Merge branch 'master' into 3mf_basematerial_support
commit
e668b97453
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@ -222,6 +222,7 @@ void ColladaParser::ReadStructure()
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}
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PostProcessRootAnimations();
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PostProcessControllers();
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}
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// ------------------------------------------------------------------------------------------------
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@ -360,6 +361,21 @@ void ColladaParser::ReadAnimationClipLibrary()
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}
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}
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void ColladaParser::PostProcessControllers()
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{
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for (ControllerLibrary::iterator it = mControllerLibrary.begin(); it != mControllerLibrary.end(); ++it)
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{
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std::string meshId = it->second.mMeshId;
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ControllerLibrary::iterator findItr = mControllerLibrary.find(meshId);
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while(findItr != mControllerLibrary.end()) {
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meshId = findItr->second.mMeshId;
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findItr = mControllerLibrary.find(meshId);
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}
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it->second.mMeshId = meshId;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Re-build animations from animation clip library, if present, otherwise combine single-channel animations
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void ColladaParser::PostProcessRootAnimations()
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@ -87,6 +87,9 @@ namespace Assimp
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/** Reads the animation clip library */
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void ReadAnimationClipLibrary();
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/** Unwrap controllers dependency hierarchy */
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void PostProcessControllers();
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/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
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void PostProcessRootAnimations();
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@ -643,14 +643,14 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
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if ( ok && PreRotation.SquareLength() > zero_epsilon ) {
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is_complex = true;
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GetRotationMatrix( rot, PreRotation, chain[ TransformationComp_PreRotation ] );
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GetRotationMatrix( Model::RotOrder::RotOrder_EulerXYZ, PreRotation, chain[ TransformationComp_PreRotation ] );
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}
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const aiVector3D& PostRotation = PropertyGet<aiVector3D>( props, "PostRotation", ok );
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if ( ok && PostRotation.SquareLength() > zero_epsilon ) {
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is_complex = true;
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GetRotationMatrix( rot, PostRotation, chain[ TransformationComp_PostRotation ] );
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GetRotationMatrix( Model::RotOrder::RotOrder_EulerXYZ, PostRotation, chain[ TransformationComp_PostRotation ] );
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}
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const aiVector3D& RotationPivot = PropertyGet<aiVector3D>( props, "RotationPivot", ok );
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@ -148,6 +148,17 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
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<< aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl;
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// Look through materials for a diffuse texture, and add it if found
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for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i )
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{
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const aiMaterial* const mat = pScene->mMaterials[i];
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aiString s;
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if ( AI_SUCCESS == mat->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), s ) )
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{
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mOutput << "comment TextureFile " << s.data << endl;
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}
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}
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// TODO: probably want to check here rather than just assume something
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// definitely not good to always write float even if we might have double precision
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