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[Pipeline] Fix a couple of extra issues with the assimp update
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harry-cpp committed Dec 21, 2024
1 parent f07129f commit 4eb9056
Showing 1 changed file with 9 additions and 9 deletions.
18 changes: 9 additions & 9 deletions MonoGame.Framework.Content.Pipeline/OpenAssetImporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -453,17 +453,17 @@ private void ImportMaterials()
if (aiMaterial.HasBumpScaling)
material.OpaqueData.Add("BumpScaling", aiMaterial.BumpScaling);
if (aiMaterial.HasColorAmbient)
material.OpaqueData.Add("AmbientColor", (Color)aiMaterial.ColorAmbient);
material.OpaqueData.Add("AmbientColor", new Vector3(aiMaterial.ColorAmbient.X, aiMaterial.ColorAmbient.Y, aiMaterial.ColorAmbient.Z));
if (aiMaterial.HasColorDiffuse)
material.OpaqueData.Add("DiffuseColor", (Color)aiMaterial.ColorDiffuse);
material.OpaqueData.Add("DiffuseColor", new Vector3(aiMaterial.ColorDiffuse.X, aiMaterial.ColorDiffuse.Y, aiMaterial.ColorDiffuse.Z));
if (aiMaterial.HasColorEmissive)
material.OpaqueData.Add("EmissiveColor", (Color)aiMaterial.ColorEmissive);
material.OpaqueData.Add("EmissiveColor", new Vector3(aiMaterial.ColorEmissive.X, aiMaterial.ColorEmissive.Y, aiMaterial.ColorEmissive.Z));
if (aiMaterial.HasColorReflective)
material.OpaqueData.Add("ReflectiveColor", (Color)aiMaterial.ColorReflective);
material.OpaqueData.Add("ReflectiveColor", new Vector3(aiMaterial.ColorReflective.X, aiMaterial.ColorReflective.Y, aiMaterial.ColorReflective.Z));
if (aiMaterial.HasColorSpecular)
material.OpaqueData.Add("SpecularColor", (Color)aiMaterial.ColorSpecular);
material.OpaqueData.Add("SpecularColor", new Vector3(aiMaterial.ColorSpecular.X, aiMaterial.ColorSpecular.Y, aiMaterial.ColorSpecular.Z));
if (aiMaterial.HasColorTransparent)
material.OpaqueData.Add("TransparentColor", (Color)aiMaterial.ColorTransparent);
material.OpaqueData.Add("TransparentColor", new Vector3(aiMaterial.ColorTransparent.X, aiMaterial.ColorTransparent.Y, aiMaterial.ColorTransparent.Z));
if (aiMaterial.HasOpacity)
material.OpaqueData.Add("Opacity", aiMaterial.Opacity);
if (aiMaterial.HasReflectivity)
Expand Down Expand Up @@ -626,7 +626,7 @@ private GeometryContent CreateGeometry(MeshContent mesh, Mesh aiMesh)
// Vertices
var baseVertex = mesh.Positions.Count;
foreach (var vert in aiMesh.Vertices)
mesh.Positions.Add(vert);
mesh.Positions.Add((Vector3)vert);
geom.Vertices.AddRange(Enumerable.Range(baseVertex, aiMesh.VertexCount));
geom.Indices.AddRange(aiMesh.GetIndices());

Expand Down Expand Up @@ -680,7 +680,7 @@ private GeometryContent CreateGeometry(MeshContent mesh, Mesh aiMesh)
geom.Vertices.Channels.Add(VertexChannelNames.TextureCoordinate(i), aiMesh.TextureCoordinateChannels[i].Select(s => new Vector2(s.X, s.Y)));

for (var i = 0; i < aiMesh.VertexColorChannelCount; i++)
geom.Vertices.Channels.Add(VertexChannelNames.Color(i), aiMesh.VertexColorChannels[i].Select(s => (Vector4)s));
geom.Vertices.Channels.Add(VertexChannelNames.Color(i), aiMesh.VertexColorChannels[i].Select(s => (Color)s));

return geom;
}
Expand Down Expand Up @@ -1080,7 +1080,7 @@ private AnimationContent ImportAnimation(Animation aiAnimation, string nodeName
// Lerp between previous and next translation key.
var nextTranslationKey = translationKeys[prevTranslationIndex + 1];
var nextTranslationTime = nextTranslationKey.Time;
var nextTranslation = nextTranslationKey.Value;
var nextTranslation = (Vector3)nextTranslationKey.Value;
var amount = (float)((time - prevTranslationTime) / (nextTranslationTime - prevTranslationTime));
translation = Vector3.Lerp(prevTranslation.Value, nextTranslation, amount);
}
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