtyMask[i]) {
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continue;
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}
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++cnt;
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const aiVector3D& v = arr[i];
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z))
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{
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
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return "INF/NAN was found in a vector component";
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}
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if (!mayBeZero && !v.x && !v.y && !v.z )
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{
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if (!mayBeZero && !v.x && !v.y && !v.z ) {
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return "Found zero-length vector";
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}
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if (i && v != arr[i-1])b = true;
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}
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if (cnt > 1 && !b && !mayBeIdentical)
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if (cnt > 1 && !b && !mayBeIdentical) {
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return "All vectors are identical";
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}
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return NULL;
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}
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@@ -198,10 +204,8 @@ template <typename T>
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inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
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{
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const char* err = ValidateArrayContents(in,num,dirtyMask,
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mayBeIdentical,mayBeZero);
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if (err)
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{
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const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
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if (err) {
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DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
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delete[] in;
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@@ -213,12 +217,55 @@ inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num)
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AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, float epsilon);
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool EpsilonCompare(float n, float s, float epsilon) {
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return fabs(n-s)>epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, float epsilon) {
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return
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EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
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EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
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EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, float epsilon) {
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return
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EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
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EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
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EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
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EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num, float epsilon)
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{
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if (num <= 1)return true;
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for (unsigned int i = 0; i < num-1;++i)
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{
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if (in[i] != in[i+1])return false;
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if (num <= 1) {
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return true;
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}
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if (epsilon > 0.f) {
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for (unsigned int i = 0; i < num-1;++i) {
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if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
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return false;
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}
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}
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}
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else {
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for (unsigned int i = 0; i < num-1;++i) {
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if (in[i] != in[i+1]) {
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return false;
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}
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}
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}
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return true;
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}
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@@ -228,8 +275,9 @@ inline bool AllIdentical(T* in, unsigned int num)
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void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
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{
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// Process all animation channels
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for (unsigned int a = 0; a < anim->mNumChannels;++a)
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for (unsigned int a = 0; a < anim->mNumChannels;++a) {
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ProcessAnimationChannel( anim->mChannels[a]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@@ -243,7 +291,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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// Check whether all values in a tracks are identical - in this case
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// we can remove al keys except one.
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// POSITIONS
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys))
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
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{
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aiVectorKey v = anim->mPositionKeys[0];
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@@ -255,7 +303,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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}
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// ROTATIONS
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys))
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
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{
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aiQuatKey v = anim->mRotationKeys[0];
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@@ -267,7 +315,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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}
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// SCALINGS
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys))
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
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{
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aiVectorKey v = anim->mScalingKeys[0];
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@@ -290,29 +338,26 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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// Ignore elements that are not referenced by vertices.
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// (they are, for example, caused by the FindDegenerates step)
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
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{
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
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const aiFace& f = pMesh->mFaces[m];
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for (unsigned int i = 0; i < f.mNumIndices;++i)
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for (unsigned int i = 0; i < f.mNumIndices;++i) {
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dirtyMask[f.mIndices[i]] = false;
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}
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}
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// Process vertex positions
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if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask))
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{
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if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) {
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DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
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return 2;
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}
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask))
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i) {
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) {
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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{
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
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delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
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}
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ret = true;
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@@ -323,8 +368,8 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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// they are invalid or not.
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// Normals and tangents are undefined for point and line faces.
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if (pMesh->mNormals || pMesh->mTangents)
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{
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if (pMesh->mNormals || pMesh->mTangents) {
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if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
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{
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@@ -336,11 +381,12 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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{
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const aiFace& f = pMesh->mFaces[m];
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if (f.mNumIndices < 3)
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{
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if (f.mNumIndices < 3) {
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dirtyMask[f.mIndices[0]] = true;
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if (f.mNumIndices == 2)
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if (f.mNumIndices == 2) {
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dirtyMask[f.mIndices[1]] = true;
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}
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}
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}
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}
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@@ -355,17 +401,13 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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ret = true;
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// Process mesh tangents
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,
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"tangents",dirtyMask))
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{
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
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delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
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ret = true;
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}
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// Process mesh bitangents
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,
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"bitangents",dirtyMask))
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{
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
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delete[] pMesh->mTangents; pMesh->mTangents = NULL;
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ret = true;
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}
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@@ -48,18 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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struct aiMesh;
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class FindInvalidDataProcessTest;
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namespace Assimp
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{
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** The FindInvalidData postprocessing step. It searches the mesh data
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* for parts that are obviously invalid and removes them.
