Read matrix and input (shared) correctly
<matrix> may have leading and trailing whitespace <input/> set attribute is unsigned. It is also optional, default 0pull/3988/head
parent
206b2436d4
commit
bff1d012bd
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@ -529,7 +529,7 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
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// have it read into a channel
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ChannelMap::iterator newChannel = channels.insert(std::make_pair(id, AnimationChannel())).first;
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ReadAnimationSampler(currentNode, newChannel->second);
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}
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}
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} else if (currentName == "channel") {
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std::string source_name, target;
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XmlParser::getStdStrAttribute(currentNode, "source", source_name);
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@ -627,7 +627,7 @@ void ColladaParser::ReadController(XmlNode &node, Collada::Controller &controlle
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XmlNode currentNode;
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while (xmlIt.getNext(currentNode)) {
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//for (XmlNode ¤tNode : node.children()) {
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//for (XmlNode ¤tNode : node.children()) {
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const std::string ¤tName = currentNode.name();
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if (currentName == "morph") {
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controller.mType = Morph;
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@ -907,7 +907,7 @@ void ColladaParser::ReadCameraLibrary(XmlNode &node) {
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if (!name.empty()) {
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cam.mName = name;
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}
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ReadCamera(currentNode, cam);
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ReadCamera(currentNode, cam);
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}
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}
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}
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@ -1361,8 +1361,8 @@ void ColladaParser::ReadMesh(XmlNode &node, Mesh &pMesh) {
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} else if (currentName == "vertices") {
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ReadVertexData(currentNode, pMesh);
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} else if (currentName == "triangles" || currentName == "lines" || currentName == "linestrips" ||
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currentName == "polygons" || currentName == "polylist" || currentName == "trifans" ||
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currentName == "tristrips") {
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currentName == "polygons" || currentName == "polylist" || currentName == "trifans" ||
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currentName == "tristrips") {
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ReadIndexData(currentNode, pMesh);
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}
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}
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@ -1674,12 +1674,9 @@ void ColladaParser::ReadInputChannel(XmlNode &node, std::vector<InputChannel> &p
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// read set if texture coordinates
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if (channel.mType == IT_Texcoord || channel.mType == IT_Color) {
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int attrSet = -1;
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if (XmlParser::hasAttribute(node, "set")) {
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XmlParser::getIntAttribute(node, "set", attrSet);
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}
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channel.mIndex = attrSet;
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unsigned int attrSet = 0;
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if (XmlParser::getUIntAttribute(node, "set", attrSet))
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channel.mIndex = attrSet;
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}
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// store, if valid type
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@ -1704,20 +1701,20 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
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// determine the expected number of indices
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size_t expectedPointCount = 0;
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switch (pPrimType) {
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case Prim_Polylist: {
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for (size_t i : pVCount)
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expectedPointCount += i;
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break;
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}
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case Prim_Lines:
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expectedPointCount = 2 * pNumPrimitives;
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break;
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case Prim_Triangles:
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expectedPointCount = 3 * pNumPrimitives;
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break;
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default:
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// other primitive types don't state the index count upfront... we need to guess
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break;
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case Prim_Polylist: {
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for (size_t i : pVCount)
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expectedPointCount += i;
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break;
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}
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case Prim_Lines:
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expectedPointCount = 2 * pNumPrimitives;
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break;
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case Prim_Triangles:
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expectedPointCount = 3 * pNumPrimitives;
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break;
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default:
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// other primitive types don't state the index count upfront... we need to guess
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break;
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}
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// and read all indices into a temporary array
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@ -1925,87 +1922,87 @@ void ColladaParser::ExtractDataObjectFromChannel(const InputChannel &pInput, siz
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// now we reinterpret it according to the type we're reading here
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switch (pInput.mType) {
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case IT_Position: // ignore all position streams except 0 - there can be only one position
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if (pInput.mIndex == 0) {
