Further work on the IRR, AC, LWS loaders. Further work on the - still unfinished - OptimizeGraph step. SceneCombiner works now properly in all cases I tested yet.
Added missing 'typename' in Colladaparser.h First implementation of spherical and cylindrical mapping, already in use for IRR and LWO models. For the latter the coordinate system is not yet correct. Moved vec2d to a separate header and added operators similar to vec3. Added plane and ray helper classes. Just the data is wrapped, no operators required for the moment. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@249 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -87,14 +87,6 @@ struct NodeIndexEntry : public std::pair<unsigned int, unsigned int>
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aiNode* pNode;
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};
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typedef std::vector<NodeIndexEntry> NodeIndexList;
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typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
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// ---------------------------------------------------------------------------
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struct BoneWithHash : public std::pair<uint32_t,aiString*>
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{
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std::vector<BoneSrcIndex> pSrcBones;
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};
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// ---------------------------------------------------------------------------
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/** This post processing step reformats the output node graph to be more
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@@ -230,38 +222,6 @@ protected:
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void ApplyNodeMeshesOptimization(aiNode* pNode);
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// -------------------------------------------------------------------
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/** Join meshes.
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* The output meshes are deleted afterwards.
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* @param meshList List of meshes to be joined
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* @param out Receives a pointer to the output mesh.
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*/
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void JoinMeshes(std::vector<aiMesh*>& meshList,aiMesh*& out,
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unsigned int max);
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// -------------------------------------------------------------------
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/** Join bones from a collection of meshes.
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*
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* @param it First mesh to be processed
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* @param end Last mesh to be processed
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* @param out Valid output mesh to receive the output bone list.
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*/
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void JoinBones(std::vector<aiMesh*>::const_iterator it,
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std::vector<aiMesh*>::const_iterator end,
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aiMesh* out);
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// -------------------------------------------------------------------
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/** Build a list of unique bones from a collection of meshes.
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*
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* @param it First mesh to be processed
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* @param end Last mesh to be processed
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* @param asBones Receives a list of unique bones
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*/
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void BuildUniqueBoneList(std::vector<aiMesh*>::const_iterator it,
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std::vector<aiMesh*>::const_iterator end,
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std::list<BoneWithHash>& asBones);
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// -------------------------------------------------------------------
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/** Build the output mesh list.
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