// Setup the texture blend factor
if (is_not_qnan(texture.mTextureBlend))
- mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+ mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
// Setup the texture mapping mode
mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
// FIXME: this is not really correct ...
if (texture.mMapMode == aiTextureMapMode_Mirror)
{
- texture.mScaleU *= 2.f;
- texture.mScaleV *= 2.f;
- texture.mOffsetU /= 2.f;
- texture.mOffsetV /= 2.f;
+ texture.mScaleU *= 2.0;
+ texture.mScaleV *= 2.0;
+ texture.mOffsetU /= 2.0;
+ texture.mOffsetV /= 2.0;
}
// Setup texture UV transformations
- mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+ mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
}
// Opacity
- mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
+ mat.AddProperty<ai_real>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
// Bump height scaling
- mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
+ mat.AddProperty<ai_real>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
// Two sided rendering?
if (oldMat.mTwoSided)
{
//! Default constructor
Texture()
- : mOffsetU (0.0f)
- , mOffsetV (0.0f)
- , mScaleU (1.0f)
- , mScaleV (1.0f)
- , mRotation (0.0f)
+ : mOffsetU (0.0)
+ , mOffsetV (0.0)
+ , mScaleU (1.0)
+ , mScaleV (1.0)
+ , mRotation (0.0)
, mMapMode (aiTextureMapMode_Wrap)
, bPrivate()
, iUVSrc (0)
}
//! Specifies the blend factor for the texture
- float mTextureBlend;
+ ai_real mTextureBlend;
//! Specifies the filename of the texture
std::string mMapName;
//! Specifies texture coordinate offsets/scaling/rotations
- float mOffsetU;
- float mOffsetV;
- float mScaleU;
- float mScaleV;
- float mRotation;
+ ai_real mOffsetU;
+ ai_real mOffsetV;
+ ai_real mScaleU;
+ ai_real mScaleV;
+ ai_real mRotation;
//! Specifies the mapping mode to be used for the texture
aiTextureMapMode mMapMode;
//! Default constructor. Builds a default name for the material
Material()
:
- mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
- mSpecularExponent (0.0f),
- mShininessStrength (1.0f),
+ mDiffuse (0.6,0.6,0.6), // FIX ... we won't want object to be black
+ mSpecularExponent (0.0),
+ mShininessStrength (1.0),
mShading(Discreet3DS::Gouraud),
- mTransparency (1.0f),
- mBumpHeight (1.0f),
+ mTransparency (1.0),
+ mBumpHeight (1.0),
mTwoSided (false)
{
static int iCnt = 0;
//! Diffuse color of the material
aiColor3D mDiffuse;
//! Specular exponent
- float mSpecularExponent;
+ ai_real mSpecularExponent;
//! Shininess strength, in percent
- float mShininessStrength;
+ ai_real mShininessStrength;
//! Specular color of the material
aiColor3D mSpecular;
//! Ambient color of the material
//! Shading type to be used
Discreet3DS::shadetype3ds mShading;
//! Opacity of the material
- float mTransparency;
+ ai_real mTransparency;
//! Diffuse texture channel
Texture sTexDiffuse;
//! Opacity texture channel
//! Shininess texture channel
Texture sTexShininess;
//! Scaling factor for the bump values
- float mBumpHeight;
+ ai_real mBumpHeight;
//! Emissive color
aiColor3D mEmissive;
//! Ambient texture channel
struct aiFloatKey
{
double mTime; ///< The time of this key
- float mValue; ///< The value of this key
+ ai_real mValue; ///< The value of this key
#ifdef __cplusplus
camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
- float len = camera->mLookAt.Length();
- if (len < 1e-5f) {
+ ai_real len = camera->mLookAt.Length();
+ if (len < 1e-5) {
// There are some files with lookat == position. Don't know why or whether it's ok or not.
DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
- camera->mLookAt = aiVector3D(0.f,1.f,0.f);
+ camera->mLookAt = aiVector3D(0.0,1.0,0.0);
}
else camera->mLookAt /= len;
// And finally - the camera rotation angle, in counter clockwise direction
- const float angle = AI_DEG_TO_RAD( stream->GetF4() );
+ const ai_real angle = AI_DEG_TO_RAD( stream->GetF4() );
aiQuaternion quat(camera->mLookAt,angle);
- camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f);
+ camera->mUp = quat.GetMatrix() * aiVector3D(0.0,1.0,0.0);
// Read the lense angle
camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
{
// This is the material's transparency
- float* pcf = &mScene->mMaterials.back().mTransparency;
+ ai_real* pcf = &mScene->mMaterials.back().mTransparency;
*pcf = ParsePercentageChunk();
// NOTE: transparency, not opacity
if (is_qnan(*pcf))
- *pcf = 1.0f;
- else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
+ *pcf = 1.0;
+ else *pcf = 1.0 - *pcf * (ai_real)0xFFFF / 100.0;
}
break;
case Discreet3DS::CHUNK_MAT_SHININESS:
{ // This is the shininess of the material
- float* pcf = &mScene->mMaterials.back().mSpecularExponent;
+ ai_real* pcf = &mScene->mMaterials.back().mSpecularExponent;
*pcf = ParsePercentageChunk();
if (is_qnan(*pcf))
- *pcf = 0.0f;
- else *pcf *= (float)0xFFFF;
+ *pcf = 0.0;
+ else *pcf *= (ai_real)0xFFFF;
}
break;
case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
{ // This is the shininess strength of the material
- float* pcf = &mScene->mMaterials.back().mShininessStrength;
+ ai_real* pcf = &mScene->mMaterials.back().mShininessStrength;
*pcf = ParsePercentageChunk();
if (is_qnan(*pcf))
- *pcf = 0.0f;
- else *pcf *= (float)0xffff / 100.0f;
+ *pcf = 0.0;
+ else *pcf *= (ai_real)0xffff / 100.0;
}
break;
case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
{ // This is the self illumination strength of the material
- float f = ParsePercentageChunk();
+ ai_real f = ParsePercentageChunk();
if (is_qnan(f))
- f = 0.0f;
- else f *= (float)0xFFFF / 100.0f;
+ f = 0.0;
+ else f *= (ai_real)0xFFFF / 100.0;
mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
}
break;
case Discreet3DS::CHUNK_PERCENTW:
// Manually parse the blend factor
- pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f;
+ pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / 100.0;
break;
case Discreet3DS::CHUNK_MAT_MAP_USCALE:
// ------------------------------------------------------------------------------------------------
// Read a percentage chunk
-float Discreet3DSImporter::ParsePercentageChunk()
+ai_real Discreet3DSImporter::ParsePercentageChunk()
{
Discreet3DS::Chunk chunk;
ReadChunk(&chunk);
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
return stream->GetF4();
else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
- return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF;
+ return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF;
return get_qnan();
}
ai_assert(out != NULL);
// error return value
- const float qnan = get_qnan();
+ const ai_real qnan = get_qnan();
static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan);
Discreet3DS::Chunk chunk;
bGamma = true;
case Discreet3DS::CHUNK_RGBF:
- if (sizeof(float) * 3 > diff) {
+ if (sizeof(ai_real) * 3 > diff) {
*out = clrError;
return;
}
*out = clrError;
return;
}
- out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
- out->g = (float)(uint8_t)stream->GetI1() / 255.0f;
- out->b = (float)(uint8_t)stream->GetI1() / 255.0f;
+ out->r = (ai_real)(uint8_t)stream->GetI1() / 255.0;
+ out->g = (ai_real)(uint8_t)stream->GetI1() / 255.0;
+ out->b = (ai_real)(uint8_t)stream->GetI1() / 255.0;
break;
// Percentage chunks are accepted, too.
case Discreet3DS::CHUNK_PERCENTW:
if (acceptPercent && 1 <= diff) {
- out->g = out->b = out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
+ out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / 255.0;
break;
}
*out = clrError;
* chunk behind afterwards. If no percentage chunk is found
* QNAN is returned.