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pMesh.mPositions.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex position stream supported");
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}
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break;
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case IT_Normal:
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case IT_Position: // ignore all position streams except 0 - there can be only one position
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if (pInput.mIndex == 0) {
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pMesh.mPositions.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex position stream supported");
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}
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break;
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case IT_Normal:
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// pad to current vertex count if necessary
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if (pMesh.mNormals.size() < pMesh.mPositions.size() - 1)
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pMesh.mNormals.insert(pMesh.mNormals.end(), pMesh.mPositions.size() - pMesh.mNormals.size() - 1, aiVector3D(0, 1, 0));
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// ignore all normal streams except 0 - there can be only one normal
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if (pInput.mIndex == 0) {
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pMesh.mNormals.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex normal stream supported");
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}
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break;
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case IT_Tangent:
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// pad to current vertex count if necessary
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if (pMesh.mTangents.size() < pMesh.mPositions.size() - 1)
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pMesh.mTangents.insert(pMesh.mTangents.end(), pMesh.mPositions.size() - pMesh.mTangents.size() - 1, aiVector3D(1, 0, 0));
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// ignore all tangent streams except 0 - there can be only one tangent
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if (pInput.mIndex == 0) {
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pMesh.mTangents.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex tangent stream supported");
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}
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break;
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case IT_Bitangent:
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// pad to current vertex count if necessary
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if (pMesh.mBitangents.size() < pMesh.mPositions.size() - 1) {
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pMesh.mBitangents.insert(pMesh.mBitangents.end(), pMesh.mPositions.size() - pMesh.mBitangents.size() - 1, aiVector3D(0, 0, 1));
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}
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// ignore all bitangent streams except 0 - there can be only one bitangent
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if (pInput.mIndex == 0) {
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pMesh.mBitangents.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex bitangent stream supported");
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}
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break;
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case IT_Texcoord:
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// up to 4 texture coord sets are fine, ignore the others
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if (pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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// pad to current vertex count if necessary
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if (pMesh.mNormals.size() < pMesh.mPositions.size() - 1)
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pMesh.mNormals.insert(pMesh.mNormals.end(), pMesh.mPositions.size() - pMesh.mNormals.size() - 1, aiVector3D(0, 1, 0));
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if (pMesh.mTexCoords[pInput.mIndex].size() < pMesh.mPositions.size() - 1)
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pMesh.mTexCoords[pInput.mIndex].insert(pMesh.mTexCoords[pInput.mIndex].end(),
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pMesh.mPositions.size() - pMesh.mTexCoords[pInput.mIndex].size() - 1, aiVector3D(0, 0, 0));
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// ignore all normal streams except 0 - there can be only one normal
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if (pInput.mIndex == 0) {
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pMesh.mNormals.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex normal stream supported");
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pMesh.mTexCoords[pInput.mIndex].push_back(aiVector3D(obj[0], obj[1], obj[2]));
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if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) {
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pMesh.mNumUVComponents[pInput.mIndex] = 3;
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}
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break;
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case IT_Tangent:
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} else {
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ASSIMP_LOG_ERROR("Collada: too many texture coordinate sets. Skipping.");
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}
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break;
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case IT_Color:
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// up to 4 color sets are fine, ignore the others
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if (pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS) {
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// pad to current vertex count if necessary
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if (pMesh.mTangents.size() < pMesh.mPositions.size() - 1)
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pMesh.mTangents.insert(pMesh.mTangents.end(), pMesh.mPositions.size() - pMesh.mTangents.size() - 1, aiVector3D(1, 0, 0));
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if (pMesh.mColors[pInput.mIndex].size() < pMesh.mPositions.size() - 1)
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pMesh.mColors[pInput.mIndex].insert(pMesh.mColors[pInput.mIndex].end(),
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pMesh.mPositions.size() - pMesh.mColors[pInput.mIndex].size() - 1, aiColor4D(0, 0, 0, 1));
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// ignore all tangent streams except 0 - there can be only one tangent
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if (pInput.mIndex == 0) {
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pMesh.mTangents.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex tangent stream supported");
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}
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break;
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case IT_Bitangent:
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// pad to current vertex count if necessary
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if (pMesh.mBitangents.size() < pMesh.mPositions.size() - 1) {
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pMesh.mBitangents.insert(pMesh.mBitangents.end(), pMesh.mPositions.size() - pMesh.mBitangents.size() - 1, aiVector3D(0, 0, 1));
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aiColor4D result(0, 0, 0, 1);
