pull master

pull/3219/head
Yingying Wang 2020-05-18 11:15:18 -07:00
commit 02cbd36271
86 changed files with 4537 additions and 2493 deletions

6
.gitignore vendored
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@ -79,6 +79,12 @@ test/gtest/src/gtest-stamp/Debug/
tools/assimp_view/assimp_viewer.vcxproj.user
*.pyc
### Rust ###
# Generated by Cargo; will have compiled files and executables
port/assimp_rs/target/
# Backup files generated by rustfmt
port/assimp_rs/**/*.rs.bk
# Unix editor backups
*~
test/gtest/src/gtest-stamp/gtest-gitinfo.txt

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@ -73,6 +73,9 @@ else()
else()
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@")
endif()
# Import target "assimp::assimp" for configuration "Debug"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_SONAME_DEBUG "${sharedLibraryName}"
IMPORTED_LOCATION_DEBUG "@CMAKE_INSTALL_FULL_LIBDIR@/${sharedLibraryName}"
@ -81,6 +84,9 @@ else()
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "@CMAKE_INSTALL_FULL_LIBDIR@/${sharedLibraryName}" )
else()
set(staticLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_STATIC_LIBRARY_SUFFIX@")
# Import target "assimp::assimp" for configuration "Debug"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_LOCATION_DEBUG "@CMAKE_INSTALL_FULL_LIBDIR@/${staticLibraryName}"
)

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@ -73,6 +73,9 @@ else()
else()
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@")
endif()
# Import target "assimp::assimp" for configuration "Release"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_SONAME_RELEASE "${sharedLibraryName}"
IMPORTED_LOCATION_RELEASE "@CMAKE_INSTALL_FULL_LIBDIR@/${sharedLibraryName}"
@ -81,6 +84,9 @@ else()
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "@CMAKE_INSTALL_FULL_LIBDIR@/${sharedLibraryName}" )
else()
set(staticLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_STATIC_LIBRARY_SUFFIX@")
# Import target "assimp::assimp" for configuration "Release"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_LOCATION_RELEASE "@CMAKE_INSTALL_FULL_LIBDIR@/${staticLibraryName}"
)

