- BUGFIX: ColladaLoader handles multiple UVs/VColors correctly now. Thanks to Ingrater to point it out.

- ScenePreprocessor will now detect 3D UV channels with all-empty third component.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@400 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-04-23 14:13:20 +00:00
parent e8386dc837
commit d6aacefa1e
4 changed files with 62 additions and 26 deletions

View File

@ -319,8 +319,12 @@ struct Mesh
mNumUVComponents[i] = 2;
}
std::string mVertexID; // just to check if there's some sophisticated addressing involved... which we don't support, and therefore should warn about.
std::vector<InputChannel> mPerVertexData; // Vertex data addressed by vertex indices
// just to check if there's some sophisticated addressing involved...
// which we don't support, and therefore should warn about.
std::string mVertexID;
// Vertex data addressed by vertex indices
std::vector<InputChannel> mPerVertexData;
// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
std::vector<aiVector3D> mPositions;
@ -332,9 +336,12 @@ struct Mesh
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
// Faces. Stored are only the number of vertices for each face. 1 == point, 2 == line, 3 == triangle, 4+ == poly
// Faces. Stored are only the number of vertices for each face.
// 1 == point, 2 == line, 3 == triangle, 4+ == poly
std::vector<size_t> mFaceSize;
// Position indices for all faces in the sequence given in mFaceSize - necessary for bone weight assignment
// Position indices for all faces in the sequence given in mFaceSize -
// necessary for bone weight assignment
std::vector<size_t> mFacePosIndices;
// Submeshes in this mesh, each with a given material

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@ -547,25 +547,28 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
}
// same for texturecoords, as many as we have
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
// empty slots are not allowed, need to pack and adjust UV indexes accordingly
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
if( pSrcMesh->mTexCoords[a].size() == pSrcMesh->mPositions.size())
{
dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
for( size_t b = 0; b < numVertices; ++b)
dstMesh->mTextureCoords[a][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
dstMesh->mNumUVComponents[a] = pSrcMesh->mNumUVComponents[a];
dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
++real;
}
}
// same for vertex colors, as many as we have
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
// same for vertex colors, as many as we have. again the same packing to avoid empty slots
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
{
if( pSrcMesh->mColors[a].size() == pSrcMesh->mPositions.size())
{
dstMesh->mColors[a] = new aiColor4D[numVertices];
std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[a]);
dstMesh->mColors[real] = new aiColor4D[numVertices];
std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
++real;
}
}
@ -866,12 +869,12 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
}
// determine which transform step is affected by this channel
entry.mTransformIndex = -1;
entry.mTransformIndex = 0xffffffff;
for( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
if( srcNode->mTransforms[a].mID == entry.mTransformId)
entry.mTransformIndex = a;
if( entry.mTransformIndex == -1)
if( entry.mTransformIndex == 0xffffffff)
continue;
entry.mChannel = &(*cit);
@ -1075,20 +1078,19 @@ void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParse
// UV source index ... if we didn't resolve the mapping it is actually just
// a guess but it works in most cases. We search for the frst occurence of a
// number in the channel name. We assume it is the zero-based index into the
// UV channel array of all corresponding meshes.
// UV channel array of all corresponding meshes. It could also be one-based
// for some exporters, but we won't care of it unless someone complains about.
if (sampler.mUVId != 0xffffffff)
map = sampler.mUVId;
else {
map = 0xffffffff;
for (std::string::const_iterator it = sampler.mUVChannel.begin();
it != sampler.mUVChannel.end(); ++it)
{
map = -1;
for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
if (IsNumeric(*it)) {
map = strtol10(&(*it));
break;
}
}
if (0xffffffff == map) {
if (-1 == map) {
DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
map = 0;
}

View File

@ -1800,6 +1800,18 @@ void ColladaParser::ReadInputChannel( std::vector<InputChannel>& poChannels)
if( attrOffset > -1)
channel.mOffset = mReader->getAttributeValueAsInt( attrOffset);
// read set if texture coordinates
if(channel.mType == IT_Texcoord || channel.mType == IT_Color){
int attrSet = TestAttribute("set");
if(attrSet > -1){
attrSet = mReader->getAttributeValueAsInt( attrSet);
if(attrSet < 0)
ThrowException( boost::str( boost::format( "Invalid index \"%i\" for set attribute") % (channel.mIndex+1)));
channel.mIndex = attrSet;
}
}
// store, if valid type
if( channel.mType != IT_Invalid)
poChannels.push_back( channel);
@ -1816,7 +1828,7 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
// determine number of indices coming per vertex
// find the offset index for all per-vertex channels
size_t numOffsets = 1;
size_t perVertexOffset = -1; // invalid value
size_t perVertexOffset = 0xffffffff; // invalid value
BOOST_FOREACH( const InputChannel& channel, pPerIndexChannels)
{
numOffsets = std::max( numOffsets, channel.mOffset+1);
@ -1946,7 +1958,7 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
for( size_t b = 0; b < numPoints; b++)
{
// read all indices for this vertex. Yes, in a hacky static array
assert( numOffsets < 20);
assert( numOffsets < 20 && perVertexOffset < 20);
static size_t vindex[20];
for( size_t offsets = 0; offsets < numOffsets; ++offsets)
vindex[offsets] = *idx++;
@ -2017,8 +2029,9 @@ void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, si
break;
case IT_Texcoord: // up to 4 texture coord sets are fine, ignore the others
if( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
if (0 != acc.mSubOffset[2]) /* hack ... consider cleaner solution */
if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
pMesh->mNumUVComponents[pInput.mIndex]=3;
}
else

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@ -121,17 +121,31 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
if( !mesh->mNumUVComponents[i])
mesh->mNumUVComponents[i] = 2;
aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
// Ensure unsued components are zeroed. This will make 1D texture channels work
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
for (aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; p != end; ++p)
for (; p != end; ++p)
p->z = 0.f;
}
else if (1 == mesh->mNumUVComponents[i]) {
for (aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; p != end; ++p)
for (; p != end; ++p)
p->z = p->y = 0.f;
}
else if (3 == mesh->mNumUVComponents[i]) {
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
for (; p != end; ++p) {
if (p->z != 0)
break;
}
if (p == end) {
DefaultLogger::get()->warn("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
mesh->mNumUVComponents[i] = 2;
}
}
}
}