diff --git a/code/3DSConverter.cpp b/code/3DSConverter.cpp index cb6fd9077e..6193605243 100644 --- a/code/3DSConverter.cpp +++ b/code/3DSConverter.cpp @@ -197,7 +197,7 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type) // Setup the texture blend factor if (is_not_qnan(texture.mTextureBlend)) - mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); + mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); // Setup the texture mapping mode mat.AddProperty((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0)); @@ -207,14 +207,14 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type) // 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(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); + mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); } // ------------------------------------------------------------------------------------------------ @@ -265,10 +265,10 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat, } // Opacity - mat.AddProperty( &oldMat.mTransparency,1,AI_MATKEY_OPACITY); + mat.AddProperty( &oldMat.mTransparency,1,AI_MATKEY_OPACITY); // Bump height scaling - mat.AddProperty( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING); + mat.AddProperty( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING); // Two sided rendering? if (oldMat.mTwoSided) diff --git a/code/3DSHelper.h b/code/3DSHelper.h index 5911b9d471..e2979bd0f1 100644 --- a/code/3DSHelper.h +++ b/code/3DSHelper.h @@ -327,11 +327,11 @@ struct Texture { //! 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) @@ -340,17 +340,17 @@ struct Texture } //! 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; @@ -369,12 +369,12 @@ struct Material //! 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; @@ -389,9 +389,9 @@ struct Material //! 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 @@ -399,7 +399,7 @@ struct 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 @@ -415,7 +415,7 @@ struct Material //! Shininess texture channel Texture sTexShininess; //! Scaling factor for the bump values - float mBumpHeight; + ai_real mBumpHeight; //! Emissive color aiColor3D mEmissive; //! Ambient texture channel @@ -459,7 +459,7 @@ struct Mesh : public MeshWithSmoothingGroups 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 diff --git a/code/3DSLoader.cpp b/code/3DSLoader.cpp index a2b73b2cb2..59d598f202 100644 --- a/code/3DSLoader.cpp +++ b/code/3DSLoader.cpp @@ -458,20 +458,20 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) 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() ); @@ -1167,13 +1167,13 @@ void Discreet3DSImporter::ParseMaterialChunk() 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; @@ -1189,30 +1189,30 @@ void Discreet3DSImporter::ParseMaterialChunk() 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; @@ -1277,7 +1277,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) 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: @@ -1336,7 +1336,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) // ------------------------------------------------------------------------------------------------ // Read a percentage chunk -float Discreet3DSImporter::ParsePercentageChunk() +ai_real Discreet3DSImporter::ParsePercentageChunk() { Discreet3DS::Chunk chunk; ReadChunk(&chunk); @@ -1344,7 +1344,7 @@ float Discreet3DSImporter::ParsePercentageChunk() 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(); } @@ -1356,7 +1356,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D* out, 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; @@ -1372,7 +1372,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D* out, bGamma = true; case Discreet3DS::CHUNK_RGBF: - if (sizeof(float) * 3 > diff) { + if (sizeof(ai_real) * 3 > diff) { *out = clrError; return; } @@ -1388,9 +1388,9 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D* out, *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. @@ -1404,7 +1404,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D* out, 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; diff --git a/code/3DSLoader.h b/code/3DSLoader.h index 437ec94b4d..26b2a935ee 100644 --- a/code/3DSLoader.h +++ b/code/3DSLoader.h @@ -119,7 +119,7 @@ class Discreet3DSImporter : public BaseImporter * 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 @@ -265,7 +265,7 @@ class Discreet3DSImporter : public BaseImporter aiColor3D mClrAmbient; /** Master scaling factor of the scene */ - float mMasterScale; + ai_real mMasterScale; /** Path to the background image of the scene */ std::string mBackgroundImage; diff --git a/code/ASELoader.cpp b/code/ASELoader.cpp index 39a33e9fdb..ed01c17e15 100644 --- a/code/ASELoader.cpp +++ b/code/ASELoader.cpp @@ -819,10 +819,10 @@ void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type) // Setup the texture blend factor if (is_not_qnan(texture.mTextureBlend)) - mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); + mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); // Setup texture UV transformations - mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); + mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); } // ------------------------------------------------------------------------------------------------ @@ -865,7 +865,7 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat) } // opacity - mat.pcInstance->AddProperty( &mat.mTransparency,1,AI_MATKEY_OPACITY); + mat.pcInstance->AddProperty( &mat.mTransparency,1,AI_MATKEY_OPACITY); // Two sided rendering? if (mat.mTwoSided) diff --git a/code/ASEParser.cpp b/code/ASEParser.cpp index 204f8bf62c..01c58d2594 100644 --- a/code/ASEParser.cpp +++ b/code/ASEParser.cpp @@ -431,7 +431,7 @@ void Parser::ParseLV1SoftSkinBlock() ParseString(bone,"*MESH_SOFTSKINVERTS.Bone"); // Find the bone in the mesh's list - std::pair me; + std::pair me; me.first = -1; for (unsigned int n = 0; n < curMesh->mBones.size();++n) @@ -618,12 +618,12 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat) 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; @@ -1251,7 +1251,7 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim) { 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; @@ -1604,7 +1604,7 @@ void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh } // --- ignored - float afVert[3]; + ai_real afVert[3]; ParseLV4MeshFloatTriple(afVert); std::pair pairOut; @@ -2102,7 +2102,7 @@ void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut ParseLV4MeshLongTriple(apOut); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut) +void Parser::ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut) { ai_assert(NULL != apOut); @@ -2113,7 +2113,7 @@ void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut) ParseLV4MeshFloatTriple(apOut); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshFloatTriple(float* apOut) +void Parser::ParseLV4MeshFloatTriple(ai_real* apOut) { ai_assert(NULL != apOut); @@ -2121,19 +2121,19 @@ void Parser::ParseLV4MeshFloatTriple(float* 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(filePtr,fOut); + filePtr = fast_atoreal_move(filePtr,fOut); } // ------------------------------------------------------------------------------------------------ void Parser::ParseLV4MeshLong(unsigned int& iOut) diff --git a/code/ASEParser.h b/code/ASEParser.h index 667c7c5a03..095d089d47 100644 --- a/code/ASEParser.h +++ b/code/ASEParser.h @@ -222,7 +222,7 @@ struct BaseNode mName = szTemp; // Set mTargetPosition to qnan - const float qnan = get_qnan(); + const ai_real qnan = get_qnan(); mTargetPosition.x = qnan; } @@ -317,9 +317,9 @@ struct Light : public BaseNode LightType mLightType; aiColor3D mColor; - float mIntensity; - float mAngle; // in degrees - float mFalloff; + ai_real mIntensity; + ai_real mAngle; // in degrees + ai_real mFalloff; }; // --------------------------------------------------------------------------- @@ -342,7 +342,7 @@ struct Camera : public BaseNode { } - float mFOV, mNear, mFar; + ai_real mFOV, mNear, mFar; CameraType mCameraType; }; @@ -544,13 +544,13 @@ class Parser //! (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 @@ -568,7 +568,7 @@ class Parser // ------------------------------------------------------------------- //! Parse a single float element //! \param fOut Output float - void ParseLV4MeshFloat(float& fOut); + void ParseLV4MeshFloat(ai_real& fOut); // ------------------------------------------------------------------- //! Parse a single int element diff --git a/code/BlenderTessellator.cpp b/code/BlenderTessellator.cpp index bea00e228a..c29b27de1f 100644 --- a/code/BlenderTessellator.cpp +++ b/code/BlenderTessellator.cpp @@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "BlenderBMesh.h" #include "BlenderTessellator.h" -#include +#include static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3; @@ -470,19 +470,19 @@ PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& po { 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; @@ -496,7 +496,7 @@ PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& po 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 ); diff --git a/code/ComputeUVMappingProcess.cpp b/code/ComputeUVMappingProcess.cpp index 2bbb30be81..33a6f4edb7 100644 --- a/code/ComputeUVMappingProcess.cpp +++ b/code/ComputeUVMappingProcess.cpp @@ -49,10 +49,10 @@ using namespace Assimp; 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; } // ------------------------------------------------------------------------------------------------ @@ -81,9 +81,9 @@ bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const 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); @@ -109,11 +109,11 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) // 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) { @@ -156,12 +156,12 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) // 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. @@ -171,9 +171,9 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) 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; } } } @@ -207,7 +207,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D 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) { @@ -215,7 +215,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D 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) { @@ -223,7 +223,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D 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 @@ -235,7 +235,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D 