*/
- float ParsePercentageChunk();
+ ai_real ParsePercentageChunk();
// -------------------------------------------------------------------
/** Parse a color chunk. mCurrent will point to the next
aiColor3D mClrAmbient;
/** Master scaling factor of the scene */
- float mMasterScale;
+ ai_real mMasterScale;
/** Path to the background image of the scene */
std::string mBackgroundImage;
// Setup the texture blend factor
if (is_not_qnan(texture.mTextureBlend))
- mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+ mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
// Setup texture UV transformations
- mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+ mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
}
// opacity
- mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
+ mat.pcInstance->AddProperty<ai_real>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
// Two sided rendering?
if (mat.mTwoSided)
ParseString(bone,"*MESH_SOFTSKINVERTS.Bone");
// Find the bone in the mesh's list
- std::pair<int,float> me;
+ std::pair<int,ai_real> me;
me.first = -1;
for (unsigned int n = 0; n < curMesh->mBones.size();++n)
if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21))
{
ParseLV4MeshFloat(mat.mTransparency);
- mat.mTransparency = 1.0f - mat.mTransparency;continue;
+ mat.mTransparency = 1.0 - mat.mTransparency;continue;
}
// material self illumination
if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18))
{
- float f = 0.0f;
+ ai_real f = 0.0;
ParseLV4MeshFloat(f);
mat.mEmissive.r = f;
{
anim.akeyRotations.push_back(aiQuatKey());
aiQuatKey& key = anim.akeyRotations.back();
- aiVector3D v;float f;
+ aiVector3D v;ai_real f;
ParseLV4MeshFloatTriple(&v.x,iIndex);
ParseLV4MeshFloat(f);
key.mTime = (double)iIndex;
}
// --- ignored
- float afVert[3];
+ ai_real afVert[3];
ParseLV4MeshFloatTriple(afVert);
std::pair<int,float> pairOut;
ParseLV4MeshLongTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut)
+void Parser::ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut)
{
ai_assert(NULL != apOut);
ParseLV4MeshFloatTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFloatTriple(float* apOut)
+void Parser::ParseLV4MeshFloatTriple(ai_real* apOut)
{
ai_assert(NULL != apOut);
ParseLV4MeshFloat(apOut[i]);
}
// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFloat(float& fOut)
+void Parser::ParseLV4MeshFloat(ai_real& fOut)
{
// skip spaces and tabs
if(!SkipSpaces(&filePtr))
{
// LOG
LogWarning("Unable to parse float: unexpected EOL [#1]");
- fOut = 0.0f;
+ fOut = 0.0;
++iLineNumber;
return;
}
// parse the first float
- filePtr = fast_atoreal_move<float>(filePtr,fOut);
+ filePtr = fast_atoreal_move<ai_real>(filePtr,fOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshLong(unsigned int& iOut)
mName = szTemp;
// Set mTargetPosition to qnan
- const float qnan = get_qnan();
+ const ai_real qnan = get_qnan();
mTargetPosition.x = qnan;
}
LightType mLightType;
aiColor3D mColor;
- float mIntensity;
- float mAngle; // in degrees
- float mFalloff;
+ ai_real mIntensity;
+ ai_real mAngle; // in degrees
+ ai_real mFalloff;
};
// ---------------------------------------------------------------------------
{
}
- float mFOV, mNear, mFar;
+ ai_real mFOV, mNear, mFar;
CameraType mCameraType;
};
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
//! \param rIndexOut Output index
- void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
+ void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
- void ParseLV4MeshFloatTriple(float* apOut);
+ void ParseLV4MeshFloatTriple(ai_real* apOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
// -------------------------------------------------------------------
//! Parse a single float element
//! \param fOut Output float
- void ParseLV4MeshFloat(float& fOut);
+ void ParseLV4MeshFloat(ai_real& fOut);
// -------------------------------------------------------------------
//! Parse a single int element
#include "BlenderBMesh.h"
#include "BlenderTessellator.h"
-#include <stddef.h>
+#include <stddef.h>
static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3;
{
PlaneP2T result;
- aiVector3D sum( 0.0f );
+ aiVector3D sum( 0.0 );
for ( size_t i = 0; i < points.size( ); ++i )
{
sum += points[ i ].point3D;
}
- result.centre = sum * ( 1.0f / points.size( ) );
-
- float sumXX = 0.0f;
- float sumXY = 0.0f;
- float sumXZ = 0.0f;
- float sumYY = 0.0f;
- float sumYZ = 0.0f;
- float sumZZ = 0.0f;
+ result.centre = sum * (ai_real)( 1.0 / points.size( ) );
+
+ ai_real sumXX = 0.0;
+ ai_real sumXY = 0.0;
+ ai_real sumXZ = 0.0;
+ ai_real sumYY = 0.0;
+ ai_real sumYZ = 0.0;
+ ai_real sumZZ = 0.0;
for ( size_t i = 0; i < points.size( ); ++i )
{
aiVector3D offset = points[ i ].point3D - result.centre;
aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );
- const float det = mtx.Determinant( );
+ const ai_real det = mtx.Determinant( );
if ( det == 0.0f )
{
result.normal = aiVector3D( 0.0f );
namespace {
- const static aiVector3D base_axis_y(0.f,1.f,0.f);
- const static aiVector3D base_axis_x(1.f,0.f,0.f);
- const static aiVector3D base_axis_z(0.f,0.f,1.f);
- const static float angle_epsilon = 0.95f;
+ const static aiVector3D base_axis_y(0.0,1.0,0.0);
+ const static aiVector3D base_axis_x(1.0,0.0,0.0);
+ const static aiVector3D base_axis_z(0.0,0.0,1.0);
+ const static ai_real angle_epsilon = 0.95;
}
// ------------------------------------------------------------------------------------------------
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
const aiVector3D& planeNormal, aiVector3D& pos)
{
- const float b = planeNormal * (planePos - ray.pos);
- float h = ray.dir * planeNormal;
- if ((h < 10e-5f && h > -10e-5f) || (h = b/h) < 0)
+ const ai_real b = planeNormal * (planePos - ray.pos);
+ ai_real h = ray.dir * planeNormal;
+ if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
return false;
pos = ray.pos + (ray.dir * h);
// much easier, but I don't know how and am currently too tired to
// to think about a better solution.
