commit
294d4230b0
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@ -459,7 +459,6 @@ void ColladaParser::PostProcessRootAnimations() {
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if (animation != mAnimationLibrary.end()) {
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if (animation != mAnimationLibrary.end()) {
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Animation *pSourceAnimation = animation->second;
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Animation *pSourceAnimation = animation->second;
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pSourceAnimation->CollectChannelsRecursively(clip->mChannels);
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pSourceAnimation->CollectChannelsRecursively(clip->mChannels);
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}
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}
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}
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}
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@ -1738,14 +1737,16 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
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// and read all indices into a temporary array
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// and read all indices into a temporary array
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std::vector<size_t> indices;
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std::vector<size_t> indices;
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if (expectedPointCount > 0)
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if (expectedPointCount > 0) {
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indices.reserve(expectedPointCount * numOffsets);
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indices.reserve(expectedPointCount * numOffsets);
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}
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if (pNumPrimitives > 0) // It is possible to not contain any indices
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// It is possible to not contain any indices
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{
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if (pNumPrimitives > 0) {
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std::string v;
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std::string v;
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XmlParser::getValueAsString(node, v);
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XmlParser::getValueAsString(node, v);
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const char *content = v.c_str();
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const char *content = v.c_str();
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SkipSpacesAndLineEnd(&content);
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while (*content != 0) {
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while (*content != 0) {
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// read a value.
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// read a value.
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// Hack: (thom) Some exporters put negative indices sometimes. We just try to carry on anyways.
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// Hack: (thom) Some exporters put negative indices sometimes. We just try to carry on anyways.
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@ -1772,21 +1773,24 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
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// find the data for all sources
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// find the data for all sources
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for (std::vector<InputChannel>::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it) {
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for (std::vector<InputChannel>::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it) {
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InputChannel &input = *it;
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InputChannel &input = *it;
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if (input.mResolved)
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if (input.mResolved) {
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continue;
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continue;
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}
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// find accessor
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// find accessor
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input.mResolved = &ResolveLibraryReference(mAccessorLibrary, input.mAccessor);
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input.mResolved = &ResolveLibraryReference(mAccessorLibrary, input.mAccessor);
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// resolve accessor's data pointer as well, if necessary
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// resolve accessor's data pointer as well, if necessary
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const Accessor *acc = input.mResolved;
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const Accessor *acc = input.mResolved;
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if (!acc->mData)
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if (!acc->mData) {
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acc->mData = &ResolveLibraryReference(mDataLibrary, acc->mSource);
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acc->mData = &ResolveLibraryReference(mDataLibrary, acc->mSource);
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}
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}
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}
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// and the same for the per-index channels
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// and the same for the per-index channels
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for (std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it) {
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for (std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it) {
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InputChannel &input = *it;
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InputChannel &input = *it;
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if (input.mResolved)
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if (input.mResolved) {
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continue;
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continue;
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}
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// ignore vertex pointer, it doesn't refer to an accessor
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// ignore vertex pointer, it doesn't refer to an accessor
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if (input.mType == IT_Vertex) {
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if (input.mType == IT_Vertex) {
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@ -1801,8 +1805,9 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
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input.mResolved = &ResolveLibraryReference(mAccessorLibrary, input.mAccessor);
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input.mResolved = &ResolveLibraryReference(mAccessorLibrary, input.mAccessor);
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// resolve accessor's data pointer as well, if necessary
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// resolve accessor's data pointer as well, if necessary
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const Accessor *acc = input.mResolved;
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const Accessor *acc = input.mResolved;
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if (!acc->mData)
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if (!acc->mData) {
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acc->mData = &ResolveLibraryReference(mDataLibrary, acc->mSource);
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acc->mData = &ResolveLibraryReference(mDataLibrary, acc->mSource);
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}
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}
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}
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// For continued primitives, the given count does not come all in one <p>, but only one primitive per <p>
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// For continued primitives, the given count does not come all in one <p>, but only one primitive per <p>
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@ -1884,11 +1889,13 @@ void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t n
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ai_assert((baseOffset + numOffsets - 1) < indices.size());
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ai_assert((baseOffset + numOffsets - 1) < indices.size());
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// extract per-vertex channels using the global per-vertex offset
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// extract per-vertex channels using the global per-vertex offset
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for (std::vector<InputChannel>::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it)
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for (std::vector<InputChannel>::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it) {
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ExtractDataObjectFromChannel(*it, indices[baseOffset + perVertexOffset], pMesh);
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ExtractDataObjectFromChannel(*it, indices[baseOffset + perVertexOffset], pMesh);
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}
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// and extract per-index channels using there specified offset
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// and extract per-index channels using there specified offset
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for (std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
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for (std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it) {