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); } } @@ -257,7 +257,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector // 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 @@ -268,12 +268,12 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector 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) { @@ -281,12 +281,12 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector 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) { @@ -294,7 +294,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector 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 @@ -302,7 +302,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector 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){ @@ -310,7 +310,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector 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; } } @@ -323,7 +323,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector // ------------------------------------------------------------------------------------------------ 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 ... @@ -337,7 +337,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& 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) { @@ -347,7 +347,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& 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) { @@ -357,7 +357,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& 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 @@ -372,7 +372,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& // 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); } } diff --git a/code/FBXConverter.cpp b/code/FBXConverter.cpp index 692cda8363..d0f1c0de41 100644 --- a/code/FBXConverter.cpp +++ b/code/FBXConverter.cpp @@ -3037,7 +3037,7 @@ void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, c 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 ]; @@ -3060,7 +3060,7 @@ void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, c // 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( ( time - timeA ) / ( timeB - timeA ) ); - const float interpValue = static_cast( valueA + ( valueB - valueA ) * factor ); + const ai_real interpValue = static_cast( valueA + ( valueB - valueA ) * factor ); result[ std::get<2>(kfl) ] = interpValue; } diff --git a/code/FindInvalidDataProcess.cpp b/code/FindInvalidDataProcess.cpp index bb87f8dd8c..bed2eee06d 100644 --- a/code/FindInvalidDataProcess.cpp +++ b/code/FindInvalidDataProcess.cpp @@ -58,7 +58,7 @@ using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer FindInvalidDataProcess::FindInvalidDataProcess() - : configEpsilon(0.0f) + : configEpsilon(0.0) { // nothing to do here } @@ -221,16 +221,16 @@ inline bool ProcessArray(T*& in, unsigned int num,const char* name, // ------------------------------------------------------------------------------------------------ template -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(const aiVectorKey& n, const aiVectorKey& s, float epsilon) { +bool EpsilonCompare(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) && @@ -239,7 +239,7 @@ bool EpsilonCompare(const aiVectorKey& n, const aiVectorKey& s, flo // ------------------------------------------------------------------------------------------------ template <> -bool EpsilonCompare(const aiQuatKey& n, const aiQuatKey& s, float epsilon) { +bool EpsilonCompare(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) && @@ -249,7 +249,7 @@ bool EpsilonCompare(const aiQuatKey& n, const aiQuatKey& s, float eps // ------------------------------------------------------------------------------------------------ template -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; diff --git a/code/FindInvalidDataProcess.h b/code/FindInvalidDataProcess.h index 3715693808..8a1df21fd9 100644 --- a/code/FindInvalidDataProcess.h +++ b/code/FindInvalidDataProcess.h @@ -97,7 +97,7 @@ class ASSIMP_API FindInvalidDataProcess : public BaseProcess void ProcessAnimationChannel (aiNodeAnim* anim); private: - float configEpsilon; + ai_real configEpsilon; }; } // end of namespace Assimp diff --git a/code/IRRLoader.cpp b/code/IRRLoader.cpp index 2d702523dc..a1cfaf28bc 100644 --- a/code/IRRLoader.cpp +++ b/code/IRRLoader.cpp @@ -207,54 +207,54 @@ void IRRImporter::BuildSkybox(std::vector& meshes, std::vectormMaterialIndex = 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; } @@ -479,7 +479,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vectormPositionKeys[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))); } @@ -498,7 +498,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vectormPositionKeys = 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; @@ -507,7 +507,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vectormNumPositionKeys;++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; @@ -542,8 +542,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vectormPositionKeys[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 @@ -553,13 +553,13 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector splineKeys; // ROTATION (angles given in direction) @@ -166,11 +166,11 @@ class IRRImporter : public BaseImporter, public IrrlichtBase 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) { @@ -202,7 +202,7 @@ class IRRImporter : public BaseImporter, public IrrlichtBase // 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; @@ -213,7 +213,7 @@ class IRRImporter : public BaseImporter, public IrrlichtBase std::vector< std::pair > 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; @@ -230,13 +230,13 @@ class IRRImporter : public BaseImporter, public IrrlichtBase {} //! 