Closes https://github.com/assimp/assimp/issues/2251: introduce AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS to avoid removing textures.

pull/2310/head
Kim Kulling 2019-01-27 21:05:58 +01:00
parent 40a1c1ed07
commit 5d6fc7a557
3 changed files with 37 additions and 26 deletions

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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "FindInvalidDataProcess.h"
#include "ProcessHelper.h"
#include <assimp/Macros.h>
#include <assimp/Exceptional.h>
#include <assimp/qnan.h>
@ -60,8 +61,8 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindInvalidDataProcess::FindInvalidDataProcess()
: configEpsilon(0.0)
{
: configEpsilon(0.0)
, mIgnoreTexCoods( false ){
// nothing to do here
}
@ -85,6 +86,7 @@ void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
{
// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);
}
// ------------------------------------------------------------------------------------------------
@ -171,7 +173,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
// ------------------------------------------------------------------------------------------------
template <typename T>
inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
inline
const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
{
return NULL;
@ -179,7 +182,8 @@ inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/
// ------------------------------------------------------------------------------------------------
template <>
inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
inline
const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
{
bool b = false;
@ -251,8 +255,8 @@ bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real e
// ------------------------------------------------------------------------------------------------
template <typename T>
inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
{
inline
bool AllIdentical(T* in, unsigned int num, ai_real epsilon) {
if (num <= 1) {
return true;
}
@ -361,6 +365,7 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
// process texture coordinates
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
if (!mIgnoreTexCoods) {
if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
pMesh->mNumUVComponents[i] = 0;
@ -374,6 +379,7 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
ret = true;
}
}
}
// -- we don't validate vertex colors, it's difficult to say whether
// 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.
*/
/** @file Defines a post processing step to search an importer's output
for data that is obviously invalid */
* for data that is obviously invalid
*/
#ifndef AI_FINDINVALIDDATA_H_INC
#define AI_FINDINVALIDDATA_H_INC
@ -50,7 +51,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/anim.h>
struct aiMesh;
class FindInvalidDataProcessTest;
namespace Assimp {
// ---------------------------------------------------------------------------
@ -59,15 +62,11 @@ namespace Assimp {
*
* Originally this was a workaround for some models written by Blender
* which have zero normal vectors. */
class ASSIMP_API FindInvalidDataProcess : public BaseProcess
{
class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
public:
FindInvalidDataProcess();
~FindInvalidDataProcess();
public:
// -------------------------------------------------------------------
//
bool IsActive( unsigned int pFlags) const;
@ -80,26 +79,25 @@ public:
// Run the step
void Execute( aiScene* pScene);
public:
// -------------------------------------------------------------------
/** Executes the postprocessing step on the given mesh
/** Executes the post-processing step on the given mesh
* @param pMesh The mesh to process.
* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
int ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** Executes the postprocessing step on the given animation
/** Executes the post-processing step on the given animation
* @param anim The animation to process. */
void ProcessAnimation (aiAnimation* anim);
// -------------------------------------------------------------------
/** Executes the postprocessing step on the given anim channel
/** Executes the post-processing step on the given anim channel
* @param anim The animation channel to process.*/
void ProcessAnimationChannel (aiNodeAnim* anim);
private:
ai_real configEpsilon;
bool mIgnoreTexCoods;
};
} // end of namespace Assimp

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@ -498,6 +498,13 @@ enum aiComponent
#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
"PP_FID_ANIM_ACCURACY"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
* Set to true to ignore texture coordinates. This may be useful if you have
* to assign different kind of textures like one for the summer or one for the winter.
*/
#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
"PP_FID_IGNORE_TEXTURECOORDS"
// TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1