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Merge branch 'master' of https://github.com/assimp/assimp

ulf 12 lat temu
rodzic
commit
368092174b

+ 4 - 4
CMakeLists.txt

@@ -2,10 +2,9 @@ cmake_minimum_required( VERSION 2.6 )
 PROJECT( Assimp )
 PROJECT( Assimp )
 
 
 # Define here the needed parameters
 # Define here the needed parameters
-set (ASSIMP_SV_REVISION 1264)
 set (ASSIMP_VERSION_MAJOR 3)
 set (ASSIMP_VERSION_MAJOR 3)
 set (ASSIMP_VERSION_MINOR 0)
 set (ASSIMP_VERSION_MINOR 0)
-set (ASSIMP_VERSION_PATCH ${ASSIMP_SV_REVISION}) # subversion revision?
+set (ASSIMP_VERSION_PATCH 1) # subversion revision?
 set (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH})
 set (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH})
 set (ASSIMP_SOVERSION 3)
 set (ASSIMP_SOVERSION 3)
 SET ( PROJECT_VERSION "${ASSIMP_VERSION}" )
 SET ( PROJECT_VERSION "${ASSIMP_VERSION}" )
@@ -14,9 +13,10 @@ set(ASSIMP_PACKAGE_VERSION "0" CACHE STRING "the package-specific version used f
 
 
 option(ASSIMP_OPT_BUILD_PACKAGES "Set to ON to generate CPack configuration files and packaging targets" OFF)
 option(ASSIMP_OPT_BUILD_PACKAGES "Set to ON to generate CPack configuration files and packaging targets" OFF)
 set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules")
 set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules")
-set(LIBASSIMP_COMPONENT libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}-r${ASSIMP_SV_REVISION})
-set(LIBASSIMP-DEV_COMPONENT libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}-r${ASSIMP_SV_REVISION}-dev)
+set(LIBASSIMP_COMPONENT libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH})
+set(LIBASSIMP-DEV_COMPONENT libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}-dev)
 set(CPACK_COMPONENTS_ALL assimp-bin ${LIBASSIMP_COMPONENT} ${LIBASSIMP-DEV_COMPONENT} assimp-dev)
 set(CPACK_COMPONENTS_ALL assimp-bin ${LIBASSIMP_COMPONENT} ${LIBASSIMP-DEV_COMPONENT} assimp-dev)
+set(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names")
 
 
 if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX)
 if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX)
   add_definitions(-fPIC) # this is a very important switch and some libraries seem now to have it....
   add_definitions(-fPIC) # this is a very important switch and some libraries seem now to have it....

+ 1 - 3
Readme.md

@@ -19,7 +19,7 @@ Open Asset Import Library (assimp)
 
 
 Open Asset Import Library is a Open Source library designed to load various 3d file formats and convert them into a shared, in-memory format. It supports more than 30 file formats. It also supports exporting files to a few selected file formats.
 Open Asset Import Library is a Open Source library designed to load various 3d file formats and convert them into a shared, in-memory format. It supports more than 30 file formats. It also supports exporting files to a few selected file formats.
 
 
-Its short name is _assimp_, which is an unintended joke (the abbreviation is derived from _Asset Importer_). 
+Its abbreviated name is _assimp_. 
 
 
 __Note__: this `README` refers to the file structure used by release packages, which differs in some points from the development trunk.
 __Note__: this `README` refers to the file structure used by release packages, which differs in some points from the development trunk.
 
 
@@ -129,5 +129,3 @@ The license of the Asset Import Library is based on the modified, __3-clause BSD
 Note that, unlike LGPLed code, you may link statically to Assimp.
 Note that, unlike LGPLed code, you may link statically to Assimp.
 For the formal details, see the `LICENSE` file. 
 For the formal details, see the `LICENSE` file. 
 
