Update ScenePreprocessor.cpp
parent
c5f45e26bd
commit
c7aeb882e6
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@ -96,8 +96,9 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
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if (!mesh->mTextureCoords[i]) {
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mesh->mNumUVComponents[i] = 0;
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} else {
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if (!mesh->mNumUVComponents[i])
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if (!mesh->mNumUVComponents[i]) {
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mesh->mNumUVComponents[i] = 2;
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}
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aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
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@ -105,16 +106,19 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
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// as if they were 2D channels .. just in case an application doesn't handle
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// this case
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if (2 == mesh->mNumUVComponents[i]) {
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for (; p != end; ++p)
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for (; p != end; ++p) {
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p->z = 0.f;
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}
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} else if (1 == mesh->mNumUVComponents[i]) {
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for (; p != end; ++p)
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for (; p != end; ++p) {
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p->z = p->y = 0.f;
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}
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} else if (3 == mesh->mNumUVComponents[i]) {
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// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
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for (; p != end; ++p) {
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if (p->z != 0)
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if (p->z != 0) {
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break;
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}
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}
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if (p == end) {
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ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
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@ -151,7 +155,6 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
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// If tangents and normals are given but no bitangents compute them
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if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
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mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
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@ -165,11 +168,9 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
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for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
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aiNodeAnim *channel = anim->mChannels[i];
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/* If the exact duration of the animation is not given
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* compute it now.
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*/
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// If the exact duration of the animation is not given
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// compute it now.
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if (anim->mDuration == -1.) {
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// Position keys
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for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
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aiVectorKey &key = channel->mPositionKeys[j];
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@ -192,11 +193,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
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}
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}
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/* Check whether the animation channel has no rotation
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* or position tracks. In this case we generate a dummy
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* track from the information we have in the transformation
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* matrix of the corresponding node.
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*/
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// Check whether the animation channel has no rotation
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// or position tracks. In this case we generate a dummy
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// track from the information we have in the transformation
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// matrix of the corresponding node.
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if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
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// Find the node that belongs to this animation
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aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
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@ -212,7 +212,7 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
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if (!channel->mNumRotationKeys) {
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if (channel->mRotationKeys) {
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delete[] channel->mRotationKeys;
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channel->mRotationKeys = NULL;
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channel->mRotationKeys = nullptr;
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}
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ai_assert(!channel->mRotationKeys);
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channel->mNumRotationKeys = 1;
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@ -231,7 +231,7 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
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if (!channel->mNumScalingKeys) {
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if (channel->mScalingKeys) {
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delete[] channel->mScalingKeys;
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channel->mScalingKeys = NULL;
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channel->mScalingKeys = nullptr;
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}
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ai_assert(!channel->mScalingKeys);
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channel->mNumScalingKeys = 1;
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@ -250,7 +250,7 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
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if (!channel->mNumPositionKeys) {
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if (channel->mPositionKeys) {
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delete[] channel->mPositionKeys;
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channel->mPositionKeys = NULL;
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channel->mPositionKeys = nullptr;
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}
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ai_assert(!channel->mPositionKeys);
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channel->mNumPositionKeys = 1;
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