From 7e2042ed6128ca050997fde4818d6eb51eaad38d Mon Sep 17 00:00:00 2001 From: Ian Chen 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. 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 --- 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) {