Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment. Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts. Updated light and camera data structures, added temporary validation code for the Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag. Fixed bug in the OFF loader causing meshes with polygons to crash Added line support to the DXF loader - seems to fail for the moment cause of SortByPType. Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
155 lines
4.7 KiB
C
155 lines
4.7 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 Defines the aiCamera data structure
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*/
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#ifndef AI_CAMERA_H_INC
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#define AI_CAMERA_H_INC
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#include "aiTypes.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** Helper structure to describe a virtual camera.
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*
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* Cameras have a representation in the node graph and can be animated.
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*
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*/
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struct aiCamera
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{
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/** The name of the camera.
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*
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* There must be a node in the scenegraph with the same name.
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* This node specifies the position of the camera in the scene
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* hierarchy and can be animated.
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*/
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aiString mName;
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/** Position of the camera relative to the coordinate space
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* defined by the corresponding node.
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*
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* The default value is 0|0|0.
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*/
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aiVector3D mPosition;
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/** 'Up' - vector of the camera coordinate system relative to
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* the coordinate space defined by the corresponding node.
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*
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* The 'right' vector of the camera coordinate system is
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* the cross product of the up and lookAt vectors.
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* The default value is 0|1|0. The vector
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* may be normalized, but it needn't.
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*/
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aiVector3D mUp;
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/** 'LookAt' - vector of the camera coordinate system relative to
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* the coordinate space defined by the corresponding node.
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*
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* This is the viewing direction of the user.
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* The default value is 0|0|1. The vector
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* may be normalized, but it needn't.
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*/
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aiVector3D mLookAt;
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/** Half horizontal field of view angle, in radians.
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*
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* The field of view angle is the angle between the center
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* line of the screen and the left or right border.
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* The default value is 1/4PI.
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*/
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float mHorizontalFOV;
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/** Distance of the near clipping plane from the camera.
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*
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* The value may not be 0.f (for arithmetic reasons to prevent
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* a division through zero). The default value is 0.1f.
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*/
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float mClipPlaneNear;
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/** Distance of the far clipping plane from the camera.
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*
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* The far clipping plane must, of course, be farer away than the
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* near clipping plane. The default value is 1000.f. The radio
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* between the near and the far plane should not be too
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* large (between 1000-10000 should be ok) to avoid floating-point
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* inaccuracies which could lead to z-fighting.
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*/
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float mClipPlaneFar;
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/** Screen aspect ratio.
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*
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* This is the ration between the width and the height of the
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* screen. Typical values are 4/3, 1/2 or 1/1. This value is
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* 0 if the aspect ratio is not defined in the source file.
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* 0 is also the default value.
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*/
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float mAspect;
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#ifdef __cplusplus
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aiCamera()
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: mUp (0.f,1.f,0.f)
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, mLookAt (0.f,0.f,1.f)
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, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
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, mClipPlaneNear (0.1f)
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, mClipPlaneFar (1000.f)
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, mAspect (0.f)
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{
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}
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#endif
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // AI_CAMERA_H_INC
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