Merge branch 'master' into fix_gltf_accessor_overflow

pull/2779/head
Gordon MacPherson 2019-11-30 17:11:07 +00:00 committed by GitHub
commit ef4bf35f69
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 14 additions and 4 deletions

View File

@ -253,7 +253,7 @@ ELSEIF(MSVC)
IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /Zi")
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /Zi /O0")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")

View File

@ -204,11 +204,21 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
if (prop.textureTransformSupported) {
aiUVTransform transform;
transform.mTranslation.x = prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = prop.TextureTransformExt_t.offset[1];
transform.mRotation = prop.TextureTransformExt_t.rotation;
transform.mScaling.x = prop.TextureTransformExt_t.scale[0];
transform.mScaling.y = prop.TextureTransformExt_t.scale[1];
transform.mRotation = -prop.TextureTransformExt_t.rotation; // must be negated
// A change of coordinates is required to map glTF UV transformations into the space used by
// Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp
// rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the
// texture origin. All three can be corrected for solely by a change of the translation since
// the transformations available are shape preserving. Note the importer already flips the V
// coordinate of the actual meshes during import.
const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-transform.mRotation));
transform.mTranslation.x = (0.5 * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((0.5 * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}