 
-
-------------------------------

+ 8 - 8
assimp-config-version.cmake.in

@@ -1,13 +1,13 @@
-set( ASSIMP_PACKAGE_VERSION "@ASSIMP_VERSION@" )
-if( "${ASSIMP_PACKAGE_FIND_VERSION}" VERSION_EQUAL "@ASSIMP_VERSION@")
-  set(ASSIMP_PACKAGE_VERSION_EXACT 1)
+set( PACKAGE_VERSION "@ASSIMP_VERSION@" )
+if( "${PACKAGE_FIND_VERSION}" VERSION_EQUAL "@ASSIMP_VERSION@")
+  set(PACKAGE_VERSION_EXACT 1)
 endif()
 endif()
-if( "${ASSIMP_PACKAGE_FIND_VERSION_MAJOR}.${ASSIMP_PACKAGE_FIND_VERSION_MINOR}" EQUAL "@ASSIMP_SOVERSION@" )
-  set(ASSIMP_PACKAGE_VERSION_COMPATIBLE 1)
-elseif( "${ASSIMP_PACKAGE_FIND_VERSION_MAJOR}" EQUAL "@ASSIMP_VERSION_MAJOR@" )
+if( "${PACKAGE_FIND_VERSION_MAJOR}.${PACKAGE_FIND_VERSION_MINOR}" EQUAL "@ASSIMP_SOVERSION@" )
+  set(PACKAGE_VERSION_COMPATIBLE 1)
+elseif( "${PACKAGE_FIND_VERSION_MAJOR}" EQUAL "@ASSIMP_VERSION_MAJOR@" )
   # for now backward compatible if minor version is less
   # for now backward compatible if minor version is less
-  if( ${ASSIMP_PACKAGE_FIND_VERSION_MINOR}  LESS @ASSIMP_VERSION_MINOR@ )
-    set(ASSIMP_PACKAGE_VERSION_COMPATIBLE 1)
+  if( ${PACKAGE_FIND_VERSION_MINOR}  LESS @ASSIMP_VERSION_MINOR@ )
+    set(PACKAGE_VERSION_COMPATIBLE 1)
   endif()
   endif()
 endif()
 endif()
 set( ASSIMP_STATIC_LIB "@ASSIMP_BUILD_STATIC_LIB@")
 set( ASSIMP_STATIC_LIB "@ASSIMP_BUILD_STATIC_LIB@")

+ 2 - 2
assimp-config.cmake.in

@@ -37,8 +37,8 @@ if( WIN32 )
   set( ASSIMP_CXX_FLAGS " -DBOOST_ALL_DYN_LINK -DBOOST_ALL_NO_LIB")
   set( ASSIMP_CXX_FLAGS " -DBOOST_ALL_DYN_LINK -DBOOST_ALL_NO_LIB")
 endif()
 endif()
 set( ASSIMP_LINK_FLAGS "" )
 set( ASSIMP_LINK_FLAGS "" )
-set( ASSIMP_LIBRARY_DIRS "${ASSIMP_ROOT_DIR}/@LIB_INSTALL_DIR@")
-set( ASSIMP_INCLUDE_DIRS "${ASSIMP_ROOT_DIR}/@INCLUDE_INSTALL_DIR@")
+set( ASSIMP_LIBRARY_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_LIB_INSTALL_DIR@")
+set( ASSIMP_INCLUDE_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_INCLUDE_INSTALL_DIR@")
 set( ASSIMP_LIBRARIES assimp${ASSIMP_LIBRARY_SUFFIX})
 set( ASSIMP_LIBRARIES assimp${ASSIMP_LIBRARY_SUFFIX})
 
 
 # the boost version assimp was compiled with
 # the boost version assimp was compiled with

+ 1 - 1
code/3DSConverter.cpp

@@ -707,7 +707,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
 	if (0 == mRootNode->mChildren.size())
 	if (0 == mRootNode->mChildren.size())
 	{
 	{
 		//////////////////////////////////////////////////////////////////////////////
 		//////////////////////////////////////////////////////////////////////////////
-		// It seems the file is so fucked up that it has not even a hierarchy.
+		// It seems the file is so messed up that it has not even a hierarchy.
 		// generate a flat hiearachy which looks like this:
 		// generate a flat hiearachy which looks like this:
 		//
 		//
 		//                ROOT_NODE
 		//                ROOT_NODE

+ 1 - 1
code/BlenderLoader.cpp

@@ -472,7 +472,7 @@ void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const
 		return;
 		return;
 	}
 	}
 	
 	
-	// We can't support most of the texture types because the're mostly procedural.
+	// We can't support most of the texture types because they're mostly procedural.
 	// These are substituted by a dummy texture.
 	// These are substituted by a dummy texture.
 	const char* dispnam = "";
 	const char* dispnam = "";
 	switch( rtex->type ) 
 	switch( rtex->type ) 

