Merge branch 'master' into PLYcomments#4866

pull/4899/head
PencilAmazing 2023-01-23 21:50:26 -05:00 committed by GitHub
commit 6dc12f57a2
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7 changed files with 25 additions and 17 deletions

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@ -269,7 +269,7 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
dynamic_cast<pmx::PmxVertexSkinningSDEF *>(v->skinning.get());
switch (v->skinning_type) {
case pmx::PmxVertexSkinningType::BDEF1:
bone_vertex_map[vsBDEF1_ptr->bone_index].emplace_back(index, 1.0);
bone_vertex_map[vsBDEF1_ptr->bone_index].emplace_back(index, static_cast<ai_real>(1));
break;
case pmx::PmxVertexSkinningType::BDEF2:
bone_vertex_map[vsBDEF2_ptr->bone_index1].emplace_back(index, vsBDEF2_ptr->bone_weight);

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@ -193,7 +193,7 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors,
// create RGBA array from RGB.
for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it)
tcol.emplace_back((*it).r, (*it).g, (*it).b, 1);
tcol.emplace_back((*it).r, (*it).g, (*it).b, static_cast<ai_real>(1));
// call existing function for adding RGBA colors
add_color(pMesh, tcol, pColorPerVertex);
@ -238,7 +238,7 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordId
// create RGBA array from RGB.
for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it) {
tcol.emplace_back((*it).r, (*it).g, (*it).b, 1);
tcol.emplace_back((*it).r, (*it).g, (*it).b, static_cast<ai_real>(1));
}
// call existing function for adding RGBA colors
@ -440,7 +440,7 @@ void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoo
// copy list to array because we are need indexed access to normals.
texcoord_arr_copy.reserve(pTexCoords.size());
for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
texcoord_arr_copy.emplace_back((*it).x, (*it).y, 0);
texcoord_arr_copy.emplace_back((*it).x, (*it).y, static_cast<ai_real>(0));
}
if (pTexCoordIdx.size() > 0) {
@ -480,7 +480,7 @@ void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTe
// copy list to array because we are need convert aiVector2D to aiVector3D and also get indexed access as a bonus.
tc_arr_copy.reserve(pTexCoords.size());
for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
tc_arr_copy.emplace_back((*it).x, (*it).y, 0);
tc_arr_copy.emplace_back((*it).x, (*it).y, static_cast<ai_real>(0));
}
// copy texture coordinates to mesh

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@ -151,7 +151,7 @@ void X3DImporter::readArcClose2D(XmlNode &node) {
std::list<aiVector3D> &vlist = ((X3DNodeElementGeometry2D *)ne)->Vertices; // just short alias.
if ((closureType == "PIE") || (closureType == "\"PIE\""))
vlist.emplace_back(0, 0, 0); // center point - first radial line
vlist.emplace_back(static_cast<ai_real>(0), static_cast<ai_real>(0), static_cast<ai_real>(0)); // center point - first radial line
else if ((closureType != "CHORD") && (closureType != "\"CHORD\""))
Throw_IncorrectAttrValue("ArcClose2D", "closureType");
@ -323,7 +323,7 @@ void X3DImporter::readPolyline2D(XmlNode &node) {
// convert vec2 to vec3
for (std::list<aiVector2D>::iterator it2 = lineSegments.begin(); it2 != lineSegments.end(); ++it2)
tlist.emplace_back(it2->x, it2->y, 0);
tlist.emplace_back(it2->x, it2->y, static_cast<ai_real>(0));
// convert point set to line set
X3DGeoHelper::extend_point_to_line(tlist, ((X3DNodeElementGeometry2D *)ne)->Vertices);
@ -361,7 +361,7 @@ void X3DImporter::readPolypoint2D(XmlNode &node) {
// convert vec2 to vec3
for (std::list<aiVector2D>::iterator it2 = point.begin(); it2 != point.end(); ++it2) {
((X3DNodeElementGeometry2D *)ne)->Vertices.emplace_back(it2->x, it2->y, 0);
((X3DNodeElementGeometry2D *)ne)->Vertices.emplace_back(it2->x, it2->y, static_cast<ai_real>(0));
}
((X3DNodeElementGeometry2D *)ne)->NumIndices = 1;
@ -405,10 +405,10 @@ void X3DImporter::readRectangle2D(XmlNode &node) {
float y2 = size.y / 2.0f;
std::list<aiVector3D> &vlist = ((X3DNodeElementGeometry2D *)ne)->Vertices; // just short alias.
vlist.emplace_back(x2, y1, 0); // 1st point
vlist.emplace_back(x2, y2, 0); // 2nd point
vlist.emplace_back(x1, y2, 0); // 3rd point
vlist.emplace_back(x1, y1, 0); // 4th point
vlist.emplace_back(x2, y1, static_cast<ai_real>(0)); // 1st point
vlist.emplace_back(x2, y2, static_cast<ai_real>(0)); // 2nd point
vlist.emplace_back(x1, y2, static_cast<ai_real>(0)); // 3rd point
vlist.emplace_back(x1, y1, static_cast<ai_real>(0)); // 4th point
((X3DNodeElementGeometry2D *)ne)->Solid = solid;
((X3DNodeElementGeometry2D *)ne)->NumIndices = 4;
// check for X3DMetadataObject childs.
@ -449,7 +449,7 @@ void X3DImporter::readTriangleSet2D(XmlNode &node) {
// convert vec2 to vec3
for (std::list<aiVector2D>::iterator it2 = vertices.begin(); it2 != vertices.end(); ++it2) {
((X3DNodeElementGeometry2D *)ne)->Vertices.emplace_back(it2->x, it2->y, 0);
((X3DNodeElementGeometry2D *)ne)->Vertices.emplace_back(it2->x, it2->y, static_cast<ai_real>(0));
}
((X3DNodeElementGeometry2D *)ne)->Solid = solid;

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@ -67,6 +67,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess() = default;
bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
return (pFlags & aiProcess_GenNormals) != 0;
}
@ -131,8 +132,10 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
if (flippedWindingOrder_)
std::swap( pV2, pV3 );
// Boolean XOR - if either but not both of these flags is set, then the winding order has
// changed and the cross product to calculate the normal needs to be reversed
if (flippedWindingOrder_ != leftHanded_)
std::swap(pV2, pV3);
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0; i < face.mNumIndices; ++i) {

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@ -81,6 +81,7 @@ private:
bool GenMeshFaceNormals(aiMesh* pcMesh);
mutable bool force_ = false;
mutable bool flippedWindingOrder_ = false;
mutable bool leftHanded_ = false;
};
} // end of namespace Assimp

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@ -69,6 +69,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() = default;
bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
return (pFlags & aiProcess_GenSmoothNormals) != 0;
}
@ -141,8 +142,10 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
if (flippedWindingOrder_)
std::swap( pV2, pV3 );
// Boolean XOR - if either but not both of these flags is set, then the winding order has
// changed and the cross product to calculate the normal needs to be reversed
if (flippedWindingOrder_ != leftHanded_)
std::swap(pV2, pV3);
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0; i < face.mNumIndices; ++i) {

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@ -105,6 +105,7 @@ private:
ai_real configMaxAngle;
mutable bool force_ = false;
mutable bool flippedWindingOrder_ = false;
mutable bool leftHanded_ = false;
};
} // end of namespace Assimp