ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining) Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now. Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed. Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore. Further work on the MDR loader, still WIP. Moved DeterminePType-Step to ScenePreprocessor. aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1. Fixes in the SMD loader. Still crashes on some files. Updated animation documentation. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -56,17 +56,20 @@ SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
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{
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LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_SplitLargeMeshes) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
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@@ -96,6 +99,7 @@ void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
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else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties
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void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
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@@ -103,6 +107,7 @@ void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
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// get the current value of the split property
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this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
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}
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// ------------------------------------------------------------------------------------------------
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// Update a node after some meshes have been split
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void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
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@@ -137,6 +142,7 @@ void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void SplitLargeMeshesProcess_Triangle::SplitMesh(
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@@ -339,22 +345,26 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
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return;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
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{
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LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_SplitLargeMeshes) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
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@@ -384,12 +394,14 @@ void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
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else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties
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void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp)
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{
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this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void SplitLargeMeshesProcess_Vertex::SplitMesh(
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