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for (size_t i = 0; i < pInput.mResolved->mSize; ++i) {
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result[static_cast<unsigned int>(i)] = obj[pInput.mResolved->mSubOffset[i]];
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}
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pMesh.mColors[pInput.mIndex].push_back(result);
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} else {
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ASSIMP_LOG_ERROR("Collada: too many vertex color sets. Skipping.");
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}
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// ignore all bitangent streams except 0 - there can be only one bitangent
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if (pInput.mIndex == 0) {
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pMesh.mBitangents.push_back(aiVector3D(obj[0], obj[1], obj[2]));
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} else {
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ASSIMP_LOG_ERROR("Collada: just one vertex bitangent stream supported");
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}
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break;
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case IT_Texcoord:
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// up to 4 texture coord sets are fine, ignore the others
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if (pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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// pad to current vertex count if necessary
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if (pMesh.mTexCoords[pInput.mIndex].size() < pMesh.mPositions.size() - 1)
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pMesh.mTexCoords[pInput.mIndex].insert(pMesh.mTexCoords[pInput.mIndex].end(),
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pMesh.mPositions.size() - pMesh.mTexCoords[pInput.mIndex].size() - 1, aiVector3D(0, 0, 0));
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pMesh.mTexCoords[pInput.mIndex].push_back(aiVector3D(obj[0], obj[1], obj[2]));
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if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) {
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pMesh.mNumUVComponents[pInput.mIndex] = 3;
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}
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} else {
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ASSIMP_LOG_ERROR("Collada: too many texture coordinate sets. Skipping.");
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}
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break;
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case IT_Color:
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// up to 4 color sets are fine, ignore the others
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if (pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS) {
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// pad to current vertex count if necessary
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if (pMesh.mColors[pInput.mIndex].size() < pMesh.mPositions.size() - 1)
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pMesh.mColors[pInput.mIndex].insert(pMesh.mColors[pInput.mIndex].end(),
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pMesh.mPositions.size() - pMesh.mColors[pInput.mIndex].size() - 1, aiColor4D(0, 0, 0, 1));
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aiColor4D result(0, 0, 0, 1);
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for (size_t i = 0; i < pInput.mResolved->mSize; ++i) {
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result[static_cast<unsigned int>(i)] = obj[pInput.mResolved->mSubOffset[i]];
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}
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pMesh.mColors[pInput.mIndex].push_back(result);
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} else {
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ASSIMP_LOG_ERROR("Collada: too many vertex color sets. Skipping.");
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}
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break;
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default:
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// IT_Invalid and IT_Vertex
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ai_assert(false && "shouldn't ever get here");
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break;
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default:
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// IT_Invalid and IT_Vertex
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ai_assert(false && "shouldn't ever get here");
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}
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}
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@ -2170,10 +2167,10 @@ void ColladaParser::ReadNodeTransformation(XmlNode &node, Node *pNode, Transform
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// read as many parameters and store in the transformation
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for (unsigned int a = 0; a < sNumParameters[pType]; a++) {
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// skip whitespace before the number
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SkipSpacesAndLineEnd(&content);
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// read a number
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content = fast_atoreal_move<ai_real>(content, tf.f[a]);
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// skip whitespace after it
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SkipSpacesAndLineEnd(&content);
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}
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// place the transformation at the queue of the node
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Binary file not shown.
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@ -382,3 +382,25 @@ public:
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TEST_F(utColladaZaeImportExport, importBlenFromFileTest) {
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EXPECT_TRUE(importerTest());
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}
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TEST_F(utColladaZaeImportExport, importMakeHumanTest) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/human.zae", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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// Expected number of items
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EXPECT_EQ(scene->mNumMeshes, 2u);
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EXPECT_EQ(scene->mNumMaterials, 2u);
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EXPECT_EQ(scene->mNumAnimations, 0u);
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EXPECT_EQ(scene->mNumTextures, 2u);
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EXPECT_EQ(scene->mNumLights, 0u);
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EXPECT_EQ(scene->mNumCameras, 0u);
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// Expected common metadata
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aiString value;
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EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, value)) << "No importer format metadata";
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EXPECT_STREQ("Collada Importer", value.C_Str());
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EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, value)) << "No format version metadata";
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EXPECT_STREQ("1.4.1", value.C_Str());
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}
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