- const static float LOWER_LIMIT = 0.1f;
- const static float UPPER_LIMIT = 0.9f;
+ const static ai_real LOWER_LIMIT = 0.1;
+ const static ai_real UPPER_LIMIT = 0.9;
- const static float LOWER_EPSILON = 10e-3f;
- const static float UPPER_EPSILON = 1.f-10e-3f;
+ const static ai_real LOWER_EPSILON = 10e-3;
+ const static ai_real UPPER_EPSILON = 1.0-10e-3;
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
{
// If the u value is over the upper limit and no other u
// value of that face is 0, round it to 0
if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
- out[face.mIndices[n]].x = 0.f;
+ out[face.mIndices[n]].x = 0.0;
// If the u value is below the lower limit and no other u
// value of that face is 1, round it to 1
else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
- out[face.mIndices[n]].x = 1.f;
+ out[face.mIndices[n]].x = 1.0;
// The face contains both 0 and 1 as UV coords. This can occur
// for faces which have an edge that lies directly on the seam.
else if (one && zero)
{
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
- out[face.mIndices[n]].x = 0.f;
+ out[face.mIndices[n]].x = 0.0;
else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
- out[face.mIndices[n]].x = 1.f;
+ out[face.mIndices[n]].x = 1.0;
}
}
}
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ (std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ (std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ (std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ (asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
- const float diff = max.x - min.x;
+ const ai_real diff = max.x - min.x;
// If the main axis is 'z', the z coordinate of a point 'p' is mapped
// directly to the texture V axis. The other axis is derived from
aiVector3D& uv = out[pnt];
uv.y = (pos.x - min.x) / diff;
- uv.x = (atan2 ( pos.z - center.z, pos.y - center.y) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ uv.x = (atan2 ( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
else if (axis * base_axis_y >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
- const float diff = max.y - min.y;
+ const ai_real diff = max.y - min.y;
// just the same ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
aiVector3D& uv = out[pnt];
uv.y = (pos.y - min.y) / diff;
- uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
- const float diff = max.z - min.z;
+ const ai_real diff = max.z - min.z;
// just the same ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
aiVector3D& uv = out[pnt];
uv.y = (pos.z - min.z) / diff;
- uv.x = (atan2 ( pos.y - center.y, pos.x - center.x) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ uv.x = (atan2 ( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
- const float diff = max.y - min.y;
+ const ai_real diff = max.y - min.y;
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
aiVector3D& uv = out[pnt];
uv.y = (pos.y - min.y) / diff;
- uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
- float diffu,diffv;
+ ai_real diffu,diffv;
aiVector3D center, min, max;
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
- out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.f);
+ out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
- out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
+ out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
- out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.f);
+ out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
- out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
+ out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
}
}
next_pos.resize( inputs.size(), 0 );
for( KeyTimeList::value_type time : keys ) {
- float result[ 3 ] = { def_value.x, def_value.y, def_value.z };
+ ai_real result[ 3 ] = { def_value.x, def_value.y, def_value.z };
for ( size_t i = 0; i < count; ++i ) {
const KeyFrameList& kfl = inputs[ i ];
// do the actual interpolation in double-precision arithmetics
// because it is a bit sensitive to rounding errors.
const double factor = timeB == timeA ? 0. : static_cast<double>( ( time - timeA ) / ( timeB - timeA ) );
- const float interpValue = static_cast<float>( valueA + ( valueB - valueA ) * factor );
+ const ai_real interpValue = static_cast<ai_real>( valueA + ( valueB - valueA ) * factor );
result[ std::get<2>(kfl) ] = interpValue;
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindInvalidDataProcess::FindInvalidDataProcess()
- : configEpsilon(0.0f)
+ : configEpsilon(0.0)
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
template <typename T>
-AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, float epsilon);
+AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, ai_real epsilon);
// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool EpsilonCompare(float n, float s, float epsilon) {
+AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) {
return std::fabs(n-s)>epsilon;
}
// ------------------------------------------------------------------------------------------------
template <>
-bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, float epsilon) {
+bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, ai_real epsilon) {
return
EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
// ------------------------------------------------------------------------------------------------
template <>
-bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, float epsilon) {
+bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real epsilon) {
return
EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
// ------------------------------------------------------------------------------------------------
template <typename T>
-inline bool AllIdentical(T* in, unsigned int num, float epsilon)
+inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
{
if (num <= 1) {
return true;
void ProcessAnimationChannel (aiNodeAnim* anim);
private:
- float configEpsilon;
+ ai_real configEpsilon;
};
} // end of namespace Assimp
// by six single planes with different textures, so we'll
// need to build six meshes.
- const float l = 10.f; // the size used by Irrlicht
+ const ai_real l = 10.0; // the size used by Irrlicht
// FRONT SIDE
meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.f,1.f),
- SkyboxVertex( l,-l,-l, 0, 0, 1, 0.f,1.f),
- SkyboxVertex( l, l,-l, 0, 0, 1, 0.f,0.f),
- SkyboxVertex(-l, l,-l, 0, 0, 1, 1.f,0.f)) );
+ SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.0,1.0),
+ SkyboxVertex( l,-l,-l, 0, 0, 1, 0.0,1.0),
+ SkyboxVertex( l, l,-l, 0, 0, 1, 0.0,0.0),
+ SkyboxVertex(-l, l,-l, 0, 0, 1, 1.0,0.0)) );
meshes.back()->mMaterialIndex = materials.size()-6u;
// LEFT SIDE
meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l,-l,-l, -1, 0, 0, 1.f,1.f),
- SkyboxVertex( l,-l, l, -1, 0, 0, 0.f,1.f),
- SkyboxVertex( l, l, l, -1, 0, 0, 0.f,0.f),
- SkyboxVertex( l, l,-l, -1, 0, 0, 1.f,0.f)) );