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ExtractDataObjectFromChannel(*it, indices[baseOffset + it->mOffset], pMesh);
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ExtractDataObjectFromChannel(*it, indices[baseOffset + it->mOffset], pMesh);
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}
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// store the vertex-data index for later assignment of bone vertex weights
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// store the vertex-data index for later assignment of bone vertex weights
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pMesh.mFacePosIndices.push_back(indices[baseOffset + perVertexOffset]);
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pMesh.mFacePosIndices.push_back(indices[baseOffset + perVertexOffset]);
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@ -1912,8 +1919,9 @@ void ColladaParser::ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset,
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// Extracts a single object from an input channel and stores it in the appropriate mesh data array
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// Extracts a single object from an input channel and stores it in the appropriate mesh data array
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void ColladaParser::ExtractDataObjectFromChannel(const InputChannel &pInput, size_t pLocalIndex, Mesh &pMesh) {
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void ColladaParser::ExtractDataObjectFromChannel(const InputChannel &pInput, size_t pLocalIndex, Mesh &pMesh) {
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// ignore vertex referrer - we handle them that separate
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// ignore vertex referrer - we handle them that separate
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if (pInput.mType == IT_Vertex)
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if (pInput.mType == IT_Vertex) {
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return;
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return;
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}
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const Accessor &acc = *pInput.mResolved;
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const Accessor &acc = *pInput.mResolved;
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if (pLocalIndex >= acc.mCount) {
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if (pLocalIndex >= acc.mCount) {
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@ -1926,86 +1934,93 @@ void ColladaParser::ExtractDataObjectFromChannel(const InputChannel &pInput, siz
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// assemble according to the accessors component sub-offset list. We don't care, yet,
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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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// what kind of object exactly we're extracting here
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ai_real obj[4];
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ai_real obj[4];
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for (size_t c = 0; c < 4; ++c)
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for (size_t c = 0; c < 4; ++c) {
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obj[c] = dataObject[acc.mSubOffset[c]];
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obj[c] = dataObject[acc.mSubOffset[c]];
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}
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// now we reinterpret it according to the type we're reading here
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// now we reinterpret it according to the type we're reading here
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switch (pInput.mType) {
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switch (pInput.mType) {
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case IT_Position: // ignore all position streams except 0 - there can be only one position
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case IT_Position: // ignore all position streams except 0 - there can be only one position
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if (pInput.mIndex == 0)
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if (pInput.mIndex == 0) {
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pMesh.mPositions.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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pMesh.mPositions.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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else
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex position stream supported");
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ASSIMP_LOG_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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// 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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ASSIMP_LOG_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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// 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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ASSIMP_LOG_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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// 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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ASSIMP_LOG_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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if (pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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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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ASSIMP_LOG_ERROR("Collada: too many texture coordinate sets. Skipping.");
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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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if (pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS) {
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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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result[static_cast<unsigned int>(i)] = obj[pInput.mResolved->mSubOffset[i]];
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}
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}
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pMesh.mColors[pInput.mIndex].push_back(result);
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break;
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} else {
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case IT_Normal:
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ASSIMP_LOG_ERROR("Collada: too many vertex color sets. Skipping.");
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// pad to current vertex count if necessary
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}
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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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break;
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// ignore all normal streams except 0 - there can be only one normal
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default:
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if (pInput.mIndex == 0) {
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// IT_Invalid and IT_Vertex
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pMesh.mNormals.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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ai_assert(false && "shouldn't ever get here");
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex normal stream supported");
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}
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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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// 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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ASSIMP_LOG_ERROR("Collada: just one vertex tangent stream supported");
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}
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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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}
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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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ASSIMP_LOG_ERROR("Collada: just one vertex bitangent stream supported");
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}
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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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if (pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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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]) {
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pMesh.mNumUVComponents[pInput.mIndex] = 3;
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}
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} else {
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ASSIMP_LOG_ERROR("Collada: too many texture coordinate sets. Skipping.");
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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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if (pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS) {
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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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result[static_cast<unsigned int>(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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ASSIMP_LOG_ERROR("Collada: too many vertex color sets. Skipping.");
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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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}
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}
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}
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}
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Reference in New Issue