- Bugfix: Collada loader now loads meshes with mixed textured / non-textured parts correctly. At least I hope so, the example files load fine now.
- Bugfix: implemented Collada Look-At transformation type. Untested due to lack of testing material git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@428 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
a241829149
commit
fe58fa6603
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@ -523,7 +523,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// normals, if given. HACK: (thom) Due to the fucking Collada spec we never
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// normals, if given. HACK: (thom) Due to the fucking Collada spec we never
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// know if we have the same number of normals as there are positions. So we
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// know if we have the same number of normals as there are positions. So we
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// also ignore any vertex attribute if it has a different count
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// also ignore any vertex attribute if it has a different count
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if( pSrcMesh->mNormals.size() == pSrcMesh->mPositions.size())
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if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
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{
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{
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dstMesh->mNormals = new aiVector3D[numVertices];
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dstMesh->mNormals = new aiVector3D[numVertices];
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std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
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std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
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@ -531,7 +531,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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}
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}
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// tangents, if given.
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// tangents, if given.
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if( pSrcMesh->mTangents.size() == pSrcMesh->mPositions.size())
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if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices)
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{
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{
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dstMesh->mTangents = new aiVector3D[numVertices];
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dstMesh->mTangents = new aiVector3D[numVertices];
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std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
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std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
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@ -539,7 +539,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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}
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}
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// bitangents, if given.
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// bitangents, if given.
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if( pSrcMesh->mBitangents.size() == pSrcMesh->mPositions.size())
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if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices)
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{
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{
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dstMesh->mBitangents = new aiVector3D[numVertices];
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dstMesh->mBitangents = new aiVector3D[numVertices];
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std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
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std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
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@ -550,7 +550,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// empty slots are not allowed, need to pack and adjust UV indexes accordingly
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// empty slots are not allowed, need to pack and adjust UV indexes accordingly
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for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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{
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if( pSrcMesh->mTexCoords[a].size() == pSrcMesh->mPositions.size())
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if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices)
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{
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{
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dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
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dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
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for( size_t b = 0; b < numVertices; ++b)
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for( size_t b = 0; b < numVertices; ++b)
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@ -564,7 +564,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// same for vertex colors, as many as we have. again the same packing to avoid empty slots
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// same for vertex colors, as many as we have. again the same packing to avoid empty slots
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for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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{
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{
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if( pSrcMesh->mColors[a].size() == pSrcMesh->mPositions.size())
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if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices)
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{
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{
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dstMesh->mColors[real] = new aiColor4D[numVertices];
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dstMesh->mColors[real] = new aiColor4D[numVertices];
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std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
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std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
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@ -1474,7 +1474,7 @@ void ColladaParser::ReadSource()
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{
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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{
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{
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if( IsElement( "float_array") || IsElement( "IDREF_array"))
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if( IsElement( "float_array") || IsElement( "IDREF_array") || IsElement( "Name_array"))
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{
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{
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ReadDataArray();
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ReadDataArray();
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}
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}
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@ -1515,7 +1515,7 @@ void ColladaParser::ReadSource()
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void ColladaParser::ReadDataArray()
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void ColladaParser::ReadDataArray()
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{
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{
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std::string elmName = mReader->getNodeName();
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std::string elmName = mReader->getNodeName();
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bool isStringArray = (elmName == "IDREF_array");
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bool isStringArray = (elmName == "IDREF_array" || elmName == "Name_array");
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// read attributes
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// read attributes
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int indexID = GetAttribute( "id");
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int indexID = GetAttribute( "id");
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@ -1975,6 +1975,7 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
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}
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}
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}
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}
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// if I ever get my hands on that guy who invented this steaming pile of indirection...
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// if I ever get my hands on that guy who invented this steaming pile of indirection...