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; diff --git a/code/LWOMaterial.cpp b/code/LWOMaterial.cpp index 24a2458cf7..494f700339 100644 --- a/code/LWOMaterial.cpp +++ b/code/LWOMaterial.cpp @@ -141,13 +141,13 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex 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; } @@ -159,7 +159,7 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex 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"); @@ -286,17 +286,17 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat) { 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); @@ -306,17 +306,17 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat) 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(&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); @@ -361,13 +361,13 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat) 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; @@ -497,7 +497,7 @@ void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorte 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 " diff --git a/code/MD3FileData.h b/code/MD3FileData.h index 88a40f2308..51a5739593 100644 --- a/code/MD3FileData.h +++ b/code/MD3FileData.h @@ -136,7 +136,7 @@ struct Frame aiVector3D origin; //! radius of bounding sphere - float radius; + ai_real radius; //! name of frame char name[ AI_MD3_MAXFRAME ]; @@ -154,7 +154,7 @@ struct Tag //! Local tag origin and orientation aiVector3D origin; - float orientation[3][3]; + ai_real orientation[3][3]; } PACK_STRUCT; @@ -231,7 +231,7 @@ struct Triangle struct TexCoord { //! UV coordinates - float U,V; + ai_real U,V; } PACK_STRUCT; @@ -257,12 +257,12 @@ struct Vertex * * @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); @@ -313,4 +313,3 @@ inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut ) } #endif // !! AI_MD3FILEHELPER_H_INC - diff --git a/code/MD3Loader.cpp b/code/MD3Loader.cpp index 8294da489f..a99fb06b1e 100644 --- a/code/MD3Loader.cpp +++ b/code/MD3Loader.cpp @@ -1018,7 +1018,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, // 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; diff --git a/code/MD5Loader.cpp b/code/MD5Loader.cpp index 7927c9ab14..8c66f65074 100644 --- a/code/MD5Loader.cpp +++ b/code/MD5Loader.cpp @@ -475,7 +475,7 @@ void MD5Importer::LoadMD5MeshFile () *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) { @@ -493,7 +493,7 @@ void MD5Importer::LoadMD5MeshFile () 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]; @@ -501,7 +501,7 @@ void MD5Importer::LoadMD5MeshFile () // 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); diff --git a/code/MDCLoader.cpp b/code/MDCLoader.cpp index 661447acfd..50a3d94222 100644 --- a/code/MDCLoader.cpp +++ b/code/MDCLoader.cpp @@ -408,7 +408,7 @@ void MDCImporter::InternReadFile( // 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] ; diff --git a/code/MDLMaterialLoader.cpp b/code/MDLMaterialLoader.cpp index d1502d6fb2..4c36c33295 100644 --- a/code/MDLMaterialLoader.cpp +++ b/code/MDLMaterialLoader.cpp @@ -657,7 +657,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7( if (is_not_qnan(clrTexture.r)) { clrTemp.r *= clrTexture.a; } - pcMatOut->AddProperty(&clrTemp.r,1,AI_MATKEY_OPACITY); + pcMatOut->AddProperty(&clrTemp.r,1,AI_MATKEY_OPACITY); // read phong power int iShadingMode = (int)aiShadingMode_Gouraud; diff --git a/code/NFFLoader.cpp b/code/NFFLoader.cpp index 8bec63ea3a..8cc1624d52 100644 --- a/code/NFFLoader.cpp +++ b/code/NFFLoader.cpp @@ -965,7 +965,7 @@ void NFFImporter::InternReadFile( const std::string& pFile, // 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 ) @@ -1159,7 +1159,7 @@ void NFFImporter::InternReadFile( const std::string& pFile, ++ppcChildren; } else { *pMeshes++ = m; - } + } // copy vertex positions mesh->mVertices = new aiVector3D[mesh->mNumVertices]; diff --git a/code/PretransformVertices.cpp b/code/PretransformVertices.cpp index 16a42e2196..48a3e6f614 100644 --- a/code/PretransformVertices.cpp +++ b/code/PretransformVertices.cpp @@ -692,7 +692,7 @@ void PretransformVertices::Execute( aiScene* pScene) 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) { diff --git a/code/ProcessHelper.cpp b/code/ProcessHelper.cpp index e25c08c246..c770490619 100644 --- a/code/ProcessHelper.cpp +++ b/code/ProcessHelper.cpp @@ -77,8 +77,8 @@ void ConvertListToStrings(const std::string& in, std::list& out) 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]; @@ -91,7 +91,7 @@ void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, 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; } // ------------------------------------------------------------------------------- @@ -114,7 +114,7 @@ void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector 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; } @@ -123,7 +123,7 @@ void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m) { FindAABBTransformed(mesh,min,max,m); - out = min + (max-min)*0.5f; + out = min + (max-min)*(ai_real)0.5; } // ------------------------------------------------------------------------------- diff --git a/code/SIBImporter.cpp b/code/SIBImporter.cpp index b972f28d63..8dfacc1060 100644 --- a/code/SIBImporter.cpp +++ b/code/SIBImporter.cpp @@ -163,13 +163,13 @@ static aiColor3D ReadColor(StreamReaderLE* stream) static void UnknownChunk(StreamReaderLE* stream, const SIBChunk& chunk) { - char temp[5] = { + char temp[5] = { static_cast(( chunk.Tag>>24 ) & 0xff), static_cast(( chunk.Tag>>16 ) & 0xff), static_cast(( chunk.Tag>>8 ) & 0xff), static_cast(chunk.Tag & 0xff), '\0' }; - + DefaultLogger::get()->warn((Formatter::format(), "SIB: Skipping unknown '",temp,"' chunk.")); } @@ -373,7 +373,7 @@ static void ConnectFaces(SIBMesh* mesh) 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& 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. @@ -449,7 +449,7 @@ static aiVector3D CalculateVertexNormal(SIBMesh* mesh, uint32_t faceIdx, uint32_ prevFaceIdx = faceIdx; faceIdx = nextFaceIdx; - } + } } // Normalize it. @@ -610,7 +610,7 @@ static void ReadShape(SIB* sib, StreamReaderLE* stream) 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;nmColorDiffuse = 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(); @@ -709,9 +709,9 @@ static void ReadLightInfo(aiLight* light, StreamReaderLE* stream) // 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)); diff --git a/code/SkeletonMeshBuilder.cpp b/code/SkeletonMeshBuilder.cpp index ec7aa8985f..c564cbc95b 100644 --- a/code/SkeletonMeshBuilder.cpp +++ b/code/SkeletonMeshBuilder.cpp @@ -96,31 +96,31 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) // 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)); @@ -132,33 +132,33 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) { // 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)); @@ -187,7 +187,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) 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. @@ -232,8 +232,8 @@ aiMesh* SkeletonMeshBuilder::CreateMesh() 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; diff --git a/code/SpatialSort.cpp b/code/SpatialSort.cpp index ca6055e843..722ec5f240 100644 --- a/code/SpatialSort.cpp +++ b/code/SpatialSort.cpp @@ -182,7 +182,7 @@ namespace { // 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. @@ -308,7 +308,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, } // ------------------------------------------------------------------------------------------------ -unsigned int SpatialSort::GenerateMappingTable(std::vector& fill,float pRadius) const +unsigned int SpatialSort::GenerateMappingTable(std::vector& fill, ai_real pRadius) const { fill.resize(mPositions.size(),UINT_MAX); ai_real dist, maxDist; diff --git a/code/StandardShapes.cpp b/code/StandardShapes.cpp index d547c04a78..943b739200 100644 --- a/code/StandardShapes.cpp +++ b/code/StandardShapes.cpp @@ -95,7 +95,7 @@ namespace Assimp { void Subdivide(std::vector& 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) @@ -194,21 +194,21 @@ unsigned int StandardShapes::MakeIcosahedron(std::vector& positions) { 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); @@ -244,9 +244,9 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector& positions { 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); @@ -256,18 +256,18 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector& positions 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); @@ -291,12 +291,12 @@ unsigned int StandardShapes::MakeOctahedron(std::vector& positions) { 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); @@ -316,13 +316,13 @@ unsigned int StandardShapes::MakeTetrahedron(std::vector& positions) { 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); @@ -337,16 +337,16 @@ unsigned int StandardShapes::MakeHexahedron(std::vector& positions, 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); @@ -382,8 +382,8 @@ void StandardShapes::MakeSphere(unsigned int tess, // ------------------------------------------------------------------------------------------------ // 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& positions,bool bOpen /*= false */) { // Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE @@ -396,7 +396,7 @@ void StandardShapes::MakeCone(float height,float radius1, 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) @@ -407,7 +407,7 @@ void StandardShapes::MakeCone(float height,float 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 @@ -415,20 +415,20 @@ void StandardShapes::MakeCone(float height,float radius1, 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 ); @@ -445,7 +445,7 @@ void StandardShapes::MakeCone(float height,float 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) @@ -453,7 +453,7 @@ void StandardShapes::MakeCone(float height,float 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)); } } @@ -472,7 +472,7 @@ void StandardShapes::MakeCone(float height,float radius1, // ------------------------------------------------------------------------------------------------ // Build a circle -void