parent
eb5e829436
commit
da33262bcc
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@ -420,11 +420,6 @@ namespace Assimp {
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out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
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//cameras are defined along positive x direction
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/*out_camera->mPosition = cam.Position();
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out_camera->mLookAt = (cam.InterestPosition() - out_camera->mPosition).Normalize();
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out_camera->mUp = cam.UpVector();*/
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out_camera->mPosition = aiVector3D(0.0f);
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out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
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out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
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@ -667,8 +662,7 @@ namespace Assimp {
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if ((v - all_ones).SquareLength() > zero_epsilon) {
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return true;
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}
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}
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else if (ok) {
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} else if (ok) {
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if (v.SquareLength() > zero_epsilon) {
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return true;
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}
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@ -1396,10 +1390,6 @@ namespace Assimp {
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}
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std::vector<aiAnimMesh*> animMeshes;
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<<<<<<< HEAD:code/FBXConverter.cpp
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size_t bsIdx(0), bsChannelIdx(0);
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=======
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>>>>>>> master:code/FBX/FBXConverter.cpp
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for (const BlendShape* blendShape : mesh.GetBlendShapes()) {
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for (const BlendShapeChannel* blendShapeChannel : blendShape->BlendShapeChannels()) {
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const std::vector<const ShapeGeometry*>& shapeGeometries = blendShapeChannel->GetShapeGeometries();
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@ -1417,12 +1407,7 @@ namespace Assimp {
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unsigned int count = 0;
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const unsigned int* outIndices = mesh.ToOutputVertexIndex(index, count);
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for (unsigned int k = 0; k < count; k++) {
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<<<<<<< HEAD:code/FBXConverter.cpp
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unsigned int index = outIndices[k];
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=======
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unsigned int index = translateIndexMap[outIndices[k]];
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>>>>>>> master:code/FBX/FBXConverter.cpp
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animMesh->mVertices[index] += vertex;
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if (animMesh->mNormals != nullptr) {
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animMesh->mNormals[index] += normal;
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@ -1433,20 +1418,6 @@ namespace Assimp {
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animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
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animMeshes.push_back(animMesh);
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}
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<<<<<<< HEAD:code/FBXConverter.cpp
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bsChannelIdx++;
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}
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bsIdx++;
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}
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const size_t numAnimMeshes = animMeshes.size();
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if (numAnimMeshes > 0) {
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out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
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out_mesh->mAnimMeshes = new aiAnimMesh * [numAnimMeshes];
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for (size_t i = 0; i < numAnimMeshes; i++) {
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out_mesh->mAnimMeshes[i] = animMeshes.at(i);
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=======
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>>>>>>> master:code/FBX/FBXConverter.cpp
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}
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}
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@ -1755,9 +1726,8 @@ namespace Assimp {
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}
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void FBXConverter::TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh)
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{
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh) {
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TextureMap::const_iterator it = textures.find(propName);
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if (it == textures.end()) {
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return;
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