+ 4 - 4
code/BoostWorkaround/boost/tuple/tuple.hpp

@@ -175,7 +175,7 @@ namespace boost	{
 		// Get a specific tuple element
 		// Get a specific tuple element
 		template <unsigned N>
 		template <unsigned N>
 		typename detail::type_getter<T0,0,typename very_long::next_type, N>::type& get ()	{
 		typename detail::type_getter<T0,0,typename very_long::next_type, N>::type& get ()	{
-			return m.get<N>();
+			return m.template get<N>();
 		}
 		}
 
 
 		// ... and the const version
 		// ... and the const version
@@ -255,7 +255,7 @@ namespace boost	{
 		return t;
 		return t;
 	}
 	}
 
 
-	// Constructs a tuple with 2 elements (fucking idiot, use std::pair instead!)
+	// Constructs a tuple with 2 elements 
 	template <typename T0,typename T1>
 	template <typename T0,typename T1>
 	inline tuple <T0,T1> make_tuple (const T0& t0,
 	inline tuple <T0,T1> make_tuple (const T0& t0,
 		const T1& t1) {
 		const T1& t1) {
@@ -265,7 +265,7 @@ namespace boost	{
 		return t;
 		return t;
 	}
 	}
 
 
-	// Constructs a tuple with 1 elements (no comment ...)
+	// Constructs a tuple with 1 elements (well ...)
 	template <typename T0>
 	template <typename T0>
 	inline tuple <T0> make_tuple (const T0& t0) {
 	inline tuple <T0> make_tuple (const T0& t0) {
 		tuple <T0> t;
 		tuple <T0> t;
@@ -273,7 +273,7 @@ namespace boost	{
 		return t;
 		return t;
 	}
 	}
 
 
-	// Constructs a tuple with 0 elements (ehm? Try http://www.promillerechner.net)
+	// Constructs a tuple with 0 elements (well ...)
 	inline tuple <> make_tuple () {
 	inline tuple <> make_tuple () {
 		tuple <> t;
 		tuple <> t;
 		return t;
 		return t;

+ 1 - 0
code/CMakeLists.txt

@@ -696,6 +696,7 @@ TARGET_LINK_LIBRARIES(assimp ${ZLIB_LIBRARIES})
 SET_TARGET_PROPERTIES( assimp PROPERTIES
 SET_TARGET_PROPERTIES( assimp PROPERTIES
 	VERSION ${ASSIMP_VERSION}
 	VERSION ${ASSIMP_VERSION}
 	SOVERSION ${ASSIMP_SOVERSION} # use full version 
 	SOVERSION ${ASSIMP_SOVERSION} # use full version 
+    OUTPUT_NAME assimp${ASSIMP_LIBRARY_SUFFIX}
 )
 )
 # Build against external unzip, or add ../contrib/unzip so
 # Build against external unzip, or add ../contrib/unzip so
 # assimp can #include "unzip.h"
 # assimp can #include "unzip.h"

+ 3 - 3
code/COBLoader.cpp

@@ -1045,9 +1045,9 @@ void COBImporter::ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const
 		v.y = reader.GetF4();
 		v.y = reader.GetF4();
 	}
 	}
 
 
-	const size_t numfuck = reader.GetI4();
-	msh.faces.reserve(numfuck);
-	for(size_t i = 0; i < numfuck; ++i) {
+	const size_t numf = reader.GetI4();
+	msh.faces.reserve(numf);
+	for(size_t i = 0; i < numf; ++i) {
 		// XXX backface culling flag is 0x10 in flags
 		// XXX backface culling flag is 0x10 in flags
 
 
 		// hole?
 		// hole?

+ 2 - 2
code/ColladaExporter.cpp

@@ -99,7 +99,7 @@ void ColladaExporter::WriteFile()
 
 
 	WriteSceneLibrary();
 	WriteSceneLibrary();
 
 
-	// useless Collada bullshit at the end, just in case we haven't had enough indirections, yet. 
+	// useless Collada fu at the end, just in case we haven't had enough indirections, yet. 
 	mOutput << startstr << "<scene>" << endstr;
 	mOutput << startstr << "<scene>" << endstr;
 	PushTag();
 	PushTag();
 	mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
 	mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
@@ -495,7 +495,7 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
 	mOutput << "</float_array>" << endstr; 
 	mOutput << "</float_array>" << endstr; 
 	PopTag();
 	PopTag();
 