+ SkyboxVertex( l,-l,-l, -1, 0, 0, 1.0,1.0),
+ SkyboxVertex( l,-l, l, -1, 0, 0, 0.0,1.0),
+ SkyboxVertex( l, l, l, -1, 0, 0, 0.0,0.0),
+ SkyboxVertex( l, l,-l, -1, 0, 0, 1.0,0.0)) );
meshes.back()->mMaterialIndex = materials.size()-5u;
// BACK SIDE
meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l,-l, l, 0, 0, -1, 1.f,1.f),
- SkyboxVertex(-l,-l, l, 0, 0, -1, 0.f,1.f),
- SkyboxVertex(-l, l, l, 0, 0, -1, 0.f,0.f),
- SkyboxVertex( l, l, l, 0, 0, -1, 1.f,0.f)) );
+ SkyboxVertex( l,-l, l, 0, 0, -1, 1.0,1.0),
+ SkyboxVertex(-l,-l, l, 0, 0, -1, 0.0,1.0),
+ SkyboxVertex(-l, l, l, 0, 0, -1, 0.0,0.0),
+ SkyboxVertex( l, l, l, 0, 0, -1, 1.0,0.0)) );
meshes.back()->mMaterialIndex = materials.size()-4u;
// RIGHT SIDE
meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex(-l,-l, l, 1, 0, 0, 1.f,1.f),
- SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.f,1.f),
- SkyboxVertex(-l, l,-l, 1, 0, 0, 0.f,0.f),
- SkyboxVertex(-l, l, l, 1, 0, 0, 1.f,0.f)) );
+ SkyboxVertex(-l,-l, l, 1, 0, 0, 1.0,1.0),
+ SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.0,1.0),
+ SkyboxVertex(-l, l,-l, 1, 0, 0, 0.0,0.0),
+ SkyboxVertex(-l, l, l, 1, 0, 0, 1.0,0.0)) );
meshes.back()->mMaterialIndex = materials.size()-3u;
// TOP SIDE
meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l, l,-l, 0, -1, 0, 1.f,1.f),
- SkyboxVertex( l, l, l, 0, -1, 0, 0.f,1.f),
- SkyboxVertex(-l, l, l, 0, -1, 0, 0.f,0.f),
- SkyboxVertex(-l, l,-l, 0, -1, 0, 1.f,0.f)) );
+ SkyboxVertex( l, l,-l, 0, -1, 0, 1.0,1.0),
+ SkyboxVertex( l, l, l, 0, -1, 0, 0.0,1.0),
+ SkyboxVertex(-l, l, l, 0, -1, 0, 0.0,0.0),
+ SkyboxVertex(-l, l,-l, 0, -1, 0, 1.0,0.0)) );
meshes.back()->mMaterialIndex = materials.size()-2u;
// BOTTOM SIDE
meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l,-l, l, 0, 1, 0, 0.f,0.f),
- SkyboxVertex( l,-l,-l, 0, 1, 0, 1.f,0.f),
- SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.f,1.f),
- SkyboxVertex(-l,-l, l, 0, 1, 0, 0.f,1.f)) );
+ SkyboxVertex( l,-l, l, 0, 1, 0, 0.0,0.0),
+ SkyboxVertex( l,-l,-l, 0, 1, 0, 1.0,0.0),
+ SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.0,1.0),
+ SkyboxVertex(-l,-l, l, 0, 1, 0, 0.0,1.0)) );
meshes.back()->mMaterialIndex = materials.size()-1u;
}
aiVectorKey& key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
- const float t = (float) ( in.speed * key.mTime );
+ const ai_real t = (ai_real) ( in.speed * key.mTime );
key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t)));
}
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
aiVector3D diff = in.direction - in.circleCenter;
- const float lengthOfWay = diff.Length();
+ const ai_real lengthOfWay = diff.Length();
diff.Normalize();
const double timeFactor = lengthOfWay / in.timeForWay;
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
aiVectorKey& key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
- key.mValue = in.circleCenter + diff * float(timeFactor * key.mTime);
+ key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime);
}
}
break;
{
aiVectorKey& key = anim->mPositionKeys[i];
- const float dt = (i * in.speed * 0.001f );
- const float u = dt - std::floor(dt);
+ const ai_real dt = (i * in.speed * 0.001 );
+ const ai_real u = dt - std::floor(dt);
const int idx = (int)std::floor(dt) % size;
// get the 4 current points to evaluate the spline
const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
// compute polynomials
- const float u2 = u*u;
- const float u3 = u2*2;
+ const ai_real u2 = u*u;
+ const ai_real u3 = u2*2;
- const float h1 = 2.0f * u3 - 3.0f * u2 + 1.0f;
- const float h2 = -2.0f * u3 + 3.0f * u3;
- const float h3 = u3 - 2.0f * u3;
- const float h4 = u3 - u2;
+ const ai_real h1 = 2.0 * u3 - 3.0 * u2 + 1.0;
+ const ai_real h2 = -2.0 * u3 + 3.0 * u3;
+ const ai_real h3 = u3 - 2.0 * u3;
+ const ai_real h4 = u3 - u2;
// compute the spline tangents
const aiVector3D t1 = ( p2 - p0 ) * in.tightness;
explicit Animator(AT t = UNKNOWN)
: type (t)
- , speed (0.001f)
- , direction (0.f,1.f,0.f)
- , circleRadius (1.f)
+ , speed (0.001)
+ , direction (0.0,1.0,0.0)
+ , circleRadius (1.0)
, tightness (0.5f)
, loop (true)
, timeForWay (100)
// common parameters
- float speed;
+ ai_real speed;
aiVector3D direction;
// FLY_CIRCLE
aiVector3D circleCenter;
- float circleRadius;
+ ai_real circleRadius;
// FOLLOW_SPLINE
- float tightness;
+ ai_real tightness;
std::vector<aiVectorKey> splineKeys;
// ROTATION (angles given in direction)
explicit Node(ET t)
: type (t)
- , scaling (1.f,1.f,1.f) // assume uniform scaling by default
+ , scaling (1.0,1.0,1.0) // assume uniform scaling by default
, parent()
- , framesPerSecond (0.f)
+ , framesPerSecond (0.0)
, id()
- , sphereRadius (1.f)
+ , sphereRadius (1.0)
, spherePolyCountX (100)
, spherePolyCountY (100)
{
// Animated meshes: frames per second
// 0.f if not specified
- float framesPerSecond;
+ ai_real framesPerSecond;
// Meshes: path to the mesh to be loaded
std::string meshPath;
std::vector< std::pair<aiMaterial*, unsigned int> > materials;
// Spheres: radius of the sphere to be generates
- float sphereRadius;
+ ai_real sphereRadius;
// Spheres: Number of polygons in the x,y direction
unsigned int spherePolyCountX,spherePolyCountY;
{}
//! Construction from single vertex components
- SkyboxVertex(float px, float py, float pz,
- float nx, float ny, float nz,
- float uvx, float uvy)
+ SkyboxVertex(ai_real px, ai_real py, ai_real pz,
+ ai_real nx, ai_real ny, ai_real nz,
+ ai_real uvx, ai_real uvy)
: position (px,py,pz)
, normal (nx,ny,nz)
- , uv (uvx,uvy,0.f)
+ , uv (uvx,uvy,0.0)
{}
aiVector3D position, normal, uv;
aiVector3D v;
switch (texture.majorAxis) {
case Texture::AXIS_X:
- v = aiVector3D(1.f,0.f,0.f);
+ v = aiVector3D(1.0,0.0,0.0);
break;
case Texture::AXIS_Y:
- v = aiVector3D(0.f,1.f,0.f);
+ v = aiVector3D(0.0,1.0,0.0);
break;
default: // case Texture::AXIS_Z:
- v = aiVector3D(0.f,0.f,1.f);
+ v = aiVector3D(0.0,0.0,1.0);
break;
}
trafo.mScaling.x = texture.wrapAmountW;
trafo.mScaling.y = texture.wrapAmountH;
- static_assert(sizeof(aiUVTransform)/sizeof(float) == 5, "sizeof(aiUVTransform)/sizeof(float) == 5");
+ static_assert(sizeof(aiUVTransform)/sizeof(ai_real) == 5, "sizeof(aiUVTransform)/sizeof(ai_real) == 5");
pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
}
DefaultLogger::get()->debug("LWO2: Setting up non-UV mapping");
{
float fGloss;
if (mIsLWO2) {
- fGloss = std::pow( surf.mGlossiness*10.0f+2.0f, 2.0f);
+ fGloss = std::pow( surf.mGlossiness*10.0+2.0, 2.0);
}
else
{
- if (16.0f >= surf.mGlossiness)
- fGloss = 6.0f;
- else if (64.0f >= surf.mGlossiness)
- fGloss = 20.0f;
- else if (256.0f >= surf.mGlossiness)
- fGloss = 50.0f;
- else fGloss = 80.0f;
+ if (16.0 >= surf.mGlossiness)
+ fGloss = 6.0;
+ else if (64.0 >= surf.mGlossiness)
+ fGloss = 20.0;
+ else if (256.0 >= surf.mGlossiness)
+ fGloss = 50.0;
+ else fGloss = 80.0;
}
pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
