Fix [#26821] Import Collada: instance_node still incorrectly handled

reported by David Roy
patch submitted by Camillo Dell'mour
This commit is contained in:
Nathan Letwory 2011-06-20 10:50:17 +00:00
parent 201052a3ff
commit 81f5679ff5
2 changed files with 16 additions and 11 deletions

@ -309,7 +309,7 @@ Object* DocumentImporter::create_lamp_object(COLLADAFW::InstanceLight *lamp, Sce
return ob; return ob;
} }
Object* DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Node *source_node, COLLADAFW::Node *instance_node, Scene *sce, bool is_library_node) Object* DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Node *source_node, COLLADAFW::Node *instance_node, Scene *sce, Object *par_ob, bool is_library_node)
{ {
Object *obn = copy_object(source_ob); Object *obn = copy_object(source_ob);
obn->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME; obn->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
@ -353,10 +353,10 @@ Object* DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Nod
Object *new_child = NULL; Object *new_child = NULL;
if (inodes.getCount()) { // \todo loop through instance nodes if (inodes.getCount()) { // \todo loop through instance nodes
const COLLADAFW::UniqueId& id = inodes[0]->getInstanciatedObjectId(); const COLLADAFW::UniqueId& id = inodes[0]->getInstanciatedObjectId();
new_child = create_instance_node(object_map[id], node_map[id], child_node, sce, is_library_node); new_child = create_instance_node(object_map[id], node_map[id], child_node, sce, NULL, is_library_node);
} }
else { else {
new_child = create_instance_node(object_map[child_id], child_node, NULL, sce, is_library_node); new_child = create_instance_node(object_map[child_id], child_node, NULL, sce, NULL, is_library_node);
} }
bc_set_parent(new_child, obn, mContext, true); bc_set_parent(new_child, obn, mContext, true);
@ -367,7 +367,12 @@ Object* DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Nod
// when we have an instance_node, don't return the object, because otherwise // when we have an instance_node, don't return the object, because otherwise
// its correct location gets overwritten in write_node(). Fixes bug #26012. // its correct location gets overwritten in write_node(). Fixes bug #26012.
if(instance_node) return NULL; if(instance_node) {
if (par_ob && obn)
bc_set_parent(obn, par_ob, mContext);
return NULL;
}
else return obn; else return obn;
} }
@ -385,11 +390,11 @@ void DocumentImporter::write_node (COLLADAFW::Node *node, COLLADAFW::Node *paren
COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights(); COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights();
COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers(); COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers();
COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes(); COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes();
int geom_done = 0; size_t geom_done = 0;
int camera_done = 0; size_t camera_done = 0;
int lamp_done = 0; size_t lamp_done = 0;
int controller_done = 0; size_t controller_done = 0;
int inst_done = 0; size_t inst_done = 0;
// XXX linking object with the first <instance_geometry>, though a node may have more of them... // XXX linking object with the first <instance_geometry>, though a node may have more of them...
// maybe join multiple <instance_...> meshes into 1, and link object with it? not sure... // maybe join multiple <instance_...> meshes into 1, and link object with it? not sure...
@ -423,7 +428,7 @@ void DocumentImporter::write_node (COLLADAFW::Node *node, COLLADAFW::Node *paren
Object *source_ob = object_map[node_id]; Object *source_ob = object_map[node_id];
COLLADAFW::Node *source_node = node_map[node_id]; COLLADAFW::Node *source_node = node_map[node_id];
ob = create_instance_node(source_ob, source_node, node, sce, is_library_node); ob = create_instance_node(source_ob, source_node, node, sce, par, is_library_node);
} }
++inst_done; ++inst_done;
} }

@ -72,7 +72,7 @@ public:
/** these should not be here */ /** these should not be here */
Object* create_camera_object(COLLADAFW::InstanceCamera*, Scene*); Object* create_camera_object(COLLADAFW::InstanceCamera*, Scene*);
Object* create_lamp_object(COLLADAFW::InstanceLight*, Scene*); Object* create_lamp_object(COLLADAFW::InstanceLight*, Scene*);
Object* create_instance_node(Object*, COLLADAFW::Node*, COLLADAFW::Node*, Scene*, bool); Object* create_instance_node(Object*, COLLADAFW::Node*, COLLADAFW::Node*, Scene*, Object*, bool);
void write_node(COLLADAFW::Node*, COLLADAFW::Node*, Scene*, Object*, bool); void write_node(COLLADAFW::Node*, COLLADAFW::Node*, Scene*, Object*, bool);
MTex* create_texture(COLLADAFW::EffectCommon*, COLLADAFW::Texture&, Material*, int, TexIndexTextureArrayMap&); MTex* create_texture(COLLADAFW::EffectCommon*, COLLADAFW::Texture&, Material*, int, TexIndexTextureArrayMap&);
void write_profile_COMMON(COLLADAFW::EffectCommon*, Material*); void write_profile_COMMON(COLLADAFW::EffectCommon*, Material*);