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Updated assimp to commit 1d565b0 with iFire
Signed-off-by: RevoluPowered <gordon@gordonite.tech> Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
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506
thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp
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506
thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp
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@@ -0,0 +1,506 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file GenUVCoords step */
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#include "ComputeUVMappingProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/Exceptional.h>
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using namespace Assimp;
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namespace {
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const static aiVector3D base_axis_y(0.0,1.0,0.0);
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const static aiVector3D base_axis_x(1.0,0.0,0.0);
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const static aiVector3D base_axis_z(0.0,0.0,1.0);
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const static ai_real angle_epsilon = ai_real( 0.95 );
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ComputeUVMappingProcess::ComputeUVMappingProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ComputeUVMappingProcess::~ComputeUVMappingProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_GenUVCoords) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a ray intersects a plane and find the intersection point
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inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
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const aiVector3D& planeNormal, aiVector3D& pos)
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{
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const ai_real b = planeNormal * (planePos - ray.pos);
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ai_real h = ray.dir * planeNormal;
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if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
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return false;
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pos = ray.pos + (ray.dir * h);
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Find the first empty UV channel in a mesh
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inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
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{
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for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
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if (!mesh->mTextureCoords[m])return m;
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ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found");
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return UINT_MAX;
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}
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// ------------------------------------------------------------------------------------------------
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// Try to remove UV seams
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void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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{
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// TODO: just a very rough algorithm. I think it could be done
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// much easier, but I don't know how and am currently too tired to
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// to think about a better solution.
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const static ai_real LOWER_LIMIT = ai_real( 0.1 );
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const static ai_real UPPER_LIMIT = ai_real( 0.9 );
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const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
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const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
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for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
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{
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const aiFace& face = mesh->mFaces[fidx];
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if (face.mNumIndices < 3) continue; // triangles and polygons only, please
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unsigned int small = face.mNumIndices, large = small;
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bool zero = false, one = false, round_to_zero = false;
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// Check whether this face lies on a UV seam. We can just guess,
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// but the assumption that a face with at least one very small
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// on the one side and one very large U coord on the other side
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// lies on a UV seam should work for most cases.
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for (unsigned int n = 0; n < face.mNumIndices;++n)
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{
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if (out[face.mIndices[n]].x < LOWER_LIMIT)
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{
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small = n;
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// If we have a U value very close to 0 we can't
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// round the others to 0, too.
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if (out[face.mIndices[n]].x <= LOWER_EPSILON)
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zero = true;
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else round_to_zero = true;
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}
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if (out[face.mIndices[n]].x > UPPER_LIMIT)
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{
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large = n;
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// If we have a U value very close to 1 we can't
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// round the others to 1, too.
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if (out[face.mIndices[n]].x >= UPPER_EPSILON)
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one = true;
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}
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}
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if (small != face.mNumIndices && large != face.mNumIndices)
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{
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for (unsigned int n = 0; n < face.mNumIndices;++n)
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{
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// If the u value is over the upper limit and no other u
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// value of that face is 0, round it to 0
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if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
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out[face.mIndices[n]].x = 0.0;
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// If the u value is below the lower limit and no other u
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// value of that face is 1, round it to 1
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else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
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out[face.mIndices[n]].x = 1.0;
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// The face contains both 0 and 1 as UV coords. This can occur
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// for faces which have an edge that lies directly on the seam.
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// Due to numerical inaccuracies one U coord becomes 0, the
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// other 1. But we do still have a third UV coord to determine
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// to which side we must round to.
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else if (one && zero)
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{
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if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
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out[face.mIndices[n]].x = 0.0;
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else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
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out[face.mIndices[n]].x = 1.0;
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
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{
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aiVector3D center, min, max;
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FindMeshCenter(mesh, center, min, max);
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// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
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// currently the mapping axis will always be one of x,y,z, except if the
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// PretransformVertices step is used (it transforms the meshes into worldspace,
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// thus changing the mapping axis)
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if (axis * base_axis_x >= angle_epsilon) {
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// For each point get a normalized projection vector in the sphere,
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// get its longitude and latitude and map them to their respective
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// UV axes. Problems occur around the poles ... unsolvable.
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//
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// The spherical coordinate system looks like this:
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// x = cos(lon)*cos(lat)
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// y = sin(lon)*cos(lat)
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// z = sin(lat)
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//
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// Thus we can derive:
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// lat = arcsin (z)
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// lon = arctan (y/x)
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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// ... just the same again
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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// ... just the same again
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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else {
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aiMatrix4x4 mTrafo;
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aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
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// again the same, except we're applying a transformation now
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
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out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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// Now find and remove UV seams. A seam occurs if a face has a tcoord
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// close to zero on the one side, and a tcoord close to one on the
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// other side.
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RemoveUVSeams(mesh,out);
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}
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// ------------------------------------------------------------------------------------------------
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void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
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{
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aiVector3D center, min, max;
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// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
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// currently the mapping axis will always be one of x,y,z, except if the
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// PretransformVertices step is used (it transforms the meshes into worldspace,
|
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// thus changing the mapping axis)
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if (axis * base_axis_x >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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const ai_real diff = max.x - min.x;
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// If the main axis is 'z', the z coordinate of a point 'p' is mapped
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// directly to the texture V axis. The other axis is derived from
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// the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
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// 'c' is the center point of the mesh.