else m = aiShadingMode_Gouraud;
// specular color
- aiColor3D clr = lerp( aiColor3D(1.f,1.f,1.f), surf.mColor, surf.mColorHighlights );
+ aiColor3D clr = lerp( aiColor3D(1.0,1.0,1.0), surf.mColor, surf.mColorHighlights );
pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
// emissive color
// luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
- clr.g = clr.b = clr.r = surf.mLuminosity*0.8f;
+ clr.g = clr.b = clr.r = surf.mLuminosity*0.8;
pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
// opacity ... either additive or default-blended, please
- if (0.f != surf.mAdditiveTransparency) {
+ if (0.0 != surf.mAdditiveTransparency) {
const int add = aiBlendMode_Additive;
pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
DefaultLogger::get()->warn("LWO2: Unknown surface shader: " + shader.functionName);
}
}
- if (surf.mMaximumSmoothAngle <= 0.0f)
+ if (surf.mMaximumSmoothAngle <= 0.0)
m = aiShadingMode_Flat;
pcMat->AddProperty((int*)&m,1,AI_MATKEY_SHADING_MODEL);
// (the diffuse value is just a scaling factor)
// If a diffuse texture is set, we set this value to 1.0
- clr = (b && false ? aiColor3D(1.f,1.f,1.f) : surf.mColor);
+ clr = (b && false ? aiColor3D(1.0,1.0,1.0) : surf.mColor);
clr.r *= surf.mDiffuseValue;
clr.g *= surf.mDiffuseValue;
clr.b *= surf.mDiffuseValue;
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
unsigned int idx = face.mIndices[n];
- if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.f,0.f,0.f,1.f)) {
+ if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.0,0.0,0.0,1.0)) {
if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
DefaultLogger::get()->error("LWO: Maximum number of vertex color channels for "
aiVector3D origin;
//! radius of bounding sphere
- float radius;
+ ai_real radius;
//! name of frame
char name[ AI_MD3_MAXFRAME ];
//! Local tag origin and orientation
aiVector3D origin;
- float orientation[3][3];
+ ai_real orientation[3][3];
} PACK_STRUCT;
struct TexCoord
{
//! UV coordinates
- float U,V;
+ ai_real U,V;
} PACK_STRUCT;
*
* @note This has been taken from q3 source (misc_model.c)
*/
-inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
+inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut)
{
- float lat = (float)(( p_iNormal >> 8u ) & 0xff);
- float lng = (float)(( p_iNormal & 0xff ));
- lat *= 3.141926f/128.0f;
- lng *= 3.141926f/128.0f;
+ ai_real lat = (ai_real)(( p_iNormal >> 8u ) & 0xff);
+ ai_real lng = (ai_real)(( p_iNormal & 0xff ));
+ lat *= 3.141926/128.0;
+ lng *= 3.141926/128.0;
p_afOut[0] = std::cos(lat) * std::sin(lng);
p_afOut[1] = std::sin(lat) * std::sin(lng);
}
#endif // !! AI_MD3FILEHELPER_H_INC
-
// Convert the normal vector to uncompressed float3 format
aiVector3D& nor = pcMesh->mNormals[iCurrent];
- LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(float*)&nor);
+ LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(ai_real*)&nor);
// Read texture coordinates
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
*pv = aiVector3D();
// there are models which have weights which don't sum to 1 ...
- float fSum = 0.0f;
+ ai_real fSum = 0.0;
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
fSum += meshSrc.mWeights[w].mWeight;
if (!fSum) {
continue;
}
- const float fNewWeight = desc.mWeight / fSum;
+ const ai_real fNewWeight = desc.mWeight / fSum;
// transform the local position into worldspace
MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
// use the original weight to compute the vertex position
// (some MD5s seem to depend on the invalid weight values ...)
- *pv += ((boneSrc.mPositionXYZ+v)* desc.mWeight);
+ *pv += ((boneSrc.mPositionXYZ+v)* (ai_real)desc.mWeight);
aiBone* bone = mesh->mBones[boneSrc.mMap];
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
// copy texture coordinates
pcUVCur->x = pcUVs[quak].u;
- pcUVCur->y = 1.0f-pcUVs[quak].v; // DX to OGL
+ pcUVCur->y = 1.0-pcUVs[quak].v; // DX to OGL
}
pcVertCur->x += pcFrame->localOrigin[0] ;
pcVertCur->y += pcFrame->localOrigin[1] ;
if (is_not_qnan(clrTexture.r)) {
clrTemp.r *= clrTexture.a;
}
- pcMatOut->AddProperty<float>(&clrTemp.r,1,AI_MATKEY_OPACITY);
+ pcMatOut->AddProperty<ai_real>(&clrTemp.r,1,AI_MATKEY_OPACITY);
// read phong power
int iShadingMode = (int)aiShadingMode_Gouraud;
// compute the center point of the cone/cylinder -
// it is its local transformation origin
currentMesh.dir = center2-center1;
- currentMesh.center = center1+currentMesh.dir/2.f;
+ currentMesh.center = center1+currentMesh.dir/(ai_real)2.0;
float f;
if (( f = currentMesh.dir.Length()) < 10e-3f )
++ppcChildren;
} else {
*pMeshes++ = m;
- }
+ }
// copy vertex positions
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
aiVector3D d = max-min;
const ai_real div = std::max(d.x,std::max(d.y,d.z))*0.5;
- d = min+d*0.5f;
+ d = min + d * (ai_real)0.5;
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* m = pScene->mMeshes[a];
for (unsigned int i = 0; i < m->mNumVertices;++i) {
void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
const aiMatrix4x4& m)
{
- min = aiVector3D (10e10f, 10e10f, 10e10f);
- max = aiVector3D (-10e10f,-10e10f,-10e10f);
+ min = aiVector3D (10e10, 10e10, 10e10);
+ max = aiVector3D (-10e10,-10e10,-10e10);
for (unsigned int i = 0;i < mesh->mNumVertices;++i)
{
const aiVector3D v = m * mesh->mVertices[i];
void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
{
ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
- out = min + (max-min)*0.5f;
+ out = min + (max-min)*(ai_real)0.5;
}
// -------------------------------------------------------------------------------
if (max[1] < tmax[1]) max[1] = tmax[1];
if (max[2] < tmax[2]) max[2] = tmax[2];
}
- out = min + (max-min)*0.5f;
+ out = min + (max-min)*(ai_real)0.5;
}
aiVector3D& max, const aiMatrix4x4& m)
{
FindAABBTransformed(mesh,min,max,m);
- out = min + (max-min)*0.5f;
+ out = min + (max-min)*(ai_real)0.5;
}
// -------------------------------------------------------------------------------
static void UnknownChunk(StreamReaderLE* stream, const SIBChunk& chunk)
{
- char temp[5] = {
+ char temp[5] = {
static_cast<char>(( chunk.Tag>>24 ) & 0xff),
static_cast<char>(( chunk.Tag>>16 ) & 0xff),
static_cast<char>(( chunk.Tag>>8 ) & 0xff),
static_cast<char>(chunk.Tag & 0xff), '\0'
};
-
+
DefaultLogger::get()->warn((Formatter::format(), "SIB: Skipping unknown '",temp,"' chunk."));
}
uint32_t *idx = &mesh->idx[mesh->faceStart[faceIdx]];
uint32_t numPoints = *idx++;
uint32_t prev = idx[(numPoints-1)*N+POS];
-
+
for (uint32_t i=0;i<numPoints;i++,idx+=N)
{
uint32_t next = idx[POS];
static aiVector3D CalculateVertexNormal(SIBMesh* mesh, uint32_t faceIdx, uint32_t pos,
const std::vector<aiVector3D>& faceNormals)
{
- // Creased edges complicate this. We need to find the start/end range of the
+ // Creased edges complicate this. We need to find the start/end range of the
// ring of faces that touch this position.
