Fixing some whitespace issues in ColladaParser
parent
7d4ee98350
commit
0ea6ec4e84
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@ -2156,7 +2156,7 @@ void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, si
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// get a pointer to the start of the data object referred to by the accessor and the local index
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const float* dataObject = &(acc.mData->mValues[0]) + acc.mOffset + pLocalIndex* acc.mStride;
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// assemble according to the accessors component sub-offset list. We don't care, yet,
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// what kind of object exactly we're extracting here
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float obj[4];
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@ -2173,79 +2173,79 @@ void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, si
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DefaultLogger::get()->error("Collada: just one vertex position stream supported");
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break;
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case IT_Normal:
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// pad to current vertex count if necessary
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if( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
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pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() - 1, aiVector3D( 0, 1, 0));
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// pad to current vertex count if necessary
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if( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
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pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() - 1, aiVector3D( 0, 1, 0));
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// ignore all normal streams except 0 - there can be only one normal
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if( pInput.mIndex == 0)
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// ignore all normal streams except 0 - there can be only one normal
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if( pInput.mIndex == 0)
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pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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else
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DefaultLogger::get()->error("Collada: just one vertex normal stream supported");
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break;
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case IT_Tangent:
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// pad to current vertex count if necessary
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if( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
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pMesh->mTangents.insert( pMesh->mTangents.end(), pMesh->mPositions.size() - pMesh->mTangents.size() - 1, aiVector3D( 1, 0, 0));
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// pad to current vertex count if necessary
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if( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
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pMesh->mTangents.insert( pMesh->mTangents.end(), pMesh->mPositions.size() - pMesh->mTangents.size() - 1, aiVector3D( 1, 0, 0));
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// ignore all tangent streams except 0 - there can be only one tangent
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if( pInput.mIndex == 0)
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// ignore all tangent streams except 0 - there can be only one tangent
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if( pInput.mIndex == 0)
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pMesh->mTangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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else
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DefaultLogger::get()->error("Collada: just one vertex tangent stream supported");
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break;
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case IT_Bitangent:
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// pad to current vertex count if necessary
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if( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
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pMesh->mBitangents.insert( pMesh->mBitangents.end(), pMesh->mPositions.size() - pMesh->mBitangents.size() - 1, aiVector3D( 0, 0, 1));
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// pad to current vertex count if necessary
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if( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
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pMesh->mBitangents.insert( pMesh->mBitangents.end(), pMesh->mPositions.size() - pMesh->mBitangents.size() - 1, aiVector3D( 0, 0, 1));
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// ignore all bitangent streams except 0 - there can be only one bitangent
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if( pInput.mIndex == 0)
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// ignore all bitangent streams except 0 - there can be only one bitangent
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if( pInput.mIndex == 0)
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pMesh->mBitangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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else
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DefaultLogger::get()->error("Collada: just one vertex bitangent stream supported");
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break;
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case IT_Texcoord:
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// up to 4 texture coord sets are fine, ignore the others
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// up to 4 texture coord sets are fine, ignore the others
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if( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS)
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{
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// pad to current vertex count if necessary
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if( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
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pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
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pMesh->mPositions.size() - pMesh->mTexCoords[pInput.mIndex].size() - 1, aiVector3D( 0, 0, 0));
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{
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// pad to current vertex count if necessary
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if( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
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pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
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pMesh->mPositions.size() - pMesh->mTexCoords[pInput.mIndex].size() - 1, aiVector3D( 0, 0, 0));
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pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
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if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
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pMesh->mNumUVComponents[pInput.mIndex]=3;
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} else
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{
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{
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DefaultLogger::get()->error("Collada: too many texture coordinate sets. Skipping.");
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}
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}
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break;
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case IT_Color:
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// up to 4 color sets are fine, ignore the others
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// up to 4 color sets are fine, ignore the others
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if( pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS)
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{
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// pad to current vertex count if necessary
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if( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
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pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
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pMesh->mPositions.size() - pMesh->mColors[pInput.mIndex].size() - 1, aiColor4D( 0, 0, 0, 1));
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{
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// pad to current vertex count if necessary
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if( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
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pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
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pMesh->mPositions.size() - pMesh->mColors[pInput.mIndex].size() - 1, aiColor4D( 0, 0, 0, 1));
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aiColor4D result(0, 0, 0, 1);
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for (size_t i = 0; i < pInput.mResolved->mSize; ++i)
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{
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result[i] = obj[pInput.mResolved->mSubOffset[i]];
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}
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aiColor4D result(0, 0, 0, 1);
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for (size_t i = 0; i < pInput.mResolved->mSize; ++i)
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{
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result[i] = obj[pInput.mResolved->mSubOffset[i]];
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}
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pMesh->mColors[pInput.mIndex].push_back(result);
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} else
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{
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} else
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{
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DefaultLogger::get()->error("Collada: too many vertex color sets. Skipping.");
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}
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}
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break;
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default:
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// IT_Invalid and IT_Vertex
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ai_assert(false && "shouldn't ever get here");
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default:
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// IT_Invalid and IT_Vertex
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ai_assert(false && "shouldn't ever get here");
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}
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}
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