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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 04:03:46 +00:00
Update Assimp from 5.2.3 to 5.2.5
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parent
ea7ca63301
commit
16f3710058
379 changed files with 14469 additions and 47175 deletions
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@ -64,7 +64,7 @@ bool validateColorString(const char *color) {
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return true;
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}
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aiFace ReadTriangle(XmlNode &node) {
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aiFace ReadTriangle(XmlNode &node, int &texId0, int &texId1, int &texId2) {
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aiFace face;
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face.mNumIndices = 3;
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@ -73,6 +73,11 @@ aiFace ReadTriangle(XmlNode &node) {
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face.mIndices[1] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v2).as_string()));
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face.mIndices[2] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v3).as_string()));
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texId0 = texId1 = texId2 = -1;
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XmlParser::getIntAttribute(node, XmlTag::p1, texId0);
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XmlParser::getIntAttribute(node, XmlTag::p2, texId1);
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XmlParser::getIntAttribute(node, XmlTag::p3, texId2);
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return face;
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}
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@ -106,7 +111,7 @@ bool getNodeAttribute(const XmlNode &node, const std::string &attribute, int &va
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return false;
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}
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aiMatrix4x4 parseTransformMatrix(std::string matrixStr) {
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aiMatrix4x4 parseTransformMatrix(const std::string& matrixStr) {
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// split the string
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std::vector<float> numbers;
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std::string currentNumber;
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@ -412,6 +417,9 @@ void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
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bool hasPid = getNodeAttribute(currentNode, D3MF::XmlTag::pid, pid);
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bool hasP1 = getNodeAttribute(currentNode, D3MF::XmlTag::p1, p1);
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int texId[3];
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Texture2DGroup *group = nullptr;
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aiFace face = ReadTriangle(currentNode, texId[0], texId[1], texId[2]);
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if (hasPid && hasP1) {
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auto it = mResourcesDictionnary.find(pid);
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if (it != mResourcesDictionnary.end()) {
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@ -420,23 +428,34 @@ void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
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mesh->mMaterialIndex = baseMaterials->mMaterialIndex[p1];
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} else if (it->second->getType() == ResourceType::RT_Texture2DGroup) {
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if (mesh->mTextureCoords[0] == nullptr) {
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Texture2DGroup *group = static_cast<Texture2DGroup *>(it->second);
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mesh->mNumUVComponents[0] = 2;
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for (unsigned int i = 1; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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mesh->mNumUVComponents[i] = 0;
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}
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group = static_cast<Texture2DGroup *>(it->second);
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const std::string name = ai_to_string(group->mTexId);
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for (size_t i = 0; i < mMaterials.size(); ++i) {
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if (name == mMaterials[i]->GetName().C_Str()) {
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mesh->mMaterialIndex = static_cast<unsigned int>(i);
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}
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}
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mesh->mTextureCoords[0] = new aiVector3D[group->mTex2dCoords.size()];
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for (unsigned int i = 0; i < group->mTex2dCoords.size(); ++i) {
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mesh->mTextureCoords[0][i] = aiVector3D(group->mTex2dCoords[i].x, group->mTex2dCoords[i].y, 0);
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}
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mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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}
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}
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}
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}
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aiFace face = ReadTriangle(currentNode);
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// Load texture coordinates into mesh, when any
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if (group != nullptr) {
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size_t i0 = face.mIndices[0];
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size_t i1 = face.mIndices[1];
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size_t i2 = face.mIndices[2];
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mesh->mTextureCoords[0][i0] = aiVector3D(group->mTex2dCoords[texId[0]].x, group->mTex2dCoords[texId[0]].y, 0.0f);
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mesh->mTextureCoords[0][i1] = aiVector3D(group->mTex2dCoords[texId[1]].x, group->mTex2dCoords[texId[1]].y, 0.0f);
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mesh->mTextureCoords[0][i2] = aiVector3D(group->mTex2dCoords[texId[2]].x, group->mTex2dCoords[texId[2]].y, 0.0f);
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}
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faces.push_back(face);
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}
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}
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@ -578,11 +597,15 @@ aiMaterial *XmlSerializer::readMaterialDef(XmlNode &node, unsigned int basemater
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}
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void XmlSerializer::StoreMaterialsInScene(aiScene *scene) {
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if (nullptr == scene || mMaterials.empty()) {
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if (nullptr == scene) {
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return;
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}
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scene->mNumMaterials = static_cast<unsigned int>(mMaterials.size());
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if (scene->mNumMaterials == 0) {
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return;
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}
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scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
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for (size_t i = 0; i < mMaterials.size(); ++i) {
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scene->mMaterials[i] = mMaterials[i];
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