OpenGEX: fix invalid access to textures. Next steps to camera and light.
parent
513576616c
commit
82f73b6d03
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@ -191,6 +191,21 @@ namespace OpenGEX {
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USE_ODDLPARSER_NS
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//------------------------------------------------------------------------------------------------
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static void propId2StdString( Property *prop, std::string &name, std::string &key ) {
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name = key = "";
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if ( NULL == prop ) {
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return;
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}
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if ( NULL != prop->m_key ) {
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name = prop->m_key->m_buffer;
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if ( Value::ddl_string == prop->m_value->m_type ) {
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key = prop->m_value->getString();
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}
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}
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}
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//------------------------------------------------------------------------------------------------
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OpenGEXImporter::VertexContainer::VertexContainer()
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: m_numVerts( 0 )
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@ -238,6 +253,8 @@ OpenGEXImporter::OpenGEXImporter()
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, m_currentVertices()
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, m_currentMesh( NULL )
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, m_currentMaterial( NULL )
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, m_currentLight( NULL )
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, m_currentCamera( nullptr )
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, m_tokenType( Grammar::NoneType )
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, m_materialCache()
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, m_cameraCache()
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@ -348,6 +365,14 @@ void OpenGEXImporter::handleNodes( DDLNode *node, aiScene *pScene ) {
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handleGeometryObject( *it, pScene );
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break;
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case Grammar::CameraObjectToken:
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handleCameraObject( *it, pScene );
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break;
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case Grammar::LightObjectToken:
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handleCameraObject( *it, pScene );
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break;
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case Grammar::TransformToken:
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handleTransformNode( *it, pScene );
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break;
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@ -506,7 +531,18 @@ void OpenGEXImporter::handleCameraNode( DDLNode *node, aiScene *pScene ) {
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aiCamera *camera( new aiCamera );
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const size_t camIdx( m_cameraCache.size() );
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m_cameraCache.push_back( camera );
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m_currentCamera = camera;
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aiNode *newNode = new aiNode;
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m_tokenType = Grammar::CameraNodeToken;
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m_currentNode = newNode;
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pushNode( newNode, pScene );
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handleNodes( node, pScene );
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popNode();
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m_currentCamera->mName.Set( newNode->mName.C_Str() );
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}
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//------------------------------------------------------------------------------------------------
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@ -514,6 +550,7 @@ void OpenGEXImporter::handleLightNode( ODDLParser::DDLNode *node, aiScene *pScen
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aiLight *light( new aiLight );
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const size_t lightIdx( m_lightCache.size() );
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m_lightCache.push_back( light );
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m_currentLight = light;
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aiNode *newNode = new aiNode;
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m_tokenType = Grammar::LightNodeToken;
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@ -524,7 +561,7 @@ void OpenGEXImporter::handleLightNode( ODDLParser::DDLNode *node, aiScene *pScen
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popNode();
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light->mName.Set( newNode->mName.C_Str() );
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m_currentLight->mName.Set( newNode->mName.C_Str() );
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}
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//------------------------------------------------------------------------------------------------
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@ -599,21 +636,6 @@ void OpenGEXImporter::handleTransformNode( ODDLParser::DDLNode *node, aiScene *p
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}
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}
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//------------------------------------------------------------------------------------------------
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static void propId2StdString( Property *prop, std::string &name, std::string &key ) {
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name = key = "";
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if( NULL == prop ) {
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return;
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}
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if( NULL != prop->m_key ) {
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name = prop->m_key->m_buffer;
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if( Value::ddl_string == prop->m_value->m_type ) {
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key = prop->m_value->getString();
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}
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}
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}
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//------------------------------------------------------------------------------------------------
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void OpenGEXImporter::handleMeshNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
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m_currentMesh = new aiMesh;
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@ -777,9 +799,16 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