 
-	// the usual Collada bullshit. Let's bloat it even more!
+	// the usual Collada fun. Let's bloat it even more!
 	mOutput << startstr << "<technique_common>" << endstr;
 	mOutput << startstr << "<technique_common>" << endstr;
 	PushTag();
 	PushTag();
 	mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
 	mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;

+ 3 - 2
code/ColladaHelper.h

@@ -119,6 +119,7 @@ struct Camera
 };
 };
 
 
 #define aiLightSource_AMBIENT 0xdeaddead
 #define aiLightSource_AMBIENT 0xdeaddead
+#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
 
 
 /** A collada light source. */
 /** A collada light source. */
 struct Light
 struct Light
@@ -129,8 +130,8 @@ struct Light
 		,	mAttQuadratic    (0.f)
 		,	mAttQuadratic    (0.f)
 		,	mFalloffAngle    (180.f)
 		,	mFalloffAngle    (180.f)
 		,	mFalloffExponent (0.f)
 		,	mFalloffExponent (0.f)
-		,	mPenumbraAngle	 (10e10f)
-		,	mOuterAngle		 (10e10f)
+		,	mPenumbraAngle	 (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
+		,	mOuterAngle		 (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
 		,	mIntensity		 (1.f)
 		,	mIntensity		 (1.f)
 	{}
 	{}
 
 

+ 7 - 7
code/ColladaLoader.cpp

@@ -325,11 +325,11 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
 			
 			
 			out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
 			out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
 
 
-			// ... some extension magic. FUCKING COLLADA. 
-			if (srcLight->mOuterAngle == 10e10f) 
+			// ... some extension magic. 
+			if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
 			{
 			{
-				// ... some deprecation magic. FUCKING FCOLLADA.
-				if (srcLight->mPenumbraAngle == 10e10f) 
+				// ... some deprecation magic. 
+				if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
 				{
 				{
 					// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
 					// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
 					// epsilon chosen to be 0.1
 					// epsilon chosen to be 0.1
@@ -382,7 +382,7 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
 		out->mClipPlaneNear = srcCamera->mZNear;
 		out->mClipPlaneNear = srcCamera->mZNear;
 
 
 		// ... but for the rest some values are optional 
 		// ... but for the rest some values are optional 
-		// and we need to compute the others in any combination. FUCKING COLLADA.
+		// and we need to compute the others in any combination. 
 		 if (srcCamera->mAspect != 10e10f)
 		 if (srcCamera->mAspect != 10e10f)
 			out->mAspect = srcCamera->mAspect;
 			out->mAspect = srcCamera->mAspect;
 
 
@@ -545,7 +545,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
 	std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + 
 	std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + 
 		pStartVertex + numVertices, dstMesh->mVertices);
 		pStartVertex + numVertices, dstMesh->mVertices);
 
 
-	// normals, if given. HACK: (thom) Due to the fucking Collada spec we never 
+	// normals, if given. HACK: (thom) Due to the glorious Collada spec we never 
 	// know if we have the same number of normals as there are positions. So we 
 	// know if we have the same number of normals as there are positions. So we 
 	// also ignore any vertex attribute if it has a different count
 	// also ignore any vertex attribute if it has a different count
 	if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
 	if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
@@ -636,7 +636,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
 			throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
 			throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
 		// sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
 		// sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
 		if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
 		if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
-			throw DeadlyImportError( "Unsupported vertex_weight adresssing scheme. Fucking collada spec.");
+			throw DeadlyImportError( "Unsupported vertex_weight adressing scheme. ");
 
 
 		// create containers to collect the weights for each bone
 		// create containers to collect the weights for each bone
 		size_t numBones = jointNames.mStrings.size();
 		size_t numBones = jointNames.mStrings.size();

