Closes https://github.com/assimp/assimp/issues/2251: introduce AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS to avoid removing textures.
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40a1c1ed07
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5d6fc7a557
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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "FindInvalidDataProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/Macros.h>
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#include <assimp/Exceptional.h>
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#include <assimp/qnan.h>
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@ -61,7 +62,7 @@ using namespace Assimp;
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// Constructor to be privately used by Importer
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FindInvalidDataProcess::FindInvalidDataProcess()
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: configEpsilon(0.0)
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{
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, mIgnoreTexCoods( false ){
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// nothing to do here
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}
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@ -85,6 +86,7 @@ void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
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{
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// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
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configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
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mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);
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}
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// ------------------------------------------------------------------------------------------------
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@ -171,7 +173,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
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inline
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const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
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const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
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{
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return NULL;
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@ -179,7 +182,8 @@ inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/
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// ------------------------------------------------------------------------------------------------
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template <>
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inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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inline
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const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
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{
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bool b = false;
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@ -251,8 +255,8 @@ bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real e
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
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{
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inline
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bool AllIdentical(T* in, unsigned int num, ai_real epsilon) {
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if (num <= 1) {
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return true;
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}
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@ -361,6 +365,7 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
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if (!mIgnoreTexCoods) {
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if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
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pMesh->mNumUVComponents[i] = 0;
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@ -374,6 +379,7 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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ret = true;
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}
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}
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}
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// -- we don't validate vertex colors, it's difficult to say whether
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// they are invalid or not.
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@ -41,7 +41,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/** @file Defines a post processing step to search an importer's output
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for data that is obviously invalid */
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* for data that is obviously invalid
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*/
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#ifndef AI_FINDINVALIDDATA_H_INC
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#define AI_FINDINVALIDDATA_H_INC
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@ -50,7 +51,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/anim.h>
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struct aiMesh;
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class FindInvalidDataProcessTest;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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@ -59,15 +62,11 @@ namespace Assimp {
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*
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* Originally this was a workaround for some models written by Blender
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* which have zero normal vectors. */
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess
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{
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
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public:
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FindInvalidDataProcess();
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~FindInvalidDataProcess();
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public:
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// -------------------------------------------------------------------
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//
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bool IsActive( unsigned int pFlags) const;
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@ -80,26 +79,25 @@ public:
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// Run the step
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void Execute( aiScene* pScene);
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public:
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given mesh
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/** Executes the post-processing step on the given mesh
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* @param pMesh The mesh to process.
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
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int ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given animation
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/** Executes the post-processing step on the given animation
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* @param anim The animation to process. */
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void ProcessAnimation (aiAnimation* anim);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given anim channel
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/** Executes the post-processing step on the given anim channel
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* @param anim The animation channel to process.*/
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void ProcessAnimationChannel (aiNodeAnim* anim);
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private:
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ai_real configEpsilon;
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bool mIgnoreTexCoods;
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};
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} // end of namespace Assimp
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@ -498,6 +498,13 @@ enum aiComponent
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#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
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"PP_FID_ANIM_ACCURACY"
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// ---------------------------------------------------------------------------
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/** @brief Input parameter to the #aiProcess_FindInvalidData step:
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* Set to true to ignore texture coordinates. This may be useful if you have
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* to assign different kind of textures like one for the summer or one for the winter.
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*/
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#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
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"PP_FID_IGNORE_TEXTURECOORDS"
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// TransformUVCoords evaluates UV scalings
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#define AI_UVTRAFO_SCALING 0x1
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