// We do this in two passes. The first pass is to find the end of the range,
// the second is to work backwards to the start and calculate the final normal.
prevFaceIdx = faceIdx;
faceIdx = nextFaceIdx;
- }
+ }
}
// Normalize it.
obj.name = name;
obj.axis = smesh.axis;
obj.meshIdx = sib->meshes.size();
-
+
// Now that we know the size of everything,
// we can build the final one-material-per-mesh data.
for (size_t n=0;n<meshes.size();n++)
light->mColorDiffuse = ReadColor(stream);
light->mColorAmbient = ReadColor(stream);
light->mColorSpecular = ReadColor(stream);
- float spotExponent = stream->GetF4();
- float spotCutoff = stream->GetF4();
+ ai_real spotExponent = stream->GetF4();
+ ai_real spotCutoff = stream->GetF4();
light->mAttenuationConstant = stream->GetF4();
light->mAttenuationLinear = stream->GetF4();
light->mAttenuationQuadratic = stream->GetF4();
// 99% and 1% percentiles.
// OpenGL: I = cos(angle)^E
// Solving: angle = acos(I^(1/E))
- float E = 1.0f / std::max(spotExponent, 0.00001f);
- float inner = acosf(powf(0.99f, E));
- float outer = acosf(powf(0.01f, E));
+ ai_real E = 1.0 / std::max(spotExponent, (ai_real)0.00001);
+ ai_real inner = acos(pow((ai_real)0.99, E));
+ ai_real outer = acos(pow((ai_real)0.01, E));
// Apply the cutoff.
outer = std::min(outer, AI_DEG_TO_RAD(spotCutoff));
// 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));
{
// 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;
-
- 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, 0.0f, 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));
+ ai_real sizeEstimate = ownpos.Length() * 0.18;
+
+ 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, 0.0, 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));
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.
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;
// and then use them to work with ULPs (Units in the Last Place, for high-precision
// computations) or to compare them (integer comparisons are faster than floating-point
// comparisons on many platforms).
- typedef signed int BinFloat;
+ typedef ai_int BinFloat;
// --------------------------------------------------------------------------------------------
// Converts the bit pattern of a floating-point number to its signed integer representation.
}
// ------------------------------------------------------------------------------------------------
-unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,float pRadius) const
+unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill, ai_real pRadius) const
{
fill.resize(mPositions.size(),UINT_MAX);
ai_real dist, maxDist;
void Subdivide(std::vector<aiVector3D>& positions)
{
// assume this to be constant - (fixme: must be 1.0? I think so)
- const float fl1 = positions[0].Length();
+ const ai_real fl1 = positions[0].Length();
unsigned int origSize = (unsigned int)positions.size();
for (unsigned int i = 0 ; i < origSize ; i+=3)
{
positions.reserve(positions.size()+60);
- const float t = (1.f + 2.236067977f)/2.f;
- const float s = std::sqrt(1.f + t*t);
-
- const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
- const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
- const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
- const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
- const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
- const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
- const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
- const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
- const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
- const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
- const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
- const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;
+ const ai_real t = (1.0 + 2.236067977)/2.0;
+ const ai_real s = std::sqrt(1.0 + t*t);
+
+ const aiVector3D v0 = aiVector3D(t,1.0, 0.0)/s;
+ const aiVector3D v1 = aiVector3D(-t,1.0, 0.0)/s;
+ const aiVector3D v2 = aiVector3D(t,-1.0, 0.0)/s;
+ const aiVector3D v3 = aiVector3D(-t,-1.0, 0.0)/s;
+ const aiVector3D v4 = aiVector3D(1.0, 0.0, t)/s;
+ const aiVector3D v5 = aiVector3D(1.0, 0.0,-t)/s;
+ const aiVector3D v6 = aiVector3D(-1.0, 0.0,t)/s;
+ const aiVector3D v7 = aiVector3D(-1.0, 0.0,-t)/s;
+ const aiVector3D v8 = aiVector3D(0.0, t, 1.0)/s;
+ const aiVector3D v9 = aiVector3D(0.0,-t, 1.0)/s;
+ const aiVector3D v10 = aiVector3D(0.0, t,-1.0)/s;
+ const aiVector3D v11 = aiVector3D(0.0,-t,-1.0)/s;
ADD_TRIANGLE(v0,v8,v4);
ADD_TRIANGLE(v0,v5,v10);
{
positions.reserve(positions.size()+108);
- const float a = 1.f / 1.7320508f;
- const float b = std::sqrt((3.f-2.23606797f)/6.f);
- const float c = std::sqrt((3.f+2.23606797f)/6.f);
+ const ai_real a = 1.0 / 1.7320508;
+ const ai_real b = std::sqrt((3.0-2.23606797f)/6.0);
+ const ai_real c = std::sqrt((3.0+2.23606797f)/6.0);
const aiVector3D v0 = aiVector3D(a,a,a);
const aiVector3D v1 = aiVector3D(a,a,-a);
const aiVector3D v5 = aiVector3D(-a,a,-a);
const aiVector3D v6 = aiVector3D(-a,-a,a);
const aiVector3D v7 = aiVector3D(-a,-a,-a);
- const aiVector3D v8 = aiVector3D(b,c,0.f);
- const aiVector3D v9 = aiVector3D(-b,c,0.f);
- const aiVector3D v10 = aiVector3D(b,-c,0.f);
- const aiVector3D v11 = aiVector3D(-b,-c,0.f);
- const aiVector3D v12 = aiVector3D(c, 0.f, b);
- const aiVector3D v13 = aiVector3D(c, 0.f, -b);
- const aiVector3D v14 = aiVector3D(-c, 0.f, b);
- const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
- const aiVector3D v16 = aiVector3D(0.f, b, c);
- const aiVector3D v17 = aiVector3D(0.f, -b, c);
- const aiVector3D v18 = aiVector3D(0.f, b, -c);
- const aiVector3D v19 = aiVector3D(0.f, -b, -c);
+ const aiVector3D v8 = aiVector3D(b,c,0.0);
+ const aiVector3D v9 = aiVector3D(-b,c,0.0);
+ const aiVector3D v10 = aiVector3D(b,-c,0.0);
+ const aiVector3D v11 = aiVector3D(-b,-c,0.0);
+ const aiVector3D v12 = aiVector3D(c, 0.0, b);
+ const aiVector3D v13 = aiVector3D(c, 0.0, -b);
+ const aiVector3D v14 = aiVector3D(-c, 0.0, b);
+ const aiVector3D v15 = aiVector3D(-c, 0.0, -b);
+ const aiVector3D v16 = aiVector3D(0.0, b, c);
+ const aiVector3D v17 = aiVector3D(0.0, -b, c);
+ const aiVector3D v18 = aiVector3D(0.0, b, -c);
+ const aiVector3D v19 = aiVector3D(0.0, -b, -c);
ADD_PENTAGON(v0, v8, v9, v4, v16);
ADD_PENTAGON(v0, v12, v13, v1, v8);
{
positions.reserve(positions.size()+24);
- const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
- const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
- const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
- const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
- const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
- const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
+ const aiVector3D v0 = aiVector3D(1.0, 0.0, 0.0) ;
+ const aiVector3D v1 = aiVector3D(-1.0, 0.0, 0.0);
+ const aiVector3D v2 = aiVector3D(0.0, 1.0, 0.0);
+ const aiVector3D v3 = aiVector3D(0.0, -1.0, 0.0);
+ const aiVector3D v4 = aiVector3D(0.0, 0.0, 1.0);
