diff --git a/code/AssetLib/3DS/3DSConverter.cpp b/code/AssetLib/3DS/3DSConverter.cpp index b99e9f798..6d3f09cb7 100644 --- a/code/AssetLib/3DS/3DSConverter.cpp +++ b/code/AssetLib/3DS/3DSConverter.cpp @@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut, // Cameras or lights define their transformation in their parent node and in the // corresponding light or camera chunks. However, we read and process the latter - // to to be able to return valid cameras/lights even if no scenegraph is given. + // to be able to return valid cameras/lights even if no scenegraph is given. for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) { if (pcSOut->mCameras[n]->mName == pcOut->mName) { pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f); diff --git a/code/AssetLib/3DS/3DSLoader.cpp b/code/AssetLib/3DS/3DSLoader.cpp index a2dcc32ac..a406ea1d2 100644 --- a/code/AssetLib/3DS/3DSLoader.cpp +++ b/code/AssetLib/3DS/3DSLoader.cpp @@ -365,7 +365,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) { // IMPLEMENTATION NOTE; // Cameras or lights define their transformation in their parent node and in the // corresponding light or camera chunks. However, we read and process the latter - // to to be able to return valid cameras/lights even if no scenegraph is given. + // to be able to return valid cameras/lights even if no scenegraph is given. // get chunk type switch (chunk.Flag) { diff --git a/code/AssetLib/ASE/ASELoader.cpp b/code/AssetLib/ASE/ASELoader.cpp index 94e213fb3..f98316661 100644 --- a/code/AssetLib/ASE/ASELoader.cpp +++ b/code/AssetLib/ASE/ASELoader.cpp @@ -904,7 +904,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector &avOutMes ASSIMP_LOG_WARN("Material index is out of range"); } - // If the material the mesh is assigned to is consisting of submeshes, split it + // If the material the mesh is assigned to consists of submeshes, split it if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) { std::vector vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials; diff --git a/code/AssetLib/Blender/BlenderScene.cpp b/code/AssetLib/Blender/BlenderScene.cpp index a2e4c30f2..e25dc450b 100644 --- a/code/AssetLib/Blender/BlenderScene.cpp +++ b/code/AssetLib/Blender/BlenderScene.cpp @@ -297,7 +297,7 @@ void Structure ::Convert( const FileDatabase &db) const { // note: as per https://github.com/assimp/assimp/issues/128, // reading the Object linked list recursively is prone to stack overflow. - // This structure converter is therefore an hand-written exception that + // This structure converter is therefore a hand-written exception that // does it iteratively. const int initial_pos = db.reader->GetCurrentPos(); diff --git a/code/AssetLib/Collada/ColladaParser.cpp b/code/AssetLib/Collada/ColladaParser.cpp index 7ccb22fec..42a8d6052 100644 --- a/code/AssetLib/Collada/ColladaParser.cpp +++ b/code/AssetLib/Collada/ColladaParser.cpp @@ -1867,7 +1867,7 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector and tags this function will create wrong uv coordinates. -///It's not clear from COLLADA documentation is this allowed or not. For now only exporter fixed to avoid such behavior +///It's not clear from COLLADA documentation whether this is allowed or not. For now only exporter fixed to avoid such behavior void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh, std::vector &pPerIndexChannels, size_t currentPrimitive, const std::vector &indices) { // calculate the base offset of the vertex whose attributes we ant to copy diff --git a/code/AssetLib/FBX/FBXConverter.cpp