+ 2 - 5
code/ColladaParser.cpp

@@ -487,7 +487,7 @@ void ColladaParser::ReadController( Collada::Controller& pController)
 			else if( IsElement( "skin"))
 			else if( IsElement( "skin"))
 			{
 			{
 				// read the mesh it refers to. According to the spec this could also be another
 				// read the mesh it refers to. According to the spec this could also be another
-				// controller, but I refuse to implement every bullshit idea they've come up with
+				// controller, but I refuse to implement every single idea they've come up with
 				int sourceIndex = GetAttribute( "source");
 				int sourceIndex = GetAttribute( "source");
 				pController.mMeshId = mReader->getAttributeValue( sourceIndex) + 1;
 				pController.mMeshId = mReader->getAttributeValue( sourceIndex) + 1;
 			} 
 			} 
@@ -1097,9 +1097,6 @@ void ColladaParser::ReadEffectLibrary()
 			if( IsElement( "effect"))
 			if( IsElement( "effect"))
 			{
 			{
 				// read ID. Do I have to repeat my ranting about "optional" attributes?
 				// read ID. Do I have to repeat my ranting about "optional" attributes?
-				// Alex: .... no, not necessary. Please shut up and leave more space for 
-				// me to complain about the fucking Collada spec with its fucking
-				// 'optional' attributes ...
 				int attrID = GetAttribute( "id");
 				int attrID = GetAttribute( "id");
 				std::string id = mReader->getAttributeValue( attrID);
 				std::string id = mReader->getAttributeValue( attrID);
 
 
@@ -1613,7 +1610,7 @@ void ColladaParser::ReadSource()
 			}
 			}
 			else if( IsElement( "technique_common"))
 			else if( IsElement( "technique_common"))
 			{
 			{
-				// I don't fucking care for your profiles bullshit
+				// I don't care for your profiles 
 			}
 			}
 			else if( IsElement( "accessor"))
 			else if( IsElement( "accessor"))
 			{
 			{

+ 56 - 8
code/IfcBoolean.cpp → code/IFCBoolean.cpp

@@ -381,12 +381,16 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 		unsigned int newcount = 0;
 		unsigned int newcount = 0;
 		bool was_outside_boundary = !PointInPoly(proj * in[vidx], profile->verts);
 		bool was_outside_boundary = !PointInPoly(proj * in[vidx], profile->verts);
 
 
-		size_t last_intersected_boundary_segment;
+		// used any more?
+		//size_t last_intersected_boundary_segment;
 		IfcVector3 last_intersected_boundary_point;
 		IfcVector3 last_intersected_boundary_point;
 
 
 		bool extra_point_flag = false;
 		bool extra_point_flag = false;
 		IfcVector3 extra_point;
 		IfcVector3 extra_point;
 
 
+		IfcVector3 enter_volume;
+		bool entered_volume_flag = false;
+
 		for(unsigned int i = 0; i < *iit; ++i) {
 		for(unsigned int i = 0; i < *iit; ++i) {
 			// current segment: [i,i+1 mod size] or [*extra_point,i] if extra_point_flag is set
 			// current segment: [i,i+1 mod size] or [*extra_point,i] if extra_point_flag is set
 			const IfcVector3& e0 = extra_point_flag ? extra_point : in[vidx+i];
 			const IfcVector3& e0 = extra_point_flag ? extra_point : in[vidx+i];
@@ -434,6 +438,7 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 					outvert.push_back(isectpos);
 					outvert.push_back(isectpos);
 					++newcount;
 					++newcount;
 					
 					
+					/*
 					// this is, however, only a line that goes to the plane, but not
 					// this is, however, only a line that goes to the plane, but not
 					// necessarily to the point where the bounding volume on the
 					// necessarily to the point where the bounding volume on the
 					// black side of the plane is hit. So basically, we need another 
 					// black side of the plane is hit. So basically, we need another 
@@ -442,8 +447,30 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 					extra_point_flag = true;
 					extra_point_flag = true;
 					extra_point = isectpos;
 					extra_point = isectpos;
 
 
-					//was_outside_boundary = true; 
-					//continue; 
+					was_outside_boundary = true; 
+					continue; */
+
+					// [isectpos, enter_volume] potentially needs extra points.
+					// For this, we determine the intersection point with the
+					// bounding volume and project it onto the plane. 
+					/*
+					const IfcVector3& enter_volume_proj = proj * enter_volume;
+					const IfcVector3& enter_isectpos = proj * isectpos;
+
+					intersected_boundary_segments.clear();
+					intersected_boundary_points.clear();
+
+					IntersectsBoundaryProfile(enter_volume_proj, enter_isectpos, profile->verts, 
+						intersected_boundary_segments, 
+						intersected_boundary_points);
+
+					if(!intersected_boundary_segments.empty()) {
+
+						vec = vec + ((p - vec) * n) * n;
+					}
+					*/				
+
+					//entered_volume_flag = true;
 				}
 				}
 				else {
 				else {
 					outvert.push_back(e0);
 					outvert.push_back(e0);
@@ -459,8 +486,15 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 					outvert.push_back(e0);
 					outvert.push_back(e0);
 				}
 				}
 				else {
 				else {
-					outvert.push_back(isectpos);
+					if(entered_volume_flag) {
+						const IfcVector3& fix_point = enter_volume + ((p - enter_volume) * n) * n;
+						outvert.push_back(fix_point);
+						++newcount;
+					}
+
+					outvert.push_back(isectpos);	
 				}
 				}
+				entered_volume_flag = false;
 				++newcount;
 				++newcount;
 			}
 			}
 			else { // no intersection with plane or parallel; e0,e1 are on the bad side
 			else { // no intersection with plane or parallel; e0,e1 are on the bad side
@@ -482,7 +516,7 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 
 
