Merge branch 'master' into irrfix

pull/5192/head
Kim Kulling 2023-08-29 14:22:22 +02:00 committed by GitHub
commit b52731c707
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4 changed files with 23 additions and 7 deletions

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@ -95,6 +95,7 @@ ColladaLoader::ColladaLoader() :
noSkeletonMesh(false), noSkeletonMesh(false),
removeEmptyBones(false), removeEmptyBones(false),
ignoreUpDirection(false), ignoreUpDirection(false),
ignoreUnitSize(false),
useColladaName(false), useColladaName(false),
mNodeNameCounter(0) { mNodeNameCounter(0) {
// empty // empty
@ -122,6 +123,7 @@ void ColladaLoader::SetupProperties(const Importer *pImp) {
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0; noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0; removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0; ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
ignoreUnitSize = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE, 0) != 0;
useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0; useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
} }
@ -170,12 +172,15 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
// ... then fill the materials with the now adjusted settings // ... then fill the materials with the now adjusted settings
FillMaterials(parser, pScene); FillMaterials(parser, pScene);
// Apply unit-size scale calculation if (!ignoreUnitSize) {
// Apply unit-size scale calculation
pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0, pScene->mRootNode->mTransformation *= aiMatrix4x4(
0, parser.mUnitSize, 0, 0, parser.mUnitSize, 0, 0, 0,
0, 0, parser.mUnitSize, 0, 0, parser.mUnitSize, 0, 0,
0, 0, 0, 1); 0, 0, parser.mUnitSize, 0,
0, 0, 0, 1);
}
if (!ignoreUpDirection) { if (!ignoreUpDirection) {
// Convert to Y_UP, if different orientation // Convert to Y_UP, if different orientation
if (parser.mUpDirection == ColladaParser::UP_X) { if (parser.mUpDirection == ColladaParser::UP_X) {

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@ -239,6 +239,7 @@ protected:
bool noSkeletonMesh; bool noSkeletonMesh;
bool removeEmptyBones; bool removeEmptyBones;
bool ignoreUpDirection; bool ignoreUpDirection;
bool ignoreUnitSize;
bool useColladaName; bool useColladaName;
/** Used by FindNameForNode() to generate unique node names */ /** Used by FindNameForNode() to generate unique node names */

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@ -1035,6 +1035,15 @@ enum aiComponent
*/ */
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION" #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader will ignore the provided unit size.
*
* If this property is set to true, the unit size provided in the file header will
* be ignored and the file will be loaded without scaling the assets.
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader should use Collada names. /** @brief Specifies whether the Collada loader should use Collada names.
* *

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@ -211,7 +211,8 @@ AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const { unsigned int idx,aiColor3D& pOut) const {
aiColor4D c; aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c); const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b); if (ret == aiReturn_SUCCESS)
pOut = aiColor3D(c.r,c.g,c.b);
return ret; return ret;
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------