b/code/AssetLib/FBX/FBXConverter.cpp index bd97db76d..62ada774f 100644 --- a/code/AssetLib/FBX/FBXConverter.cpp +++ b/code/AssetLib/FBX/FBXConverter.cpp @@ -1204,7 +1204,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c const auto &curNormals = shapeGeometry->GetNormals(); const auto &curIndices = shapeGeometry->GetIndices(); //losing channel name if using shapeGeometry->Name() - // if blendShapeChannel Name is empty or don't have a ".", add geoMetryName; + // if blendShapeChannel Name is empty or doesn't have a ".", add geoMetryName; auto aniName = FixAnimMeshName(blendShapeChannel->Name()); auto geoMetryName = FixAnimMeshName(shapeGeometry->Name()); if (aniName.empty()) { diff --git a/code/AssetLib/FBX/FBXDeformer.cpp b/code/AssetLib/FBX/FBXDeformer.cpp index 1aab55ea9..8f944527a 100644 --- a/code/AssetLib/FBX/FBXDeformer.cpp +++ b/code/AssetLib/FBX/FBXDeformer.cpp @@ -84,7 +84,7 @@ Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const transform = ReadMatrix(Transform); transformLink = ReadMatrix(TransformLink); - // it is actually possible that there be Deformer's with no weights + // it is actually possible that there are Deformer's with no weights if (!!Indexes != !!Weights) { DOMError("either Indexes or Weights are missing from Cluster",&element); } diff --git a/code/AssetLib/FBX/FBXMeshGeometry.cpp b/code/AssetLib/FBX/FBXMeshGeometry.cpp index fcbaac169..8c6499a91 100644 --- a/code/AssetLib/FBX/FBXMeshGeometry.cpp +++ b/code/AssetLib/FBX/FBXMeshGeometry.cpp @@ -467,9 +467,9 @@ void ResolveVertexDataArray(std::vector& data_out, const Scope& source, std::vector uvIndices; ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); - if (uvIndices.size() != vertex_count) { + if (uvIndices.size() != mapping_offsets.size()) { FBXImporter::LogError("length of input data unexpected for ByVertice mapping: ", - uvIndices.size(), ", expected ", vertex_count); + uvIndices.size(), ", expected ", mapping_offsets.size()); return; } diff --git a/code/AssetLib/glTF2/glTF2Asset.h b/code/AssetLib/glTF2/glTF2Asset.h index 3ae40f07e..8d500b156 100644 --- a/code/AssetLib/glTF2/glTF2Asset.h +++ b/code/AssetLib/glTF2/glTF2Asset.h @@ -720,7 +720,7 @@ const vec4 defaultBaseColor = { 1, 1, 1, 1 }; const vec3 defaultEmissiveFactor = { 0, 0, 0 }; const vec4 defaultDiffuseFactor = { 1, 1, 1, 1 }; const vec3 defaultSpecularFactor = { 1, 1, 1 }; -const vec3 defaultSpecularColorFactor = { 0, 0, 0 }; +const vec3 defaultSpecularColorFactor = { 1, 1, 1 }; const vec3 defaultSheenFactor = { 0, 0, 0 }; const vec3 defaultAttenuationColor = { 1, 1, 1 }; diff --git a/code/AssetLib/glTF2/glTF2Asset.inl b/code/AssetLib/glTF2/glTF2Asset.inl index 53ffdaf31..61964d1b4 100644 --- a/code/AssetLib/glTF2/glTF2Asset.inl +++ b/code/AssetLib/glTF2/glTF2Asset.inl @@ -1392,7 +1392,7 @@ inline void PbrSpecularGlossiness::SetDefaults() { inline void MaterialSpecular::SetDefaults() { //KHR_materials_specular properties SetVector(specularColorFactor, defaultSpecularColorFactor); - specularFactor = 0.f; + specularFactor = 1.f; } inline void MaterialSheen::SetDefaults() { @@ -1552,6 +1552,22 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) { } } } + + if(this->targetNames.empty()) + { + Value *curExtras = FindObject(primitive, "extras"); + if (nullptr != curExtras) { + if (Value *curTargetNames = FindArray(*curExtras, "targetNames")) { + this->targetNames.resize(curTargetNames->Size()); + for (unsigned int j = 0; j < curTargetNames->Size(); ++j) { + Value &targetNameValue = (*curTargetNames)[j]; + if (targetNameValue.IsString()) { + this->targetNames[j] = targetNameValue.GetString(); + } + } + } + } + } } } diff --git a/code/AssetLib/glTF2/glTF2AssetWriter.inl b/code/AssetLib/glTF2/glTF2AssetWriter.inl index 30f2580a2..bfd9135d3 100644 --- a/code/AssetLib/glTF2/glTF2AssetWriter.inl +++ b/code/AssetLib/glTF2/glTF2AssetWriter.inl @@ -426,13 +426,14 @@ namespace glTF2 { if (specular.specularFactor != 0.0f) { WriteFloat(materialSpecular, specular.specularFactor, "specularFactor", w.mAl); - WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl); } if (specular.specularColorFactor[0] != defaultSpecularColorFactor[0] && specular.specularColorFactor[1] != defaultSpecularColorFactor[1] && specular.specularColorFactor[2] != defaultSpecularColorFactor[2]) { WriteVec(materialSpecular, specular.specularColorFactor, "specularColorFactor", w.mAl); - WriteTex(materialSpecular, specular.specularColorTexture, "specularColorTexture", w.mAl); } + WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl); + WriteTex(materialSpecular, specular.specularColorTexture, "specularColorTexture", w.mAl); + if (!materialSpecular.ObjectEmpty()) { exts.AddMember("KHR_materials_specular", materialSpecular, w.mAl); } diff --git a/code/AssetLib/glTF2/glTF2Exporter.cpp b/code/AssetLib/glTF2/glTF2Exporter.cpp index 18a6ae2f4..836e15f9f 100644 --- a/code/AssetLib/glTF2/glTF2Exporter.cpp +++ b/code/AssetLib/glTF2/glTF2Exporter.cpp @@ -730,8 +730,8 @@ bool glTF2Exporter::GetMatSpecular(const aiMaterial &mat, glTF2::MaterialSpecula } else if (colorFactorIsZero) { specular.specularColorFactor[0] = specular.specularColorFactor[1] = specular.specularColorFactor[2] = 1.0f; } - GetMatTex(mat, specular.specularColorTexture, aiTextureType_SPECULAR); - GetMatTex(mat, specular.specularTexture, aiTextureType_SPECULAR); + GetMatTex(mat, specular.specularTexture, aiTextureType_SPECULAR, 0); + GetMatTex(mat, specular.specularColorTexture, aiTextureType_SPECULAR, 1); return true; } diff --git a/code/AssetLib/glTF2/glTF2Importer.cpp b/code/AssetLib/glTF2/glTF2Importer.cpp index 4bdbe39f1..e89baaf0d 100644 --- a/code/AssetLib/glTF2/glTF2Importer.cpp +++ b/code/AssetLib/glTF2/glTF2Importer.cpp @@ -288,8 +288,8 @@ static aiMaterial *ImportMaterial(std::vector &embeddedTexIdxs, Asset &r, M if (std::memcmp(specular.specularColorFactor, defaultSpecularColorFactor, sizeof(glTFCommon::vec3)) != 0 || specular.specularFactor != 0.0f) { SetMaterialColorProperty(r, specular.specularColorFactor, aimat, AI_MATKEY_COLOR_SPECULAR); aimat->AddProperty(&specular.specularFactor, 1, AI_MATKEY_SPECULAR_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularTexture, aimat, aiTextureType_SPECULAR); - SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularColorTexture, aimat, aiTextureType_SPECULAR); + SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularTexture, aimat, aiTextureType_SPECULAR, 0); + SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularColorTexture, aimat, aiTextureType_SPECULAR, 1); } } // pbrSpecularGlossiness diff --git a/tools/assimp_view/assimp_view.cpp b/tools/assimp_view/assimp_view.cpp index e00c6e39d..8f2d131d2 100644 --- a/tools/assimp_view/assimp_view.cpp +++ b/tools/assimp_view/assimp_view.cpp @@ -291,7 +291,7 @@ int LoadAsset() { //------------------------------------------------------------------------------- // Delete the loaded asset -// The function does nothing is no asset is loaded +// The function does nothing if no asset is loaded //------------------------------------------------------------------------------- int DeleteAsset(void) { if (!g_pcAsset) {