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*
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* Originally this was a workaround for some models written by Blender
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* which have zero normal vectors.
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*/
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess
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* which have zero normal vectors. */
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class ASSIMP_API FindInvalidDataProcess
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: public BaseProcess
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{
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friend class Importer;
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friend class ::FindInvalidDataProcessTest;
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@@ -75,13 +73,15 @@ protected:
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public:
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// -------------------------------------------------------------------
|
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/**
|
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*/
|
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//
|
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bool IsActive( unsigned int pFlags) const;
|
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|
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// -------------------------------------------------------------------
|
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/**
|
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*/
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// Setup import settings
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void SetupProperties(const Importer* pImp);
|
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|
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// -------------------------------------------------------------------
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// Run the step
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void Execute( aiScene* pScene);
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protected:
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@@ -89,22 +89,21 @@ protected:
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given mesh
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* @param pMesh The mesh to process.
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me
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*/
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
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int ProcessMesh( aiMesh* pMesh);
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|
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// -------------------------------------------------------------------
|
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/** Executes the postprocessing step on the given animation
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* @param anim The animation to process.
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*/
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* @param anim The animation to process. */
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void ProcessAnimation (aiAnimation* anim);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given anim channel
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* @param anim The animation channel to process.
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*/
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* @param anim The animation channel to process.*/
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void ProcessAnimationChannel (aiNodeAnim* anim);
|
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|
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private:
|
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float configEpsilon;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
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+16
-9
@@ -6,8 +6,8 @@
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#include <sstream>
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using namespace std;
|
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#include "boost/format.hpp"
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#include "boost/foreach.hpp"
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||||
//#include "boost/format.hpp"
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//#include "boost/foreach.hpp"
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||||
using namespace boost;
|
||||
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||||
#include "OgreImporter.h"
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@@ -340,7 +340,9 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
|
||||
aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
|
||||
{
|
||||
MaterialHelper *NewMaterial=new MaterialHelper();
|
||||
NewMaterial->AddProperty(&aiString(MaterialName.c_str()), AI_MATKEY_NAME);
|
||||
|
||||
aiString ts(MaterialName.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
|
||||
/*For bettetr understanding of the material parser, here is a material example file:
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||||
|
||||
material Sarg
|
||||
@@ -449,7 +451,8 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
|
||||
if(Line=="texture")
|
||||
{
|
||||
ss >> Line;
|
||||
NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
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||||
}//end of texture unit
|
||||
}
|
||||
@@ -478,12 +481,14 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
|
||||
if(Line=="$colormap")
|
||||
{
|
||||
ss >> Line;
|
||||
NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(Line=="$normalmap")
|
||||
{
|
||||
ss >> Line;
|
||||
NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
}
|
||||
}//end of material
|
||||
@@ -569,7 +574,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
||||
XmlRead(SkeletonFile);
|
||||
}
|
||||
//The bones in the file a not neccesarly ordered by there id's so we do it now:
|
||||
sort(Bones.begin(), Bones.end());
|
||||
std::sort(Bones.begin(), Bones.end());
|
||||
//now the id of each bone should be equal to its position in the vector:
|
||||
//so we do a simple check:
|
||||
{
|
||||
@@ -779,10 +784,12 @@ aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* Parent
|
||||
//----Create the node for this bone and set its values-----
|
||||
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
|
||||
NewNode->mParent=ParentNode;
|
||||
|
||||
aiMatrix4x4 t0,t1;
|
||||
//create a matrix from the transformation values of the ogre bone
|
||||
NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, aiMatrix4x4())
|
||||
NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
|
||||
*
|
||||
aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, aiMatrix4x4())
|
||||
aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
|
||||
;
|
||||
//__________________________________________________________
|
||||
|
||||
|
||||
+2
-2
@@ -146,10 +146,10 @@ struct Bone
|
||||
///ctor
|
||||
Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
|
||||
///this operator is needed to sort the bones after Id's
|
||||
bool operator<(const Bone& rval)
|
||||
bool operator<(const Bone& rval) const
|
||||
{return Id<rval.Id; }
|
||||
///this operator is needed to find a bone by its name in a vector<Bone>
|
||||
bool operator==(const std::string& rval)
|
||||
bool operator==(const std::string& rval) const
|
||||
{return Name==rval; }
|
||||
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user