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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aiVector3D& uv = out[pnt];
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uv.y = (pos.x - min.x) / diff;
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uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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const ai_real diff = max.y - min.y;
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|
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// just the same ...
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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aiVector3D& uv = out[pnt];
|
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uv.y = (pos.y - min.y) / diff;
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uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
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FindMeshCenter(mesh, center, min, max);
|
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const ai_real diff = max.z - min.z;
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|
||||
// just the same ...
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
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const aiVector3D& pos = mesh->mVertices[pnt];
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aiVector3D& uv = out[pnt];
|
||||
|
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uv.y = (pos.z - min.z) / diff;
|
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uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
const ai_real diff = max.y - min.y;
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
|
||||
const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
|
||||
uv.y = (pos.y - min.y) / diff;
|
||||
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
|
||||
// Now find and remove UV seams. A seam occurs if a face has a tcoord
|
||||
// close to zero on the one side, and a tcoord close to one on the
|
||||
// other side.
|
||||
RemoveUVSeams(mesh,out);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
ai_real diffu,diffv;
|
||||
aiVector3D center, min, max;
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.z - min.z;
|
||||
diffv = max.y - min.y;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.y - min.y;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else
|
||||
{
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
|
||||
// shouldn't be necessary to remove UV seams ...
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
|
||||
{
|
||||
ASSIMP_LOG_ERROR("Mapping type currently not implemented");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin");
|
||||
char buffer[1024];
|
||||
|
||||
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
|
||||
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
|
||||
|
||||
std::list<MappingInfo> mappingStack;
|
||||
|
||||
/* Iterate through all materials and search for non-UV mapped textures
|
||||
*/
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
{
|
||||
mappingStack.clear();
|
||||
aiMaterial* mat = pScene->mMaterials[i];
|
||||
for (unsigned int a = 0; a < mat->mNumProperties;++a)
|
||||
{
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
if (!::strcmp( prop->mKey.data, "$tex.mapping"))
|
||||
{
|
||||
aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
|
||||
if (aiTextureMapping_UV != mapping)
|
||||
{
|
||||
if (!DefaultLogger::isNullLogger())
|
||||
{
|
||||
ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
|
||||
TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
|
||||
MappingTypeToString(mapping));
|
||||
|
||||
ASSIMP_LOG_INFO(buffer);
|
||||
}
|
||||
|
||||
if (aiTextureMapping_OTHER == mapping)
|
||||
continue;
|
||||
|
||||
MappingInfo info (mapping);
|
||||
|
||||
// Get further properties - currently only the major axis
|
||||
for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
|
||||
{
|
||||
aiMaterialProperty* prop2 = mat->mProperties[a2];
|
||||
if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
|
||||
continue;
|
||||
|
||||
if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
|
||||
info.axis = *((aiVector3D*)prop2->mData);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int idx( 99999999 );
|
||||
|
||||
// Check whether we have this mapping mode already
|
||||
std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
|
||||
if (mappingStack.end() != it)
|
||||
{
|
||||
idx = (*it).uv;
|
||||
}
|
||||
else
|
||||
{
|
||||
/* We have found a non-UV mapped texture. Now
|
||||
* we need to find all meshes using this material
|
||||
* that we can compute UV channels for them.
|
||||
*/
|
||||
for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
|
||||
{
|
||||
aiMesh* mesh = pScene->mMeshes[m];
|
||||
unsigned int outIdx = 0;
|
||||
if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
|
||||
!mesh->mNumVertices)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Allocate output storage
|
||||
aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
|
||||
|
||||
switch (mapping)
|
||||
{
|
||||
case aiTextureMapping_SPHERE:
|
||||
ComputeSphereMapping(mesh,info.axis,p);
|
||||
break;
|
||||
case aiTextureMapping_CYLINDER:
|
||||
ComputeCylinderMapping(mesh,info.axis,p);
|
||||
break;
|
||||
case aiTextureMapping_PLANE:
|
||||
ComputePlaneMapping(mesh,info.axis,p);
|
||||
break;
|
||||
case aiTextureMapping_BOX:
|
||||
ComputeBoxMapping(mesh,p);
|
||||
break;
|
||||
default:
|
||||
ai_assert(false);
|
||||
}
|
||||
if (m && idx != outIdx)
|
||||
{
|
||||
ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to "
|
||||
"this material have equal numbers of UV channels. The UV index stored in "
|
||||
"the material structure does therefore not apply for all meshes. ");
|
||||
}
|
||||
idx = outIdx;
|
||||
}
|
||||
info.uv = idx;
|
||||
mappingStack.push_back(info);
|
||||
}
|
||||
|
||||
// Update the material property list
|
||||
mapping = aiTextureMapping_UV;
|
||||
((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("GenUVCoordsProcess finished");
|
||||
}
|
||||
Reference in New Issue
Block a user