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TestClosing( "p");
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TestClosing( "p");
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}
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}
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@ -2009,39 +2010,71 @@ void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, si
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else
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else
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DefaultLogger::get()->error("Collada: just one vertex position stream supported");
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DefaultLogger::get()->error("Collada: just one vertex position stream supported");
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break;
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break;
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case IT_Normal: // ignore all normal streams except 0 - there can be only one normal
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case IT_Normal:
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// pad to current vertex count if necessary
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if( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
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pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() - 1, aiVector3D( 0, 1, 0));
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// ignore all normal streams except 0 - there can be only one normal
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if( pInput.mIndex == 0)
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if( pInput.mIndex == 0)
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pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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else
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else
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DefaultLogger::get()->error("Collada: just one vertex normal stream supported");
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DefaultLogger::get()->error("Collada: just one vertex normal stream supported");
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break;
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break;
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case IT_Tangent: // ignore all tangent streams except 0 - there can be only one tangent
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case IT_Tangent:
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// pad to current vertex count if necessary
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if( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
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pMesh->mTangents.insert( pMesh->mTangents.end(), pMesh->mPositions.size() - pMesh->mTangents.size() - 1, aiVector3D( 1, 0, 0));
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// ignore all tangent streams except 0 - there can be only one tangent
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if( pInput.mIndex == 0)
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if( pInput.mIndex == 0)
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pMesh->mTangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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pMesh->mTangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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else
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else
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DefaultLogger::get()->error("Collada: just one vertex tangent stream supported");
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DefaultLogger::get()->error("Collada: just one vertex tangent stream supported");
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break;
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break;
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case IT_Bitangent: // ignore all bitangent streams except 0 - there can be only one bitangent
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case IT_Bitangent:
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// pad to current vertex count if necessary
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if( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
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pMesh->mBitangents.insert( pMesh->mBitangents.end(), pMesh->mPositions.size() - pMesh->mBitangents.size() - 1, aiVector3D( 0, 0, 1));
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// ignore all bitangent streams except 0 - there can be only one bitangent
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if( pInput.mIndex == 0)
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if( pInput.mIndex == 0)
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pMesh->mBitangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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pMesh->mBitangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
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else
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else
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DefaultLogger::get()->error("Collada: just one vertex bitangent stream supported");
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DefaultLogger::get()->error("Collada: just one vertex bitangent stream supported");
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break;
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break;
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case IT_Texcoord: // up to 4 texture coord sets are fine, ignore the others
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case IT_Texcoord:
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if( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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// up to 4 texture coord sets are fine, ignore the others
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if( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS)
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{
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// pad to current vertex count if necessary
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if( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
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pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
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pMesh->mPositions.size() - pMesh->mTexCoords[pInput.mIndex].size() - 1, aiVector3D( 0, 0, 0));
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pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
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pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
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if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
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if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
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pMesh->mNumUVComponents[pInput.mIndex]=3;
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pMesh->mNumUVComponents[pInput.mIndex]=3;
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}
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} else
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else
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{
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DefaultLogger::get()->error("Collada: too many texture coordinate sets. Skipping.");
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DefaultLogger::get()->error("Collada: too many texture coordinate sets. Skipping.");
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}
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break;
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break;
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case IT_Color: // up to 4 color sets are fine, ignore the others
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case IT_Color:
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// up to 4 color sets are fine, ignore the others
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if( pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS)
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if( pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS)
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{
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// pad to current vertex count if necessary
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if( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
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pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
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pMesh->mPositions.size() - pMesh->mColors[pInput.mIndex].size() - 1, aiColor4D( 0, 0, 0, 1));
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pMesh->mColors[pInput.mIndex].push_back( aiColor4D( obj[0], obj[1], obj[2], obj[3]));
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pMesh->mColors[pInput.mIndex].push_back( aiColor4D( obj[0], obj[1], obj[2], obj[3]));
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else
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} else
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{
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DefaultLogger::get()->error("Collada: too many vertex color sets. Skipping.");
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DefaultLogger::get()->error("Collada: too many vertex color sets. Skipping.");
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}
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break;
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break;
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}
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}
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}
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}
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@ -2525,9 +2558,20 @@ aiMatrix4x4 ColladaParser::CalculateResultTransform( const std::vector<Transform
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switch( tf.mType)
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switch( tf.mType)
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{
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{
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case TF_LOOKAT:
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case TF_LOOKAT:
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// TODO: (thom)
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{
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assert( false);
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aiVector3D pos( tf.f[0], tf.f[1], tf.f[2]);
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aiVector3D dstPos( tf.f[3], tf.f[4], tf.f[5]);
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aiVector3D up = aiVector3D( tf.f[6], tf.f[7], tf.f[8]).Normalize();
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aiVector3D dir = aiVector3D( dstPos - pos).Normalize();
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aiVector3D right = (dir ^ up).Normalize();
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res *= aiMatrix4x4(
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right.x, up.x, -dir.x, pos.x,
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right.y, up.y, -dir.y, pos.y,
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right.z, up.z, -dir.z, pos.z,
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0, 0, 0, 1);
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break;
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break;
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}
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case TF_ROTATE:
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case TF_ROTATE:
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{
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{
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aiMatrix4x4 rot;
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aiMatrix4x4 rot;
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Reference in New Issue