 						// ...
 						// ...
 
 
-						IfcFloat d = 1e10;
+						IfcFloat d = 1e20;
 						IfcVector3 vclosest;
 						IfcVector3 vclosest;
 						BOOST_FOREACH(const IfcVector3& v, intersected_boundary_points) {
 						BOOST_FOREACH(const IfcVector3& v, intersected_boundary_points) {
 							const IfcFloat dn = (v-e1_plane).SquareLength();
 							const IfcFloat dn = (v-e1_plane).SquareLength();
@@ -492,13 +526,24 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 							}
 							}
 						}
 						}
 
 
-						outvert.push_back(proj_inv * vclosest);
+						vclosest = proj_inv * vclosest;
+						if(entered_volume_flag) {
+							const IfcVector3& fix_point = vclosest + ((p - vclosest) * n) * n;
+							outvert.push_back(fix_point);
+							++newcount;
+
+							entered_volume_flag = false;
+						}
+
+						outvert.push_back(vclosest);
 						++newcount;
 						++newcount;
 
 
 						//outvert.push_back(e1);
 						//outvert.push_back(e1);
 						//++newcount;
 						//++newcount;
 					}
 					}
 					else {
 					else {
+						entered_volume_flag = true;
+
 						// we just entered the clipping boundary. Record the point
 						// we just entered the clipping boundary. Record the point
 						// and the segment where we entered and also generate this point.
 						// and the segment where we entered and also generate this point.
 						//last_intersected_boundary_segment = intersected_boundary_segments.front();
 						//last_intersected_boundary_segment = intersected_boundary_segments.front();
@@ -507,7 +552,7 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 						outvert.push_back(e0);
 						outvert.push_back(e0);
 						++newcount;
 						++newcount;
 
 
-						IfcFloat d = 1e10;
+						IfcFloat d = 1e20;
 						IfcVector3 vclosest;
 						IfcVector3 vclosest;
 						BOOST_FOREACH(const IfcVector3& v, intersected_boundary_points) {
 						BOOST_FOREACH(const IfcVector3& v, intersected_boundary_points) {
 							const IfcFloat dn = (v-e0_plane).SquareLength();
 							const IfcFloat dn = (v-e0_plane).SquareLength();
@@ -517,7 +562,8 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 							}
 							}
 						}
 						}
 
 
-						outvert.push_back(proj_inv * vclosest);
+						enter_volume = proj_inv * vclosest;
+						outvert.push_back(enter_volume);
 						++newcount;
 						++newcount;
 					}
 					}
 				}				
 				}				
@@ -525,6 +571,8 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
 				else if (is_outside_boundary) {
 				else if (is_outside_boundary) {
 					outvert.push_back(e0);
 					outvert.push_back(e0);
 					++newcount;
 					++newcount;
+
+					entered_volume_flag = false;
 				}
 				}
 			}
 			}
 
 

+ 2 - 2
code/LWOAnimation.cpp

@@ -448,8 +448,8 @@ void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
 
 
 		if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
 		if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
 
 
-			// we have a keyframe for all of them defined .. great,
-			// we don't need to fucking interpolate here ...
+			// we have a keyframe for all of them defined .. this means
+			// we don't need to interpolate here.
 			fill.mTime = (*cur_x).time;
 			fill.mTime = (*cur_x).time;
 
 
 			fill.mValue.x = (*cur_x).value;
 			fill.mValue.x = (*cur_x).value;