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m_currentMesh->mFaces = new aiFace[ numItems ];
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m_currentMesh->mNumVertices = numItems * 3;
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m_currentMesh->mVertices = new aiVector3D[ m_currentMesh->mNumVertices ];
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m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ];
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m_currentMesh->mNumUVComponents[ 0 ] = 3;
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m_currentMesh->mTextureCoords[ 0 ] = new aiVector3D[ m_currentMesh->mNumVertices ];
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bool hasNormalCoords( false );
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if ( m_currentVertices.m_numNormals > 0 ) {
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m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ];
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hasNormalCoords = true;
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}
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bool hasTexCoords( false );
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if ( m_currentVertices.m_numUVComps[ 0 ] > 0 ) {
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m_currentMesh->mTextureCoords[ 0 ] = new aiVector3D[ m_currentMesh->mNumVertices ];
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hasTexCoords = true;
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}
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unsigned int index( 0 );
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for( size_t i = 0; i < m_currentMesh->mNumFaces; i++ ) {
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@ -790,15 +819,17 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
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for( size_t indices = 0; indices < current.mNumIndices; indices++ ) {
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const int idx( next->getUnsignedInt32() );
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ai_assert( static_cast<size_t>( idx ) <= m_currentVertices.m_numVerts );
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aiVector3D &pos = ( m_currentVertices.m_vertices[ idx ] );
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aiVector3D &normal = ( m_currentVertices.m_normals[ idx ] );
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aiVector3D &tex = ( m_currentVertices.m_textureCoords[ 0 ][ idx ] );
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ai_assert( index < m_currentMesh->mNumVertices );
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aiVector3D &pos = ( m_currentVertices.m_vertices[ idx ] );
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m_currentMesh->mVertices[ index ].Set( pos.x, pos.y, pos.z );
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m_currentMesh->mNormals[ index ].Set( normal.x, normal.y, normal.z );
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m_currentMesh->mTextureCoords[0][ index ].Set( tex.x, tex.y, tex.z );
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if ( hasNormalCoords ) {
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aiVector3D &normal = ( m_currentVertices.m_normals[ idx ] );
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m_currentMesh->mNormals[ index ].Set( normal.x, normal.y, normal.z );
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}
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if ( hasTexCoords ) {
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aiVector3D &tex = ( m_currentVertices.m_textureCoords[ 0 ][ idx ] );
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m_currentMesh->mTextureCoords[ 0 ][ index ].Set( tex.x, tex.y, tex.z );
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}
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current.mIndices[ indices ] = index;
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index++;
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@ -920,6 +951,30 @@ void OpenGEXImporter::handleTextureNode( ODDLParser::DDLNode *node, aiScene *pSc
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}
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}
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//------------------------------------------------------------------------------------------------
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void OpenGEXImporter::handleParamNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
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if ( NULL == node ) {
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return;
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}
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Property *prop = node->findPropertyByName( "attrib" );
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if ( nullptr != prop ) {
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if ( NULL != prop->m_value ) {
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Value *val( node->getValue() );
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if ( NULL != val ) {
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if ( "fov" == val->getString() ) {
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} else if ( "near" == val->getString() ) {
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}else if ( "far" == val->getString() ) {
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}
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}
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}
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}
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}
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//------------------------------------------------------------------------------------------------
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void OpenGEXImporter::copyMeshes( aiScene *pScene ) {
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if( m_meshCache.empty() ) {
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@ -125,6 +125,7 @@ protected:
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void handleMaterialNode( ODDLParser::DDLNode *node, aiScene *pScene );
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void handleColorNode( ODDLParser::DDLNode *node, aiScene *pScene );
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void handleTextureNode( ODDLParser::DDLNode *node, aiScene *pScene );
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void handleParamNode( ODDLParser::DDLNode *node, aiScene *pScene );
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void copyMeshes( aiScene *pScene );
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void resolveReferences();
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void pushNode( aiNode *node, aiScene *pScene );
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@ -186,6 +187,8 @@ private:
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VertexContainer m_currentVertices;
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aiMesh *m_currentMesh;
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aiMaterial *m_currentMaterial;
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aiLight *m_currentLight;
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aiCamera *m_currentCamera;
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int m_tokenType;
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std::vector<aiMaterial*> m_materialCache;
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std::vector<aiCamera*> m_cameraCache;
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