FBX: fix parse error for uv-coordinates.

This commit is contained in:
Kim Kulling
2018-03-22 22:14:10 +01:00
parent c697d51d88
commit 13ae0a0ac3
3 changed files with 35 additions and 36 deletions

View File

@@ -79,14 +79,13 @@ Geometry::Geometry(uint64_t id, const Element& element, const std::string& name,
// ------------------------------------------------------------------------------------------------
Geometry::~Geometry()
{
// empty
}
const Skin* Geometry::DeformerSkin() const {
return skin;
}
// ------------------------------------------------------------------------------------------------
MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Geometry(id, element,name, doc)
@@ -186,9 +185,8 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
}
// ------------------------------------------------------------------------------------------------
MeshGeometry::~MeshGeometry()
{
MeshGeometry::~MeshGeometry() {
// empty
}
// ------------------------------------------------------------------------------------------------
@@ -218,7 +216,7 @@ const std::vector<unsigned int>& MeshGeometry::GetFaceIndexCounts() const {
// ------------------------------------------------------------------------------------------------
const std::vector<aiVector2D>& MeshGeometry::GetTextureCoords( unsigned int index ) const {
static const std::vector<aiVector2D> empty;
const std::vector<aiVector2D> empty;
return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : m_uvs[ index ];
}
@@ -227,7 +225,7 @@ std::string MeshGeometry::GetTextureCoordChannelName( unsigned int index ) const
}
const std::vector<aiColor4D>& MeshGeometry::GetVertexColors( unsigned int index ) const {
static const std::vector<aiColor4D> empty;
const std::vector<aiColor4D> empty;
return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : m_colors[ index ];
}
@@ -308,7 +306,6 @@ void MeshGeometry::ReadLayerElement(const Scope& layerElement)
<< type << ", index: " << typedIndex);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
{
@@ -412,7 +409,6 @@ void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scop
}
}
// ------------------------------------------------------------------------------------------------
// Lengthy utility function to read and resolve a FBX vertex data array - that is, the
// output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
@@ -431,7 +427,7 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
bool isDirect = ReferenceInformationType == "Direct";
bool isIndexToDirect = ReferenceInformationType == "IndexToDirect";
// fallback to direct data if there is no index data element
// fall-back to direct data if there is no index data element
if ( isIndexToDirect && !HasElement( source, indexDataElementName ) ) {
isDirect = true;
isIndexToDirect = false;
@@ -499,9 +495,14 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
return;
}
const T empty;
unsigned int next = 0;
for(int i : uvIndices) {
if (static_cast<size_t>(i) >= tempData.size()) {
if ( -1 == i ) {
data_out[ next++ ] = empty;
continue;
}
if (static_cast<size_t>(i) >= tempData.size()) {
DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
}
@@ -528,7 +529,6 @@ void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, c
m_mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
const std::string& MappingInformationType,
@@ -543,7 +543,6 @@ void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope
m_mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
const std::string& MappingInformationType,