+ 0 - 1
code/MDLMaterialLoader.cpp

@@ -787,7 +787,6 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
 }
 }
 
 
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
-// What the fuck does this function do? Can't remember
 void MDLImporter::ParseSkinLump_3DGS_MDL7(
 void MDLImporter::ParseSkinLump_3DGS_MDL7(
 	const unsigned char* szCurrent,
 	const unsigned char* szCurrent,
 	const unsigned char** szCurrentOut,
 	const unsigned char** szCurrentOut,

+ 1 - 1
code/OgreMesh.cpp

@@ -182,7 +182,7 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
 	XmlRead(Reader);
 	XmlRead(Reader);
 
 
 	/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
 	/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
-	so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
+	so the break condition is a bit tricky */
 	while(Reader->getNodeName()==string("vertex")
 	while(Reader->getNodeName()==string("vertex")
 		||Reader->getNodeName()==string("position")
 		||Reader->getNodeName()==string("position")
 		||Reader->getNodeName()==string("normal")
 		||Reader->getNodeName()==string("normal")

+ 2 - 4
code/OgreSkeleton.cpp

@@ -77,8 +77,6 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 	if(!SkeletonFile)
 	if(!SkeletonFile)
 		throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
 		throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
 
 
-	//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
-
 	XmlRead(SkeletonFile);
 	XmlRead(SkeletonFile);
 	if(string("skeleton")!=SkeletonFile->getNodeName())
 	if(string("skeleton")!=SkeletonFile->getNodeName())
 		throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
 		throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
@@ -169,12 +167,12 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 		Bones[ChildId].ParentId=ParentId;
 		Bones[ChildId].ParentId=ParentId;
 		Bones[ParentId].Children.push_back(ChildId);
 		Bones[ParentId].Children.push_back(ChildId);
 
 
-		XmlRead(SkeletonFile);//I once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
+		XmlRead(SkeletonFile);
 	}
 	}
 	//_____________________________________________________________________________
 	//_____________________________________________________________________________
 
 
 
 
-	//--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
+	//--------- Calculate the WorldToBoneSpace Matrix recursively for all bones: ------------------
 	BOOST_FOREACH(Bone &theBone, Bones)
 	BOOST_FOREACH(Bone &theBone, Bones)
 	{
 	{
 		if(-1==theBone.ParentId) //the bone is a root bone
 		if(-1==theBone.ParentId) //the bone is a root bone

+ 1 - 2
code/Q3DLoader.cpp

@@ -379,8 +379,7 @@ void Q3DImporter::InternReadFile( const std::string& pFile,
 				light->mColorSpecular = light->mColorDiffuse;
 				light->mColorSpecular = light->mColorDiffuse;
 
 
 
 
-				// We don't need the rest, but we need to know where
-				// this fucking chunk ends.
+				// We don't need the rest, but we need to know where this chunk ends.
 				unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
 				unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
 
 
 				// skip the background file name
 				// skip the background file name

+ 1 - 1
code/STLLoader.cpp

@@ -384,7 +384,7 @@ bool STLImporter::LoadBinaryFile()
 			}
 			}
 			aiColor4D* clr = &pMesh->mColors[0][i*3];
 			aiColor4D* clr = &pMesh->mColors[0][i*3];
 			clr->a = 1.0f;
 			clr->a = 1.0f;
-			if (bIsMaterialise) // fuck, this is reversed
+			if (bIsMaterialise) // this is reversed
 			{
 			{
 				clr->r = (color & 0x31u) / 31.0f;
 				clr->r = (color & 0x31u) / 31.0f;
 				clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
 				clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;

+ 5 - 4
include/assimp/Importer.hpp

@@ -409,11 +409,12 @@ public:
 	 *   instance. Use GetOrphanedScene() to take ownership of it.
 	 *   instance. Use GetOrphanedScene() to take ownership of it.
 	 *
 	 *
 	 * @note This is a straightforward way to decode models from memory
 	 * @note This is a straightforward way to decode models from memory
-	 * buffers, but it doesn't handle model formats spreading their 
+	 * buffers, but it doesn't handle model formats that spread their 
 	 * data across multiple files or even directories. Examples include
 	 * data across multiple files or even directories. Examples include
-	 * OBJ or MD3, which outsource parts of their material stuff into
-	 * external scripts. If you need the full functionality, provide
-	 * a custom IOSystem to make Assimp find these files.
+	 * OBJ or MD3, which outsource parts of their material info into
+	 * external scripts. If you need full functionality, provide
+	 * a custom IOSystem to make Assimp find these files and use
+	 * the regular ReadFile() API.
 	 */
 	 */
 	const aiScene* ReadFileFromMemory( 
 	const aiScene* ReadFileFromMemory( 
 		const void* pBuffer,
 		const void* pBuffer,

