Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

6 ➡️ 5 Backport to fix #636 #641

Merged
merged 1 commit into from
Sep 23, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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)
{
Expand Down
Loading