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Fix AssimpLoader collada texture coordinates (#634)
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Fixes UNIT_AssimpLoader_TEST with assimp 5.4.3. This should fix homebrew CI.

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

Signed-off-by: Ian Chen <[email protected]>
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iche033 authored and Crola1702 committed Sep 16, 2024
1 parent 2faf830 commit 7e2042e
Showing 1 changed file with 13 additions and 7 deletions.
20 changes: 13 additions & 7 deletions graphics/src/AssimpLoader.cc
Original file line number Diff line number Diff line change
Expand Up @@ -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)
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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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