+ const aiVector3D v5 = aiVector3D(0.0, 0.0, -1.0);
ADD_TRIANGLE(v4,v0,v2);
ADD_TRIANGLE(v4,v2,v1);
{
positions.reserve(positions.size()+9);
- const float a = 1.41421f/3.f;
- const float b = 2.4494f/3.f;
+ const ai_real a = 1.41421/3.0;
+ const ai_real b = 2.4494/3.0;
- const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
- const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
- const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
- const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
+ const aiVector3D v0 = aiVector3D(0.0,0.0,1.0);
+ const aiVector3D v1 = aiVector3D(2*a,0,-1.0/3.0);
+ const aiVector3D v2 = aiVector3D(-a,b,-1.0/3.0);
+ const aiVector3D v3 = aiVector3D(-a,-b,-1.0/3.0);
ADD_TRIANGLE(v0,v1,v2);
ADD_TRIANGLE(v0,v2,v3);
bool polygons /*= false*/)
{
positions.reserve(positions.size()+36);
- const float length = 1.f/1.73205080f;
+ const ai_real length = 1.0/1.73205080;
- const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
- const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
- const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
- const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
- const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
- const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
- const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
- const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*length;
+ const aiVector3D v0 = aiVector3D(-1.0,-1.0,-1.0)*length;
+ const aiVector3D v1 = aiVector3D(1.0,-1.0,-1.0)*length;
+ const aiVector3D v2 = aiVector3D(1.0,1.0,-1.0)*length;
+ const aiVector3D v3 = aiVector3D(-1.0,1.0,-1.0)*length;
+ const aiVector3D v4 = aiVector3D(-1.0,-1.0,1.0)*length;
+ const aiVector3D v5 = aiVector3D(1.0,-1.0,1.0)*length;
+ const aiVector3D v6 = aiVector3D(1.0,1.0,1.0)*length;
+ const aiVector3D v7 = aiVector3D(-1.0,1.0,1.0)*length;
ADD_QUAD(v0,v3,v2,v1);
ADD_QUAD(v0,v1,v5,v4);
// ------------------------------------------------------------------------------------------------
// Build a cone
-void StandardShapes::MakeCone(float height,float radius1,
- float radius2,unsigned int tess,
+void StandardShapes::MakeCone(ai_real height,ai_real radius1,
+ ai_real radius2,unsigned int tess,
std::vector<aiVector3D>& positions,bool bOpen /*= false */)
{
// Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
radius1 = std::fabs(radius1);
radius2 = std::fabs(radius2);
- float halfHeight = height / 2;
+ ai_real halfHeight = height / 2.0;
// radius1 is always the smaller one
if (radius2 > radius1)
else old = SIZE_MAX;
// Use a large epsilon to check whether the cone is pointy
- if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
+ if (radius1 < (radius2-radius1)*10e-3)radius1 = 0.0;
// We will need 3*2 verts per segment + 3*2 verts per segment
// if the cone is closed
positions.reserve(positions.size () + mem);
// Now construct all segments
- const float angle_delta = (float)AI_MATH_TWO_PI / tess;
- const float angle_max = (float)AI_MATH_TWO_PI;
+ const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
+ const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
- float s = 1.f; // std::cos(angle == 0);
- float t = 0.f; // std::sin(angle == 0);
+ ai_real s = 1.0; // std::cos(angle == 0);
+ ai_real t = 0.0; // std::sin(angle == 0);
- for (float angle = 0.f; angle < angle_max; )
+ for (ai_real angle = 0.0; angle < angle_max; )
{
const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
- const float next = angle + angle_delta;
- float s2 = std::cos(next);
- float t2 = std::sin(next);
+ const ai_real next = angle + angle_delta;
+ ai_real s2 = std::cos(next);
+ ai_real t2 = std::sin(next);
const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
// generate the end 'cap'
positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
- positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
+ positions.push_back(aiVector3D(0.0, halfHeight, 0.0));
if (radius1)
// generate the other end 'cap'
positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
- positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
+ positions.push_back(aiVector3D(0.0, -halfHeight, 0.0));
}
}
// ------------------------------------------------------------------------------------------------
// Build a circle
-void StandardShapes::MakeCircle(float radius, unsigned int tess,
+void StandardShapes::MakeCircle(ai_real radius, unsigned int tess,
std::vector<aiVector3D>& positions)
{
// Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
// We will need 3 vertices per segment
positions.reserve(positions.size()+tess*3);
- const float angle_delta = (float)AI_MATH_TWO_PI / tess;
- const float angle_max = (float)AI_MATH_TWO_PI;
+ const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
+ const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
- float s = 1.f; // std::cos(angle == 0);
- float t = 0.f; // std::sin(angle == 0);
+ ai_real s = 1.0; // std::cos(angle == 0);
+ ai_real t = 0.0; // std::sin(angle == 0);
- for (float angle = 0.f; angle < angle_max; )
+ for (ai_real angle = 0.0; angle < angle_max; )
{
- positions.push_back(aiVector3D(s * radius,0.f,t * radius));
+ positions.push_back(aiVector3D(s * radius,0.0,t * radius));
angle += angle_delta;
s = std::cos(angle);
t = std::sin(angle);
- positions.push_back(aiVector3D(s * radius,0.f,t * radius));
+ positions.push_back(aiVector3D(s * radius,0.0,t * radius));
- positions.push_back(aiVector3D(0.f,0.f,0.f));
+ positions.push_back(aiVector3D(0.0,0.0,0.0));
}
}
* no 'end caps'
* @param positions Receives output triangles
*/
- static void MakeCone(float height,float radius1,
- float radius2,unsigned int tess,
+ static void MakeCone(ai_real height,ai_real radius1,
+ ai_real radius2,unsigned int tess,
std::vector<aiVector3D>& positions,bool bOpen= false);
* @param tess Number of segments.
* @param positions Receives output triangles.
*/
- static void MakeCircle(float radius, unsigned int tess,
+ static void MakeCircle(ai_real radius, unsigned int tess,
std::vector<aiVector3D>& positions);
};
// ------------------------------------------------------------------------------------------------
template <class T>
-inline T Interpolate(const T& one, const T& two, float val)
+inline T Interpolate(const T& one, const T& two, ai_real val)
{
return one + (two-one)*val;
}
const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
- curTargetPosition = Interpolate(first.mValue, last.mValue, (float) (
+ curTargetPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
(curTime-first.mTime) / (last.mTime-first.mTime) ));
}
const aiVectorKey& last = objPos->at(nextObjPos);
const aiVectorKey& first = objPos->at(nextObjPos-1);
- curPosition = Interpolate(first.mValue, last.mValue, (float) (
+ curPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
(curTime-first.mTime) / (last.mTime-first.mTime)));
}
// diff vector
aiVector3D diff = tposition - position;
- float f = diff.Length();
+ ai_real f = diff.Length();
// output distance vector
if (f)
/**
* @brief The upper limit for hints.