+ 7 - 5
include/assimp/cimport.h

@@ -170,11 +170,13 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties(
  *   Check the return value, and you'll know ...
  *   Check the return value, and you'll know ...
  * @return A pointer to the imported data, NULL if the import failed.
  * @return A pointer to the imported data, NULL if the import failed.
  *
  *
- * @note This is a straightforward way to decode models from memory buffers, but it 
- * doesn't handle model formats spreading their data across multiple files or even
- * directories. Examples include OBJ or MD3, which outsource parts of their material
- * stuff into external scripts. If you need the full functionality, provide a custom 
- * IOSystem to make Assimp find these files.
+ * @note This is a straightforward way to decode models from memory
+ * buffers, but it doesn't handle model formats that spread their 
+ * data across multiple files or even directories. Examples include
+ * OBJ or MD3, which outsource parts of their material info into
+ * external scripts. If you need full functionality, provide
+ * a custom IOSystem to make Assimp find these files and use
+ * the regular aiImportFileEx()/aiImportFileExWithProperties() API.
  */
  */
 ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory( 
 ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory( 
 	const char* pBuffer,
 	const char* pBuffer,

+ 7 - 2
include/assimp/mesh.h

@@ -160,8 +160,13 @@ struct aiFace
 
 
 		delete[] mIndices;
 		delete[] mIndices;
 		mNumIndices = o.mNumIndices;
 		mNumIndices = o.mNumIndices;
-		mIndices = new unsigned int[mNumIndices];
-		::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
+		if (mNumIndices) {
+			mIndices = new unsigned int[mNumIndices];
+			::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
+		}
+		else {
+			mIndices = NULL;
+		}
 		return *this;
 		return *this;
 	}
 	}
 
 

+ 2 - 2
tools/assimp_view/MessageProc.cpp

@@ -985,7 +985,7 @@ void OpenAsset()
 void SetupPPUIState()
 void SetupPPUIState()
 {
 {
 	
 	
-	// fucking hell, that's ugly. anyone willing to rewrite me from scratch?
+	// that's ugly. anyone willing to rewrite me from scratch?
 	HMENU hMenu = GetMenu(g_hDlg);
 	HMENU hMenu = GetMenu(g_hDlg);
 	CheckMenuItem(hMenu,ID_VIEWER_PP_JIV,ppsteps & aiProcess_JoinIdenticalVertices ? MF_CHECKED : MF_UNCHECKED);
 	CheckMenuItem(hMenu,ID_VIEWER_PP_JIV,ppsteps & aiProcess_JoinIdenticalVertices ? MF_CHECKED : MF_UNCHECKED);
 	CheckMenuItem(hMenu,ID_VIEWER_PP_CTS,ppsteps & aiProcess_CalcTangentSpace ? MF_CHECKED : MF_UNCHECKED);
 	CheckMenuItem(hMenu,ID_VIEWER_PP_CTS,ppsteps & aiProcess_CalcTangentSpace ? MF_CHECKED : MF_UNCHECKED);
@@ -1916,7 +1916,7 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
 					}
 					}
 				}
 				}
 
 
-			// fucking hell, this is ugly. anyone willing to rewrite it from scratch using wxwidgets or similar?
+			// this is ugly. anyone willing to rewrite it from scratch using wxwidgets or similar?
 			else if (ID_VIEWER_PP_JIV == LOWORD(wParam))	{
 			else if (ID_VIEWER_PP_JIV == LOWORD(wParam))	{
 				ppsteps ^= aiProcess_JoinIdenticalVertices;
 				ppsteps ^= aiProcess_JoinIdenticalVertices;
 				CheckMenuItem(hMenu,ID_VIEWER_PP_JIV,ppsteps & aiProcess_JoinIdenticalVertices ? MF_CHECKED : MF_UNCHECKED);
 				CheckMenuItem(hMenu,ID_VIEWER_PP_JIV,ppsteps & aiProcess_JoinIdenticalVertices ? MF_CHECKED : MF_UNCHECKED);