Merge remote-tracking branch 'official/master' into contrib
commit
8fad549649
3
CREDITS
3
CREDITS
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@ -142,3 +142,6 @@ Rewrite of PyAssimp, distutils and Python3 support
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- albert-wang
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Bugfixes for the collada parser
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- Ya ping Jin
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Bugfixes for uv-tanget calculation.
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@ -467,6 +467,8 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
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const unsigned int iIndex = iArray[i];
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aiMesh* const mesh = pcSOut->mMeshes[iIndex];
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if (mesh->mColors[1] == NULL)
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{
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// Transform the vertices back into their local space
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// fixme: consider computing normals after this, so we don't need to transform them
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const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices;
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@ -496,12 +498,27 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
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}
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}
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mesh->mColors[1] = (aiColor4D*)1;
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}
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else
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mesh->mColors[1] = (aiColor4D*)1;
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// Setup the mesh index
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pcOut->mMeshes[i] = iIndex;
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}
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}
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// Setup the name of the node
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// First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
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if (pcIn->mInstanceNumber > 1)
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{
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char tmp[12];
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ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
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std::string tempStr = pcIn->mName + "_inst_";
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tempStr += tmp;
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pcOut->mName.Set(tempStr);
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}
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else
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pcOut->mName.Set(pcIn->mName);
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// Now build the transformation matrix of the node
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@ -784,9 +801,12 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
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}
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// We used the first vertex color set to store some emporary values so we need to cleanup here
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// We used the first and second vertex color set to store some temporary values so we need to cleanup here
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for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a)
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{
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pcOut->mMeshes[a]->mColors[0] = NULL;
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pcOut->mMeshes[a]->mColors[1] = NULL;
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}
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pcOut->mRootNode->mTransformation = aiMatrix4x4(
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1.f,0.f,0.f,0.f,
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@ -481,6 +481,7 @@ struct Node
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: mHierarchyPos (0)
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, mHierarchyIndex (0)
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, mInstanceCount (1)
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{
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static int iCnt = 0;
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@ -510,6 +511,9 @@ struct Node
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//! Name of the node
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std::string mName;
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//! InstanceNumber of the node
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int32_t mInstanceNumber;
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//! Dummy nodes: real name to be combined with the $$$DUMMY
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std::string mDummyName;
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@ -539,6 +543,9 @@ struct Node
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//! Pivot position loaded from the file
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aiVector3D vPivot;
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//instance count, will be kept only for the first node
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int32_t mInstanceCount;
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//! Add a child node, setup the right parent node for it
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//! \param pc Node to be 'adopted'
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inline Node& push_back(Node* pc)
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@ -659,14 +659,22 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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// Now find out whether we have this node already (target animation channels
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// are stored with a separate object ID)
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D3DS::Node* pcNode = FindNode(mRootNode,name);
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int instanceNumber = 1;
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if ( pcNode)
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{
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// Make this node the current node
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// if the source is not a CHUNK_TRACKINFO block it wont be an object instance
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if (parent != Discreet3DS::CHUNK_TRACKINFO)
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{
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mCurrentNode = pcNode;
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break;
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}
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pcNode->mInstanceCount++;
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instanceNumber = pcNode->mInstanceCount;
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}
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pcNode = new D3DS::Node();
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pcNode->mName = name;
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pcNode->mInstanceNumber = instanceNumber;
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// There are two unknown values which we can safely ignore
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stream->IncPtr(4);
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@ -711,6 +711,11 @@ SET_TARGET_PROPERTIES( assimp PROPERTIES
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SOVERSION ${ASSIMP_SOVERSION} # use full version
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OUTPUT_NAME assimp${ASSIMP_LIBRARY_SUFFIX}
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)
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if (APPLE)
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SET_TARGET_PROPERTIES( assimp PROPERTIES INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/${LIB_INSTALL_DIR}")
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endif()
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# Build against external unzip, or add ../contrib/unzip so
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# assimp can #include "unzip.h"
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if (UNZIP_FOUND)
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@ -55,8 +55,9 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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CalcTangentsProcess::CalcTangentsProcess()
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{
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this->configMaxAngle = AI_DEG_TO_RAD(45.f);
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: configMaxAngle( AI_DEG_TO_RAD(45.f) )
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, configSourceUV( 0 ) {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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@ -77,6 +78,8 @@ bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
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// Executes the post processing step on the given imported data.
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void CalcTangentsProcess::SetupProperties(const Importer* pImp)
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{
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ai_assert( NULL != pImp );
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// get the current value of the property
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configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
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configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
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@ -89,14 +92,20 @@ void CalcTangentsProcess::SetupProperties(const Importer* pImp)
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// Executes the post processing step on the given imported data.
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void CalcTangentsProcess::Execute( aiScene* pScene)
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{
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ai_assert( NULL != pScene );
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DefaultLogger::get()->debug("CalcTangentsProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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for ( unsigned int a = 0; a < pScene->mNumMeshes; a++ ) {
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if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
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}
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if (bHas)DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
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else DefaultLogger::get()->debug("CalcTangentsProcess finished");
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if ( bHas ) {
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DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
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} else {
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DefaultLogger::get()->debug("CalcTangentsProcess finished");
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -179,9 +188,14 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
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float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
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float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
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// when t1, t2, t3 in same position in UV space, just use default UV direction.
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if ( 0 == sx && 0 ==sy && 0 == tx && 0 == ty ) {
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sx = 0.0; sy = 1.0;
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tx = 1.0; ty = 0.0;
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}
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// tangent points in the direction where to positive X axis of the texture coords would point in model space
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// bitangents points along the positive Y axis of the texture coords, respectively
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// tangent points in the direction where to positive X axis of the texture coord's would point in model space
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// bitangent's points along the positive Y axis of the texture coord's, respectively
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aiVector3D tangent, bitangent;
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tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
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tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
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@ -191,8 +205,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
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// store for every vertex of that face
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for( unsigned int b = 0; b < face.mNumIndices; b++)
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{
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for( unsigned int b = 0; b < face.mNumIndices; ++b ) {
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unsigned int p = face.mIndices[b];
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// project tangent and bitangent into the plane formed by the vertex' normal
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@ -200,6 +213,19 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
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localTangent.Normalize(); localBitangent.Normalize();
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// reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.
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bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);
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bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z);
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if (invalid_tangent != invalid_bitangent) {
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if (invalid_tangent) {
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localTangent = meshNorm[p] ^ localBitangent;
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localTangent.Normalize();
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} else {
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localBitangent = localTangent ^ meshNorm[p];
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localBitangent.Normalize();
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}
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}
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// and write it into the mesh.
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meshTang[ p ] = localTangent;
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meshBitang[ p ] = localBitangent;
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@ -380,7 +380,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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}
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// ------------------------------------------------------------------------------------------------
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void ComputeUVMappingProcess::ComputeBoxMapping(aiMesh* /*mesh*/, aiVector3D* /*out*/)
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void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
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{
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DefaultLogger::get()->error("Mapping type currently not implemented");
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}
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