propagating precision requirments into operations

This commit is contained in:
Chris Russ
2016-07-15 15:38:29 +10:00
parent 5adb0e899c
commit fa1d6d8c55
36 changed files with 437 additions and 411 deletions

View File

@@ -96,31 +96,31 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
// find a suitable coordinate system
const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
float distanceToChild = childpos.Length();
if( distanceToChild < 0.0001f)
ai_real distanceToChild = childpos.Length();
if( distanceToChild < 0.0001)
continue;
aiVector3D up = aiVector3D( childpos).Normalize();
aiVector3D orth( 1.0f, 0.0f, 0.0f);
if( std::fabs( orth * up) > 0.99f)
orth.Set( 0.0f, 1.0f, 0.0f);
aiVector3D orth( 1.0, 0.0, 0.0);
if( std::fabs( orth * up) > 0.99)
orth.Set( 0.0, 1.0, 0.0);
aiVector3D front = (up ^ orth).Normalize();
aiVector3D side = (front ^ up).Normalize();
unsigned int localVertexStart = mVertices.size();
mVertices.push_back( -front * distanceToChild * 0.1f);
mVertices.push_back( -front * distanceToChild * (ai_real)0.1);
mVertices.push_back( childpos);
mVertices.push_back( -side * distanceToChild * 0.1f);
mVertices.push_back( -side * distanceToChild * 0.1f);
mVertices.push_back( -side * distanceToChild * (ai_real)0.1);
mVertices.push_back( -side * distanceToChild * (ai_real)0.1);
mVertices.push_back( childpos);
mVertices.push_back( front * distanceToChild * 0.1f);
mVertices.push_back( front * distanceToChild * 0.1f);
mVertices.push_back( front * distanceToChild * (ai_real)0.1);
mVertices.push_back( front * distanceToChild * (ai_real)0.1);
mVertices.push_back( childpos);
mVertices.push_back( side * distanceToChild * 0.1f);
mVertices.push_back( side * distanceToChild * 0.1f);
mVertices.push_back( side * distanceToChild * (ai_real)0.1);
mVertices.push_back( side * distanceToChild * (ai_real)0.1);
mVertices.push_back( childpos);
mVertices.push_back( -front * distanceToChild * 0.1f);
mVertices.push_back( -front * distanceToChild * (ai_real)0.1);
mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
@@ -132,33 +132,33 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
{
// if the node has no children, it's an end node. Put a little knob there instead
aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
float sizeEstimate = ownpos.Length() * 0.18f;
ai_real sizeEstimate = ownpos.Length() * 0.18;
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
@@ -187,7 +187,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
bone->mNumWeights = numVertices;
bone->mWeights = new aiVertexWeight[numVertices];
for( unsigned int a = 0; a < numVertices; a++)
bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0);
// HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
// them to the array, but I'm tired now and I'm annoyed.
@@ -232,8 +232,8 @@ aiMesh* SkeletonMeshBuilder::CreateMesh()
aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
(mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/
nor = aiVector3D(1.f,0.f,0.f);
if (nor.Length() < 1e-5) /* ensure that FindInvalidData won't remove us ...*/
nor = aiVector3D(1.0,0.0,0.0);
for (unsigned int n = 0; n < 3; ++n)
mesh->mNormals[inface.mIndices[n]] = nor;