- collada 1.5.0 textures are readable now - cube and volume maps and mip initializations are skipped Material system - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API). ComputeUV Changed mapping axis property to vec3 Adapted step WARN: produces mirrored uv coords now. LH issue. IRR Updated to new texture types 3DS Updated to new texture types NFF Updated to new texture types git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
135 lines
4.0 KiB
C
135 lines
4.0 KiB
C
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file aiVector3D.h
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* @brief 3D vector structure, including operators when compiling in C++
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*/
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#ifndef AI_VECTOR3D_H_INC
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#define AI_VECTOR3D_H_INC
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#include <math.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "./Compiler/pushpack1.h"
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struct aiMatrix3x3;
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struct aiMatrix4x4;
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// ---------------------------------------------------------------------------
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/** Represents a three-dimensional vector. */
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struct aiVector3D
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{
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#ifdef __cplusplus
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aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
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aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
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aiVector3D (float _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
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aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {}
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public:
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// combined operators
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const aiVector3D& operator += (const aiVector3D& o);
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const aiVector3D& operator -= (const aiVector3D& o);
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const aiVector3D& operator *= (float f);
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const aiVector3D& operator /= (float f);
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// transform vector by matrix
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aiVector3D& operator *= (const aiMatrix3x3& mat);
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aiVector3D& operator *= (const aiMatrix4x4& mat);
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// access a single element
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inline float operator[](unsigned int i) const;
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inline float& operator[](unsigned int i);
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// comparison
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inline bool operator== (const aiVector3D& other) const;
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inline bool operator!= (const aiVector3D& other) const;
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public:
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/** @brief Set the components of a vector
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* @param pX X component
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* @param pY Y component
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* @param pZ Z component
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*/
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void Set( float pX, float pY, float pZ = 0.f);
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/** @brief Get the squared length of the vector
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* @return Square length
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*/
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float SquareLength() const;
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/** @brief Get the length of the vector
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* @return length
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*/
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float Length() const;
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/** @brief Normalize the vector
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*/
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aiVector3D& Normalize();
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/** @brief Componentwise multiplication of two vectors
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*
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* Note that vec*vec yields the dot product.
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* @param o Second factor
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*/
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const aiVector3D SymMul(const aiVector3D& o);
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#endif // __cplusplus
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float x, y, z;
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} PACK_STRUCT;
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#include "./Compiler/poppack1.h"
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#ifdef __cplusplus
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} // end extern "C"
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#endif // __cplusplus
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#endif // AI_VECTOR3D_H_INC
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