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@ -44,8 +44,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
#include "ColladaExporter.h"
#include <assimp/Bitmap.h>
#include <assimp/ColladaMetaData.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/Exceptional.h>
#include <assimp/MathFunctions.h>
#include <assimp/SceneCombiner.h>
#include <assimp/StringUtils.h>
@ -56,15 +59,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Exporter.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/Exceptional.h>
#include <ctime>
#include <iostream>
#include <memory>
#include <set>
#include <vector>
using namespace Assimp;
namespace Assimp {
@ -91,8 +87,6 @@ void ExportSceneCollada(const char *pFile, IOSystem *pIOSystem, const aiScene *p
outfile->Write(iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()), 1);
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
static const std::string XMLIDEncode(const std::string &name) {
@ -115,7 +109,7 @@ static const std::string XMLIDEncode(const std::string &name) {
if (strchr(XML_ID_CHARS, *it) != nullptr) {
idEncoded << *it;
} else {
// Select placeholder character based on invalid character to prevent name collisions
// Select placeholder character based on invalid character to reduce ID collisions
idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
}
}
@ -123,20 +117,37 @@ static const std::string XMLIDEncode(const std::string &name) {
return idEncoded.str();
}
// ------------------------------------------------------------------------------------------------
// Helper functions to create unique ids
inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
return (idSet.find(idStr) == idSet.end());
}
inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
std::string result(idPrefix + postfix);
if (!IsUniqueId(idSet, result)) {
// Select a number to append
size_t idnum = 1;
do {
result = idPrefix + '_' + to_string(idnum) + postfix;
++idnum;
} while (!IsUniqueId(idSet, result));
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file) :
mIOSystem(pIOSystem), mPath(path), mFile(file) {
mIOSystem(pIOSystem),
mPath(path),
mFile(file),
mScene(pScene),
endstr("\n") {
// make sure that all formatting happens using the standard, C locale and not the user's current locale
mOutput.imbue(std::locale("C"));
mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
mScene = pScene;
mSceneOwned = false;
// set up strings
endstr = "\n";
// start writing the file
WriteFile();
}
@ -144,9 +155,6 @@ ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, con
// ------------------------------------------------------------------------------------------------
// Destructor
ColladaExporter::~ColladaExporter() {
if (mSceneOwned) {
delete mScene;
}
}
// ------------------------------------------------------------------------------------------------
@ -161,6 +169,9 @@ void ColladaExporter::WriteFile() {
WriteTextures();
WriteHeader();
// Add node names to the unique id database first so they are most likely to use their names as unique ids
CreateNodeIds(mScene->mRootNode);
WriteCamerasLibrary();
WriteLightsLibrary();
WriteMaterials();
@ -172,10 +183,11 @@ void ColladaExporter::WriteFile() {
// customized, Writes the animation library
WriteAnimationsLibrary();
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
// instantiate the scene(s)
// For Assimp there will only ever be one
mOutput << startstr << "<scene>" << endstr;
PushTag();
mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
mOutput << startstr << "<instance_visual_scene url=\"#" + mSceneId + "\" />" << endstr;
PopTag();
mOutput << startstr << "</scene>" << endstr;
PopTag();
@ -201,7 +213,7 @@ void ColladaExporter::WriteHeader() {
static const unsigned int date_nb_chars = 20;
char date_str[date_nb_chars];
std::time_t date = std::time(NULL);
std::time_t date = std::time(nullptr);
std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
aiVector3D scaling;
@ -210,13 +222,13 @@ void ColladaExporter::WriteHeader() {
mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
rotation.Normalize();
bool add_root_node = false;
mAdd_root_node = false;
ai_real scale = 1.0;
if (std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
scale = (ai_real)((((double)scaling.x) + ((double)scaling.y) + ((double)scaling.z)) / 3.0);
} else {
add_root_node = true;
mAdd_root_node = true;
}
std::string up_axis = "Y_UP";
@ -227,33 +239,19 @@ void ColladaExporter::WriteHeader() {
} else if (rotation.Equal(z_rot, epsilon)) {
up_axis = "Z_UP";
} else {
add_root_node = true;
mAdd_root_node = true;
}
if (!position.Equal(aiVector3D(0, 0, 0))) {
add_root_node = true;
mAdd_root_node = true;
}
if (mScene->mRootNode->mNumChildren == 0) {
add_root_node = true;
// Assimp root nodes can have meshes, Collada Scenes cannot
if (mScene->mRootNode->mNumChildren == 0 || mScene->mRootNode->mMeshes != 0) {
mAdd_root_node = true;
}
if (add_root_node) {
aiScene *scene;
SceneCombiner::CopyScene(&scene, mScene);
aiNode *root = new aiNode("Scene");
root->mNumChildren = 1;
root->mChildren = new aiNode *[root->mNumChildren];
root->mChildren[0] = scene->mRootNode;
scene->mRootNode->mParent = root;
scene->mRootNode = root;
mScene = scene;
mSceneOwned = true;
if (mAdd_root_node) {
up_axis = "Y_UP";
scale = 1.0;
}
@ -352,7 +350,7 @@ void ColladaExporter::WriteTextures() {
std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char *)texture->achFormatHint);
std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
if (outfile == NULL) {
if (outfile == nullptr) {
throw DeadlyExportError("could not open output texture file: " + mPath + name);
}
@ -388,10 +386,10 @@ void ColladaExporter::WriteCamerasLibrary() {
void ColladaExporter::WriteCamera(size_t pIndex) {
const aiCamera *cam = mScene->mCameras[pIndex];
const std::string cameraName = XMLEscape(cam->mName.C_Str());
