Merge branch 'master' into allow_step_disable
commit
e22e93e6d7
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@ -1,7 +1,7 @@
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prefix=@CMAKE_INSTALL_PREFIX@
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exec_prefix=@CMAKE_INSTALL_PREFIX@/
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libdir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_LIB_INSTALL_DIR@
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includedir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_INCLUDE_INSTALL_DIR@
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includedir=@CMAKE_INSTALL_PREFIX@/../include/@ASSIMP_INCLUDE_INSTALL_DIR@
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Name: @CMAKE_PROJECT_NAME@
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Description: Import various well-known 3D model formats in an uniform manner.
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@ -1533,7 +1533,23 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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// write transformation - we can directly put the matrix there
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// TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards
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const aiMatrix4x4& mat = pNode->mTransformation;
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aiMatrix4x4 mat = pNode->mTransformation;
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// If this node is a Camera node, the camera coordinate system needs to be multiplied in.
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// When importing from Collada, the mLookAt is set to 0, 0, -1, and the node transform is unchanged.
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// When importing from a different format, mLookAt is set to 0, 0, 1. Therefore, the local camera
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// coordinate system must be changed to matche the Collada specification.
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for (size_t i = 0; i<mScene->mNumCameras; i++){
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if (mScene->mCameras[i]->mName == pNode->mName){
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aiMatrix4x4 sourceView;
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mScene->mCameras[i]->GetCameraMatrix(sourceView);
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aiMatrix4x4 colladaView;
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colladaView.a1 = colladaView.c3 = -1; // move into -z space.
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mat *= (sourceView * colladaView);
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break;
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}
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}
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// customized, sid should be 'matrix' to match with loader code.
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//mOutput << startstr << "<matrix sid=\"transform\">";
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@ -439,6 +439,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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if (!attr.texcoord[tc]) {
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DefaultLogger::get()->warn("NULL texcoord encountered in mesh \"" + mesh.name +
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"\" and will be ignored");
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continue;
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}
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
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"\" does not match the vertex count");
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