*/
- static const unsigned int MaxLenHint = 200;
+ static const unsigned int MaxLenHint = 200;
public:
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
- bool SetPropertyFloat(const char* szName, float fValue);
+ bool SetPropertyFloat(const char* szName, ai_real fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
/** Get a floating-point configuration property
* @see GetPropertyInteger()
*/
- float GetPropertyFloat(const char* szName,
- float fErrorReturn = 10e10f) const;
+ ai_real GetPropertyFloat(const char* szName,
+ ai_real fErrorReturn = 10e10) const;
// -------------------------------------------------------------------
/** Get a string configuration property
#ifdef AI_DOUBLE_PRECISION
typedef double ai_real;
+ typedef signed long long int ai_int;
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) ((x)*0.0174532925)
#define AI_RAD_TO_DEG(x) ((x)*57.2957795)
#else
typedef float ai_real;
+ typedef signed int ai_int;
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
#define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
*/
aiPTI_Float = 0x1,
+ /** Array of double-precision (64 Bit) floats
+ *
+ * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
+ * aiMaterial::Get()) to query properties stored in floating-point format.
+ * The material system performs the type conversion automatically.
+ */
+ aiPTI_Double = 0x2,
+
/** The material property is an aiString.
*
* Arrays of strings aren't possible, aiGetMaterialString() (or the
unsigned int type = 0,
unsigned int index = 0);
+ aiReturn AddProperty (const double* pInput,
+ unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
aiReturn AddProperty (const aiUVTransform* pInput,
unsigned int pNumValues,
const char* pKey,
}
// ---------------------------------------------------------------------------
+inline aiReturn aiMaterial::AddProperty(const double* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(float),
+ pKey,type,index,aiPTI_Double);
+}
+
+// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
)
add_definitions(-DASSIMP_TEST_MODELS_DIR="${CMAKE_CURRENT_LIST_DIR}/models")
-
+
SET_PROPERTY( TARGET assimp PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX} )
add_dependencies( unit gtest )
TEST_F( utMatrix4x4Test, badIndexOperatorTest ) {
aiMatrix4x4 m;
- float *a0 = m[ 4 ];
+ ai_real *a0 = m[ 4 ];
EXPECT_EQ( NULL, a0 );
}
TEST_F( utMatrix4x4Test, indexOperatorTest ) {
aiMatrix4x4 m;
- float *a0 = m[ 0 ];
- EXPECT_FLOAT_EQ( 1.0f, *a0 );
- float *a1 = a0+1;
- EXPECT_FLOAT_EQ( 0.0f, *a1 );
- float *a2 = a0 + 2;
- EXPECT_FLOAT_EQ( 0.0f, *a2 );
- float *a3 = a0 + 3;
- EXPECT_FLOAT_EQ( 0.0f, *a3 );
-
- float *a4 = m[ 1 ];
- EXPECT_FLOAT_EQ( 0.0f, *a4 );
- float *a5 = a4 + 1;
- EXPECT_FLOAT_EQ( 1.0f, *a5 );
- float *a6 = a4 + 2;
- EXPECT_FLOAT_EQ( 0.0f, *a6 );
- float *a7 = a4 + 3;
- EXPECT_FLOAT_EQ( 0.0f, *a7 );
-
- float *a8 = m[ 2 ];
- EXPECT_FLOAT_EQ( 0.0f, *a8 );
- float *a9 = a8 + 1;
- EXPECT_FLOAT_EQ( 0.0f, *a9 );
- float *a10 = a8 + 2;
- EXPECT_FLOAT_EQ( 1.0f, *a10 );
- float *a11 = a8 + 3;
- EXPECT_FLOAT_EQ( 0.0f, *a11 );
-
- float *a12 = m[ 3 ];
- EXPECT_FLOAT_EQ( 0.0f, *a12 );
- float *a13 = a12 + 1;
- EXPECT_FLOAT_EQ( 0.0f, *a13 );
- float *a14 = a12 + 2;
- EXPECT_FLOAT_EQ( 0.0f, *a14 );
- float *a15 = a12 + 3;
- EXPECT_FLOAT_EQ( 1.0f, *a15 );
-}
\ No newline at end of file
+ ai_real *a0 = m[ 0 ];
+ EXPECT_FLOAT_EQ( 1.0, *a0 );
+ ai_real *a1 = a0+1;
+ EXPECT_FLOAT_EQ( 0.0, *a1 );
+ ai_real *a2 = a0 + 2;
+ EXPECT_FLOAT_EQ( 0.0, *a2 );
+ ai_real *a3 = a0 + 3;
+ EXPECT_FLOAT_EQ( 0.0, *a3 );
+
+ ai_real *a4 = m[ 1 ];
+ EXPECT_FLOAT_EQ( 0.0, *a4 );
+ ai_real *a5 = a4 + 1;
+ EXPECT_FLOAT_EQ( 1.0, *a5 );
+ ai_real *a6 = a4 + 2;
+ EXPECT_FLOAT_EQ( 0.0, *a6 );
+ ai_real *a7 = a4 + 3;
+ EXPECT_FLOAT_EQ( 0.0, *a7 );
+
+ ai_real *a8 = m[ 2 ];
+ EXPECT_FLOAT_EQ( 0.0, *a8 );
+ ai_real *a9 = a8 + 1;
+ EXPECT_FLOAT_EQ( 0.0, *a9 );
+ ai_real *a10 = a8 + 2;
+ EXPECT_FLOAT_EQ( 1.0, *a10 );
+ ai_real *a11 = a8 + 3;
+ EXPECT_FLOAT_EQ( 0.0, *a11 );
+
+ ai_real *a12 = m[ 3 ];
+ EXPECT_FLOAT_EQ( 0.0, *a12 );
+ ai_real *a13 = a12 + 1;
+ EXPECT_FLOAT_EQ( 0.0, *a13 );
+ ai_real *a14 = a12 + 2;
+ EXPECT_FLOAT_EQ( 0.0, *a14 );
+ ai_real *a15 = a12 + 3;
+ EXPECT_FLOAT_EQ( 1.0, *a15 );
+}
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+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
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+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
+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
+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
+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.
---------------------------------------------------------------------------
*/
#include "Main.h"
-const char* AICMD_MSG_INFO_HELP_E =
+const char* AICMD_MSG_INFO_HELP_E =
"assimp info <file> [-r]\n"
"\tPrint basic structure of a 3D model\n"
"\t-r,--raw: No postprocessing, do a raw import\n";
// -----------------------------------------------------------------------------------
void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
{
- special_points[0] = aiVector3D(1e10f,1e10f,1e10f);
- special_points[1] = aiVector3D(-1e10f,-1e10f,-1e10f);
+ special_points[0] = aiVector3D(1e10,1e10,1e10);
+ special_points[1] = aiVector3D(-1e10,-1e10,-1e10);
FindSpecialPoints(scene,scene->mRootNode,special_points);
- special_points[2] = 0.5f*(special_points[0]+special_points[1]);
+ special_points[2] = (special_points[0]+special_points[1])*(ai_real)0.5;
}
// -----------------------------------------------------------------------------------
}
// -----------------------------------------------------------------------------------
-void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline,
+void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline,
unsigned int cline, unsigned int cnest=0)
{
if (cline++ >= maxline || cnest >= maxnest) {
globalImporter->GetMemoryRequirements(mem);
- static const char* format_string =
+ static const char* format_string =
"Memory consumption: %i B\n"
"Nodes: %i\n"
"Maximum depth %i\n"
printf("\n");
return 0;
}
-