StandardShapes::MakeCircle(float radius, unsigned int tess, +void StandardShapes::MakeCircle(ai_real radius, unsigned int tess, std::vector& positions) { // Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE @@ -484,21 +484,21 @@ void StandardShapes::MakeCircle(float radius, unsigned int tess, // 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)); } } diff --git a/code/StandardShapes.h b/code/StandardShapes.h index ec53ca30d1..faa250a2e4 100644 --- a/code/StandardShapes.h +++ b/code/StandardShapes.h @@ -174,8 +174,8 @@ class StandardShapes * 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& positions,bool bOpen= false); @@ -189,7 +189,7 @@ class StandardShapes * @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& positions); }; diff --git a/code/TargetAnimation.cpp b/code/TargetAnimation.cpp index a78f66bea8..97b15edbbb 100644 --- a/code/TargetAnimation.cpp +++ b/code/TargetAnimation.cpp @@ -83,7 +83,7 @@ KeyIterator::KeyIterator(const std::vector* _objPos, // ------------------------------------------------------------------------------------------------ template -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; } @@ -134,7 +134,7 @@ void KeyIterator::operator ++() 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) )); } @@ -155,7 +155,7 @@ void KeyIterator::operator ++() 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))); } @@ -220,7 +220,7 @@ void TargetAnimationHelper::Process(std::vector* distanceTrack) // diff vector aiVector3D diff = tposition - position; - float f = diff.Length(); + ai_real f = diff.Length(); // output distance vector if (f) diff --git a/include/assimp/Importer.hpp b/include/assimp/Importer.hpp index f7b8c00f3b..3dd50ef87c 100644 --- a/include/assimp/Importer.hpp +++ b/include/assimp/Importer.hpp @@ -119,7 +119,7 @@ class ASSIMP_API Importer { /** * @brief The upper limit for hints. */ - static const unsigned int MaxLenHint = 200; + static const unsigned int MaxLenHint = 200; public: @@ -224,7 +224,7 @@ class ASSIMP_API Importer { /** 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. @@ -269,8 +269,8 @@ class ASSIMP_API Importer { /** 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 diff --git a/include/assimp/defs.h b/include/assimp/defs.h index d23b391e15..8b5f954f98 100644 --- a/include/assimp/defs.h +++ b/include/assimp/defs.h @@ -267,11 +267,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #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) diff --git a/include/assimp/material.h b/include/assimp/material.h index 09cc07ab46..4fb20edd5a 100644 --- a/include/assimp/material.h +++ b/include/assimp/material.h @@ -509,6 +509,14 @@ enum aiPropertyTypeInfo */ 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 @@ -818,6 +826,12 @@ struct aiMaterial 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, diff --git a/include/assimp/material.inl b/include/assimp/material.inl index ef9c62f0d3..800c542720 100644 --- a/include/assimp/material.inl +++ b/include/assimp/material.inl @@ -201,6 +201,18 @@ inline aiReturn aiMaterial::AddProperty(const float* pInput, pKey,type,index,aiPTI_Float); } +// --------------------------------------------------------------------------- +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, diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index 6903f53a0b..31b92adafd 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -100,7 +100,7 @@ if(AddGTest_FOUND) ) 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 ) diff --git a/test/unit/utMatrix4x4.cpp b/test/unit/utMatrix4x4.cpp index 29e73c646a..faec280c0f 100644 --- a/test/unit/utMatrix4x4.cpp +++ b/test/unit/utMatrix4x4.cpp @@ -49,45 +49,45 @@ class utMatrix4x4Test : public ::testing::Test { 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 ); +} diff --git a/tools/assimp_cmd/Info.cpp b/tools/assimp_cmd/Info.cpp index 41620b739f..3eb0e9d101 100644 --- a/tools/assimp_cmd/Info.cpp +++ b/tools/assimp_cmd/Info.cpp @@ -7,8 +7,8 @@ Copyright (c) 2006-2016, assimp 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 +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 @@ -25,16 +25,16 @@ conditions are met: 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. --------------------------------------------------------------------------- */ @@ -44,7 +44,7 @@ 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 [-r]\n" "\tPrint basic structure of a 3D model\n" "\t-r,--raw: No postprocessing, do a raw import\n"; @@ -150,11 +150,11 @@ void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D specia // ----------------------------------------------------------------------------------- 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; } // ----------------------------------------------------------------------------------- @@ -181,7 +181,7 @@ std::string FindPTypes(const aiScene* scene) } // ----------------------------------------------------------------------------------- -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) { @@ -245,7 +245,7 @@ int Assimp_Info (const char* const* params, unsigned int num) 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" @@ -349,4 +349,3 @@ int Assimp_Info (const char* const* params, unsigned int num) printf("\n"); return 0; } -