Now actually fixed the bug with the normals.
pyassimp returned a list instead of a numpy array when the normals were empty. This also applies to texture coordinates and other stuff which is explicitly converted in _finalize_mesh.pull/64/head
parent
853a5f9bbc
commit
945231ba94
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@ -58,14 +58,14 @@ def make_tuple(ai_obj, type = None):
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return res
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def call_init(obj, caller = None):
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# init children
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if helper.hasattr_silent(obj, '_init'):
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obj._init(parent = caller)
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# init children
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if helper.hasattr_silent(obj, '_init'):
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obj._init(parent = caller)
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# pointers
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elif helper.hasattr_silent(obj, 'contents'):
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if helper.hasattr_silent(obj.contents, '_init'):
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obj.contents._init(target = obj, parent = caller)
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# pointers
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elif helper.hasattr_silent(obj, 'contents'):
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if helper.hasattr_silent(obj.contents, '_init'):
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obj.contents._init(target = obj, parent = caller)
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@ -313,7 +313,7 @@ def _finalize_mesh(mesh, target):
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data = numpy.array([make_tuple(getattr(mesh, name)[i]) for i in range(nb_vertices)], dtype=numpy.float32)
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setattr(target, name[1:].lower(), data)
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else:
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setattr(target, name[1:].lower(), [])
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setattr(target, name[1:].lower(), numpy.array([], dtype="float32"))
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def fillarray(name):
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mAttr = getattr(mesh, name)
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@ -43,7 +43,7 @@ def main(filename=None):
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print(" material id:" + str(mesh.materialindex+1))
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print(" vertices:" + str(len(mesh.vertices)))
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print(" first 3 verts:\n" + str(mesh.vertices[:3]))
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if mesh.normals:
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if mesh.normals.any():
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print(" first 3 normals:\n" + str(mesh.normals[:3]))
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else:
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print(" no normals")
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