Conflicts:
	code/ColladaParser.cpp
pull/19/head
ulf 2013-01-25 19:08:10 +01:00
commit 0f781516bf
1 changed files with 42 additions and 43 deletions

View File

@ -2157,7 +2157,7 @@ void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, si
// get a pointer to the start of the data object referred to by the accessor and the local index
const float* dataObject = &(acc.mData->mValues[0]) + acc.mOffset + pLocalIndex* acc.mStride;
// assemble according to the accessors component sub-offset list. We don't care, yet,
// what kind of object exactly we're extracting here
float obj[4];
@ -2174,80 +2174,79 @@ void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, si
DefaultLogger::get()->error("Collada: just one vertex position stream supported");
break;
case IT_Normal:
// pad to current vertex count if necessary
if( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() - 1, aiVector3D( 0, 1, 0));
// pad to current vertex count if necessary
if( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() - 1, aiVector3D( 0, 1, 0));
// ignore all normal streams except 0 - there can be only one normal
if( pInput.mIndex == 0)
// ignore all normal streams except 0 - there can be only one normal
if( pInput.mIndex == 0)
pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2]));
else
DefaultLogger::get()->error("Collada: just one vertex normal stream supported");
break;
case IT_Tangent:
// pad to current vertex count if necessary
if( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
pMesh->mTangents.insert( pMesh->mTangents.end(), pMesh->mPositions.size() - pMesh->mTangents.size() - 1, aiVector3D( 1, 0, 0));
// pad to current vertex count if necessary
if( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
pMesh->mTangents.insert( pMesh->mTangents.end(), pMesh->mPositions.size() - pMesh->mTangents.size() - 1, aiVector3D( 1, 0, 0));
// ignore all tangent streams except 0 - there can be only one tangent
if( pInput.mIndex == 0)
// ignore all tangent streams except 0 - there can be only one tangent
if( pInput.mIndex == 0)
pMesh->mTangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
else
DefaultLogger::get()->error("Collada: just one vertex tangent stream supported");
break;
case IT_Bitangent:
// pad to current vertex count if necessary
if( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
pMesh->mBitangents.insert( pMesh->mBitangents.end(), pMesh->mPositions.size() - pMesh->mBitangents.size() - 1, aiVector3D( 0, 0, 1));
// pad to current vertex count if necessary
if( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
pMesh->mBitangents.insert( pMesh->mBitangents.end(), pMesh->mPositions.size() - pMesh->mBitangents.size() - 1, aiVector3D( 0, 0, 1));
// ignore all bitangent streams except 0 - there can be only one bitangent
if( pInput.mIndex == 0)
// ignore all bitangent streams except 0 - there can be only one bitangent
if( pInput.mIndex == 0)
pMesh->mBitangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
else
DefaultLogger::get()->error("Collada: just one vertex bitangent stream supported");
break;
case IT_Texcoord:
// up to 4 texture coord sets are fine, ignore the others
// up to 4 texture coord sets are fine, ignore the others
if( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS)
{
// pad to current vertex count if necessary
if( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
pMesh->mPositions.size() - pMesh->mTexCoords[pInput.mIndex].size() - 1, aiVector3D( 0, 0, 0));
{
// pad to current vertex count if necessary
if( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
pMesh->mPositions.size() - pMesh->mTexCoords[pInput.mIndex].size() - 1, aiVector3D( 0, 0, 0));
pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
pMesh->mNumUVComponents[pInput.mIndex]=3;
} else
{
{
DefaultLogger::get()->error("Collada: too many texture coordinate sets. Skipping.");
}
}
break;
case IT_Color:
// up to 4 color sets are fine, ignore the others
// up to 4 color sets are fine, ignore the others
if( pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS)
{
// pad to current vertex count if necessary
if( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
pMesh->mPositions.size() - pMesh->mColors[pInput.mIndex].size() - 1, aiColor4D( 0, 0, 0, 1));
{
// pad to current vertex count if necessary
if( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
pMesh->mPositions.size() - pMesh->mColors[pInput.mIndex].size() - 1, aiColor4D( 0, 0, 0, 1));
//pMesh->mColors[pInput.mIndex].push_back( aiColor4D( obj[0], obj[1], obj[2], obj[3]));
aiColor4D result(0, 0, 0, 1);
for (size_t i = 0; i < pInput.mResolved->mSize; ++i)
{
result[i] = obj[pInput.mResolved->mSubOffset[i]];
}
pMesh->mColors[pInput.mIndex].push_back(result);
} else
{
aiColor4D result(0, 0, 0, 1);
for (size_t i = 0; i < pInput.mResolved->mSize; ++i)
{
result[i] = obj[pInput.mResolved->mSubOffset[i]];
}
pMesh->mColors[pInput.mIndex].push_back(result);
} else
{
DefaultLogger::get()->error("Collada: too many vertex color sets. Skipping.");
}
}
break;
default:
// IT_Invalid and IT_Vertex
ai_assert(false && "shouldn't ever get here");
default:
// IT_Invalid and IT_Vertex
ai_assert(false && "shouldn't ever get here");
}
}