- templatize math library. All standard math classes (i.e. aiMatrix4x4) have been replaced by templates which are usually named like the old type with a 't' postfix. For compatibility, typedefs to replace the old types exist. For the C interface, these still map to raw structures.
While principally backwards-compatible, this is still a breaking change since I also changed some method signatures (i.e. aiVector3t<TReal>(TReal) is now explicit). Normal users should not be affected, though. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1129 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -337,7 +337,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv);
|
||||
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.f);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
@@ -347,7 +347,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv);
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
@@ -357,7 +357,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv);
|
||||
out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.f);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
@@ -372,7 +372,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv);
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user