Merge branch 'master' into fix/collada_empty_animation_name

This commit is contained in:
Kim Kulling
2022-07-05 09:28:39 +02:00
committed by GitHub
7 changed files with 331 additions and 225 deletions

View File

@@ -74,6 +74,8 @@ namespace XmlTag {
const char* const pid = "pid";
const char* const pindex = "pindex";
const char* const p1 = "p1";
const char *const p2 = "p2";
const char *const p3 = "p3";
const char* const name = "name";
const char* const type = "type";
const char* const build = "build";

View File

@@ -64,7 +64,7 @@ bool validateColorString(const char *color) {
return true;
}
aiFace ReadTriangle(XmlNode &node) {
aiFace ReadTriangle(XmlNode &node, unsigned int &texId0, unsigned int &texId1, unsigned int &texId2) {
aiFace face;
face.mNumIndices = 3;
@@ -73,6 +73,10 @@ aiFace ReadTriangle(XmlNode &node) {
face.mIndices[1] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v2).as_string()));
face.mIndices[2] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v3).as_string()));
texId0 = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::p1).as_string()));
texId1 = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::p2).as_string()));
texId2 = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::p3).as_string()));
return face;
}
@@ -412,6 +416,8 @@ void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
bool hasPid = getNodeAttribute(currentNode, D3MF::XmlTag::pid, pid);
bool hasP1 = getNodeAttribute(currentNode, D3MF::XmlTag::p1, p1);
unsigned int texId[3];
aiFace face = ReadTriangle(currentNode, texId[0], texId[1], texId[2]);
if (hasPid && hasP1) {
auto it = mResourcesDictionnary.find(pid);
if (it != mResourcesDictionnary.end()) {
@@ -420,6 +426,11 @@ void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
mesh->mMaterialIndex = baseMaterials->mMaterialIndex[p1];
} else if (it->second->getType() == ResourceType::RT_Texture2DGroup) {
if (mesh->mTextureCoords[0] == nullptr) {
mesh->mNumUVComponents[0] = 2;
for (unsigned int i = 1; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mesh->mNumUVComponents[i] = 0;
}
Texture2DGroup *group = static_cast<Texture2DGroup *>(it->second);
const std::string name = ai_to_string(group->mTexId);
for (size_t i = 0; i < mMaterials.size(); ++i) {
@@ -427,8 +438,9 @@ void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
mesh->mMaterialIndex = static_cast<unsigned int>(i);
}
}
mesh->mTextureCoords[0] = new aiVector3D[group->mTex2dCoords.size()];
for (unsigned int i = 0; i < group->mTex2dCoords.size(); ++i) {
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mTextureCoords[0][i] = aiVector3D(group->mTex2dCoords[i].x, group->mTex2dCoords[i].y, 0);
}
}
@@ -436,7 +448,6 @@ void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
}
}
aiFace face = ReadTriangle(currentNode);
faces.push_back(face);
}
}
@@ -578,11 +589,15 @@ aiMaterial *XmlSerializer::readMaterialDef(XmlNode &node, unsigned int basemater
}
void XmlSerializer::StoreMaterialsInScene(aiScene *scene) {
if (nullptr == scene || mMaterials.empty()) {
if (nullptr == scene) {
return;
}
scene->mNumMaterials = static_cast<unsigned int>(mMaterials.size());
if (scene->mNumMaterials == 0) {
return;
}
scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
for (size_t i = 0; i < mMaterials.size(); ++i) {
scene->mMaterials[i] = mMaterials[i];

View File

@@ -874,7 +874,7 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
// batch.SetBasePath(pFile);
//batch.SetBasePath(pFile);
cameras.reserve(5);
lights.reserve(5);

View File

@@ -105,36 +105,39 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (!mesh->mTextureCoords[i]) {
mesh->mNumUVComponents[i] = 0;
} else {
if (!mesh->mNumUVComponents[i]) {
mesh->mNumUVComponents[i] = 2;
continue;
}
if (!mesh->mNumUVComponents[i]) {
mesh->mNumUVComponents[i] = 2;
}
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
// Ensure unused components are zeroed. This will make 1D texture channels work
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
size_t num = 0;
for (; p != end; ++p) {
p->z = 0.f;
num++;
}
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
// Ensure unused components are zeroed. This will make 1D texture channels work
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p) {
p->z = 0.f;
}
} else if (1 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p) {
p->z = p->y = 0.f;
}
} else if (3 == mesh->mNumUVComponents[i]) {
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
for (; p != end; ++p) {
if (p->z != 0) {
break;
}
}
if (p == end) {
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
mesh->mNumUVComponents[i] = 2;
} else if (1 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p) {
p->z = p->y = 0.f;
}
} else if (3 == mesh->mNumUVComponents[i]) {
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
for (; p != end; ++p) {
if (p->z != 0) {
break;
}
}
if (p == end) {
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
mesh->mNumUVComponents[i] = 2;
}
}
}

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@@ -1,5 +1,9 @@
#include "revision.h"
#ifdef __GNUC__
#include "winresrc.h"
#else
#include "winres.h"
#endif
LANGUAGE LANG_NEUTRAL, SUBLANG_NEUTRAL
#pragma code_page(1252)