Merge branch 'master' of git://github.com/assimp/assimp

pull/10/merge
acgessler 2013-01-19 16:35:28 +01:00
commit 7fd44f4ab7
7 changed files with 27 additions and 15 deletions

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@ -599,7 +599,7 @@ void ColladaParser::ReadControllerWeights( Collada::Controller& pController)
if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
{
// Input channels for weight data. Two possible semantics: "JOINT" and "WEIGHT"
if( IsElement( "input"))
if( IsElement( "input") && vertexCount > 0 )
{
InputChannel channel;
@ -628,7 +628,7 @@ void ColladaParser::ReadControllerWeights( Collada::Controller& pController)
if( !mReader->isEmptyElement())
SkipElement();
}
else if( IsElement( "vcount"))
else if( IsElement( "vcount") && vertexCount > 0 )
{
// read weight count per vertex
const char* text = GetTextContent();
@ -648,7 +648,7 @@ void ColladaParser::ReadControllerWeights( Collada::Controller& pController)
// reserve weight count
pController.mWeights.resize( numWeights);
}
else if( IsElement( "v"))
else if( IsElement( "v") && vertexCount > 0 )
{
// read JointIndex - WeightIndex pairs
const char* text = GetTextContent();
@ -1656,6 +1656,7 @@ void ColladaParser::ReadDataArray()
std::string id = mReader->getAttributeValue( indexID);
int indexCount = GetAttribute( "count");
unsigned int count = (unsigned int) mReader->getAttributeValueAsInt( indexCount);
if (count == 0) { return; } // some exporters write empty data arrays with count="0"
const char* content = TestTextContent();
// read values and store inside an array in the data library

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@ -159,6 +159,7 @@ struct Material
aiString textureBump;
aiString textureSpecularity;
aiString textureOpacity;
aiString textureDisp;
//! Ambient color
aiColor3D ambient;

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@ -556,6 +556,9 @@ void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pSc
if ( 0 != pCurrentMaterial->textureBump.length )
mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
if ( 0 != pCurrentMaterial->textureDisp.length )
mat->AddProperty( &pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0) );
if ( 0 != pCurrentMaterial->textureOpacity.length )
mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));

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@ -279,6 +279,10 @@ void ObjFileMtlImporter::getTexture()
else if (!ASSIMP_strincmp(&(*m_DataIt),"map_bump",8) || !ASSIMP_strincmp(&(*m_DataIt),"bump",4))
out = & m_pModel->m_pCurrentMaterial->textureBump;
// Displacement texture
else if (!ASSIMP_strincmp(&(*m_DataIt),"disp",4))
out = &m_pModel->m_pCurrentMaterial->textureDisp;
// Specularity scaling (glossiness)
else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ns",6))
out = & m_pModel->m_pCurrentMaterial->textureSpecularity;

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@ -69,12 +69,12 @@ bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
{
TReal t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
// large enough
if( t > static_cast<TReal>(0.001))
if( t > static_cast<TReal>(0))
{
TReal s = sqrt( t) * static_cast<TReal>(2.0);
TReal s = sqrt(1 + t) * static_cast<TReal>(2.0);
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;

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@ -293,11 +293,9 @@ def release(scene):
def _finalize_texture(tex, target):
setattr(target, "achformathint", tex.achFormatHint)
data = numpy.array([make_tuple(getattr(tex, pcData)[i]) for i in range(tex.mWidth * tex.mHeight)])
data = numpy.array([make_tuple(getattr(tex, "pcData")[i]) for i in range(tex.mWidth * tex.mHeight)])
setattr(target, "data", data)
def _finalize_mesh(mesh, target):
""" Building of meshes is a bit specific.

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@ -5,8 +5,7 @@
This module demonstrates the functionality of PyAssimp.
"""
import pyassimp
import pyassimp.core as pyassimp
import os, sys
#get a model out of assimp's test-data if none is provided on the command line
@ -22,6 +21,8 @@ def recur_node(node,level = 0):
def main(filename=None):
filename = filename or DEFAULT_MODEL
print "Reading model", filename
scene = pyassimp.load(filename)
#the model we load
@ -45,21 +46,23 @@ def main(filename=None):
print " material id:", mesh.materialindex+1
print " vertices:", len(mesh.vertices)
print " first 3 verts:", mesh.vertices[:3]
if mesh.normals:
if len(mesh.normals) > 0:
print " first 3 normals:", mesh.normals[:3]
else:
print " no normals"
print " colors:", len(mesh.colors)
tc = mesh.texturecoords
if tc:
if len(tc) >= 4:
print " texture-coords 1:", len(tc[0]), "first3:", tc[0][:3]
print " texture-coords 2:", len(tc[1]), "first3:", tc[1][:3]
print " texture-coords 3:", len(tc[2]), "first3:", tc[2][:3]
print " texture-coords 4:", len(tc[3]), "first3:", tc[3][:3]
else:
elif len(tc) == 0:
print " no texture coordinates"
else:
print " tc is an unexpected number of elements (expect 4, got", len(tc), ")"
print " uv-component-count:", len(mesh.numuvcomponents)
print " faces:", len(mesh.faces), "first:", [f.indices for f in mesh.faces[:3]]
print " faces:", len(mesh.faces), "first:", [f for f in mesh.faces[:3]]
print " bones:", len(mesh.bones), "first:", [str(b) for b in mesh.bones[:3]]
print
@ -81,5 +84,7 @@ def main(filename=None):
# Finally release the model
pyassimp.release(scene)
print "Finished parsing the model."
if __name__ == "__main__":
main(sys.argv[1] if len(sys.argv)>1 else None)