Files
assimp/include/aiColor4D.inl
aramis_acg 2e3fee99f0 ADD Vertex utility class to simplify conversion from and to interleaved vertices.
Refactor JoinVerticesProcess to utilize the new utility.
ADD basic operators for aiColor4D, move to dedicated header and implementation file.
ADD some utility functions to SpatialSort.
ADD my existing Catmull-Clark implementation to Assimp for all model formats with support for subdivision surfaces. Slightly WIP, likely to produce errors on non-closed meshes. Currently only implemented in the AC3D loader.
Switch to byteswap intrinsics instead of inline assembly (bswap). Currently MSVC only.
FIX phong shading in assimp_view.
VertexTriangleAdjacency class now also works on arbitrary polygons - UNTESTED, tbd.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@532 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2010-01-28 21:17:25 +00:00

141 lines
6.9 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file aiColor4D.inl
* @brief Inline implementation of aiColor4D operators
*/
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#include "aiColor4D.h"
#ifdef __cplusplus
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator += (const aiColor4D& o) {
r += o.r; g += o.g; b += o.b; a += o.a; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator -= (const aiColor4D& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator *= (float f) {
r *= f; g *= f; b *= f; a *= f; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator /= (float f) {
r /= f; g /= f; b /= f; a /= f; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float aiColor4D::operator[](unsigned int i) const {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float& aiColor4D::operator[](unsigned int i) {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool aiColor4D::operator== (const aiColor4D& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool aiColor4D::operator!= (const aiColor4D& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator + (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator - (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator * (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator / (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator * ( float f, const aiColor4D& v) {
return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator * ( const aiColor4D& v, float f) {
return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator / ( const aiColor4D& v, float f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator / ( float f,const aiColor4D& v) {
return aiColor4D(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator + ( const aiColor4D& v, float f) {
return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator - ( const aiColor4D& v, float f) {
return aiColor4D( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator + ( float f, const aiColor4D& v) {
return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator - ( float f, const aiColor4D& v) {
return aiColor4D( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
inline bool aiColor4D :: IsBlack() const {
// The alpha component doesn't care here. black is black.
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC