- BUGFIX: ColladaLoader handles multiple UVs/VColors correctly now. Thanks to Ingrater to point it out.

- ScenePreprocessor will now detect 3D UV channels with all-empty third component.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@400 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-04-23 14:13:20 +00:00
parent e8386dc837
commit d6aacefa1e
4 changed files with 62 additions and 26 deletions

View File

@@ -506,7 +506,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
// ------------------------------------------------------------------------------------------------
// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
{
aiMesh* dstMesh = new aiMesh;
@@ -547,25 +547,28 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
}
// same for texturecoords, as many as we have
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
// empty slots are not allowed, need to pack and adjust UV indexes accordingly
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
if( pSrcMesh->mTexCoords[a].size() == pSrcMesh->mPositions.size())
{
dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
for( size_t b = 0; b < numVertices; ++b)
dstMesh->mTextureCoords[a][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
dstMesh->mNumUVComponents[a] = pSrcMesh->mNumUVComponents[a];
dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
++real;
}
}
// same for vertex colors, as many as we have
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
// same for vertex colors, as many as we have. again the same packing to avoid empty slots
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
{
if( pSrcMesh->mColors[a].size() == pSrcMesh->mPositions.size())
{
dstMesh->mColors[a] = new aiColor4D[numVertices];
std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[a]);
dstMesh->mColors[real] = new aiColor4D[numVertices];
std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
++real;
}
}
@@ -866,12 +869,12 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
}
// determine which transform step is affected by this channel
entry.mTransformIndex = -1;
entry.mTransformIndex = 0xffffffff;
for( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
if( srcNode->mTransforms[a].mID == entry.mTransformId)
entry.mTransformIndex = a;
if( entry.mTransformIndex == -1)
if( entry.mTransformIndex == 0xffffffff)
continue;
entry.mChannel = &(*cit);
@@ -1075,20 +1078,19 @@ void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParse
// UV source index ... if we didn't resolve the mapping it is actually just
// a guess but it works in most cases. We search for the frst occurence of a
// number in the channel name. We assume it is the zero-based index into the
// UV channel array of all corresponding meshes.
// UV channel array of all corresponding meshes. It could also be one-based
// for some exporters, but we won't care of it unless someone complains about.
if (sampler.mUVId != 0xffffffff)
map = sampler.mUVId;
else {
map = 0xffffffff;
for (std::string::const_iterator it = sampler.mUVChannel.begin();
it != sampler.mUVChannel.end(); ++it)
{
map = -1;
for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
if (IsNumeric(*it)) {
map = strtol10(&(*it));
break;
}
}
if (0xffffffff == map) {
if (-1 == map) {
DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
map = 0;
}