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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,5 +1,5 @@ | ||
assimp: | ||
- 5.4.2 | ||
- 5.4.3 | ||
c_compiler: | ||
- gcc | ||
c_compiler_version: | ||
|
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@@ -1,5 +1,5 @@ | ||
assimp: | ||
- 5.4.2 | ||
- 5.4.3 | ||
c_compiler: | ||
- gcc | ||
c_compiler_version: | ||
|
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Original file line number | Diff line number | Diff line change |
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@@ -1,7 +1,7 @@ | ||
BUILD: | ||
- aarch64-conda_cos7-linux-gnu | ||
assimp: | ||
- 5.4.2 | ||
- 5.4.3 | ||
c_compiler: | ||
- gcc | ||
c_compiler_version: | ||
|
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@@ -1,7 +1,7 @@ | ||
BUILD: | ||
- aarch64-conda_cos7-linux-gnu | ||
assimp: | ||
- 5.4.2 | ||
- 5.4.3 | ||
c_compiler: | ||
- gcc | ||
c_compiler_version: | ||
|
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,8 @@ | ||
__migrator: | ||
build_number: 1 | ||
commit_message: Rebuild for assimp 5.4.3 | ||
kind: version | ||
migration_number: 1 | ||
assimp: | ||
- 5.4.3 | ||
migrator_ts: 1725100349.1005585 |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,5 +1,5 @@ | ||
assimp: | ||
- 5.4.2 | ||
- 5.4.3 | ||
c_compiler: | ||
- vs2019 | ||
c_stdlib: | ||
|
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@@ -1,5 +1,5 @@ | ||
assimp: | ||
- 5.4.2 | ||
- 5.4.3 | ||
c_compiler: | ||
- vs2019 | ||
c_stdlib: | ||
|
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From df5f9654d7c3420fd923fd0c2a88e4b72d10e261 Mon Sep 17 00:00:00 2001 | ||
From: Ian Chen <[email protected]> | ||
Date: Thu, 5 Sep 2024 15:13:31 -0700 | ||
Subject: [PATCH] Fix AssimpLoader collada texture coordinates (#634) | ||
|
||
Fixes UNIT_AssimpLoader_TEST with assimp 5.4.3. This should fix homebrew CI. | ||
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||
This PR tweaks the way we checks for texture coordinates from assimp. Empty texture coordinate slots are now allowed as of assimp/assimp#5636. The new logic should be compatible with assimp 5.4.3 and prior versions | ||
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||
Signed-off-by: Ian Chen <[email protected]> | ||
--- | ||
graphics/src/AssimpLoader.cc | 20 +++++++++++++------- | ||
1 file changed, 13 insertions(+), 7 deletions(-) | ||
|
||
diff --git a/graphics/src/AssimpLoader.cc b/graphics/src/AssimpLoader.cc | ||
index f0bcf194..52edddbd 100644 | ||
--- a/graphics/src/AssimpLoader.cc | ||
+++ b/graphics/src/AssimpLoader.cc | ||
@@ -650,15 +650,14 @@ SubMesh AssimpLoader::Implementation::CreateSubMesh( | ||
subMesh.AddVertex(vertex); | ||
subMesh.AddNormal(normal); | ||
// Iterate over sets of texture coordinates | ||
- int uvIdx = 0; | ||
- while(_assimpMesh->HasTextureCoords(uvIdx)) | ||
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) | ||
{ | ||
+ if (!_assimpMesh->HasTextureCoords(i)) | ||
+ continue; | ||
math::Vector3d texcoords; | ||
- texcoords.X(_assimpMesh->mTextureCoords[uvIdx][vertexIdx].x); | ||
- texcoords.Y(_assimpMesh->mTextureCoords[uvIdx][vertexIdx].y); | ||
- // TODO(luca) why do we need 1.0 - Y? | ||
- subMesh.AddTexCoordBySet(texcoords.X(), 1.0 - texcoords.Y(), uvIdx); | ||
- ++uvIdx; | ||
+ texcoords.X(_assimpMesh->mTextureCoords[i][vertexIdx].x); | ||
+ texcoords.Y(_assimpMesh->mTextureCoords[i][vertexIdx].y); | ||
+ subMesh.AddTexCoordBySet(texcoords.X(), texcoords.Y(), i); | ||
} | ||
} | ||
for (unsigned faceIdx = 0; faceIdx < _assimpMesh->mNumFaces; ++faceIdx) | ||
@@ -695,6 +694,7 @@ Mesh *AssimpLoader::Load(const std::string &_filename) | ||
aiProcess_JoinIdenticalVertices | | ||
aiProcess_RemoveRedundantMaterials | | ||
aiProcess_SortByPType | | ||
+ aiProcess_FlipUVs | | ||
#ifndef GZ_ASSIMP_PRE_5_2_0 | ||
aiProcess_PopulateArmatureData | | ||
#endif | ||
@@ -756,11 +756,17 @@ Mesh *AssimpLoader::Load(const std::string &_filename) | ||
// Recursive call to keep track of transforms, | ||
// mesh is passed by reference and edited throughout | ||
this->dataPtr->RecursiveCreate(scene, rootNode, rootTransform, mesh); | ||
+ auto rootSkeleton = mesh->MeshSkeleton(); | ||
// Add the animations | ||
for (unsigned animIdx = 0; animIdx < scene->mNumAnimations; ++animIdx) | ||
{ | ||
auto& anim = scene->mAnimations[animIdx]; | ||
auto animName = ToString(anim->mName); | ||
+ if (animName.empty()) | ||
+ { | ||
+ animName = "animation" + | ||
+ std::to_string(rootSkeleton->AnimationCount() + 1); | ||
+ } | ||
SkeletonAnimation* skelAnim = new SkeletonAnimation(animName); | ||
for (unsigned chanIdx = 0; chanIdx < anim->mNumChannels; ++chanIdx) | ||
{ |
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