const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
mOutput << startstr << "<camera id=\"" << cameraId << "\" name=\"" << cameraName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<optics>" << endstr;
PushTag();
@ -441,10 +439,10 @@ void ColladaExporter::WriteLightsLibrary() {
void ColladaExporter::WriteLight(size_t pIndex) {
const aiLight *light = mScene->mLights[pIndex];
const std::string lightName = XMLEscape(light->mName.C_Str());
const std::string lightId = XMLIDEncode(light->mName.C_Str());
const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
<< lightName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
@ -561,12 +559,11 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
// ------------------------------------------------------------------------------------------------
// Reads a single surface entry from the given material keys
void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat,
aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
if (pSrcMat->GetTextureCount(pTexture) > 0) {
bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
if (pSrcMat.GetTextureCount(pTexture) > 0) {
aiString texfile;
unsigned int uvChannel = 0;
pSrcMat->GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &uvChannel);
std::string index_str(texfile.C_Str());
@ -596,8 +593,9 @@ void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *
poSurface.exist = true;
} else {
if (pKey)
poSurface.exist = pSrcMat->Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
}
return poSurface.exist;
}
// ------------------------------------------------------------------------------------------------
@ -608,9 +606,9 @@ static bool isalnum_C(char c) {
// ------------------------------------------------------------------------------------------------
// Writes an image entry for the given surface
void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd) {
void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
if (!pSurface.texture.empty()) {
mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>";
@ -631,14 +629,14 @@ void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string
// ------------------------------------------------------------------------------------------------
// Writes a color-or-texture entry into an effect definition
void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName) {
void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
if (pSurface.exist) {
mOutput << startstr << "<" << pTypeName << ">" << endstr;
PushTag();
if (pSurface.texture.empty()) {
mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
} else {
mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
PopTag();
mOutput << startstr << "</" << pTypeName << ">" << endstr;
@ -647,24 +645,24 @@ void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std:
// ------------------------------------------------------------------------------------------------
// Writes the two parameters necessary for referencing a texture in an effect entry
void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName) {
void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
if (!pSurface.texture.empty()) {
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
PushTag();
mOutput << startstr << "<surface type=\"2D\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
PopTag();
mOutput << startstr << "</surface>" << endstr;
PopTag();
mOutput << startstr << "</newparam>" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
PushTag();
mOutput << startstr << "<sampler2D>" << endstr;
PushTag();
mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
PopTag();
mOutput << startstr << "</sampler2D>" << endstr;
PopTag();
@ -687,80 +685,63 @@ void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::stri
// ------------------------------------------------------------------------------------------------
// Writes the material setup
void ColladaExporter::WriteMaterials() {
std::vector<Material> materials;
materials.resize(mScene->mNumMaterials);
/// collect all materials from the scene
size_t numTextures = 0;
for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
const aiMaterial *mat = mScene->mMaterials[a];
aiString name;
if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
name = "mat";
materials[a].name = std::string("m") + to_string(a) + name.C_Str();
} else {
// try to use the material's name if no other material has already taken it, else append #
std::string testName = name.C_Str();
size_t materialCountWithThisName = 0;
for (size_t i = 0; i < a; i++) {
if (materials[i].name == testName) {
materialCountWithThisName++;
}
}
if (materialCountWithThisName == 0) {
materials[a].name = name.C_Str();
} else {
materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
}
}
Material &material = materials[a];
material.id = GetObjectUniqueId(AiObjectType::Material, a);
material.name = GetObjectName(AiObjectType::Material, a);
const aiMaterial &mat = *(mScene->mMaterials[a]);
aiShadingMode shading = aiShadingMode_Flat;
materials[a].shading_model = "phong";
if (mat->Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
material.shading_model = "phong";
if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
if (shading == aiShadingMode_Phong) {
materials[a].shading_model = "phong";
material.shading_model = "phong";
} else if (shading == aiShadingMode_Blinn) {
materials[a].shading_model = "blinn";
material.shading_model = "blinn";
} else if (shading == aiShadingMode_NoShading) {
materials[a].shading_model = "constant";
material.shading_model = "constant";
} else if (shading == aiShadingMode_Gouraud) {
materials[a].shading_model = "lambert";
material.shading_model = "lambert";
}
}
ReadMaterialSurface(materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
if (!materials[a].ambient.texture.empty()) numTextures++;
ReadMaterialSurface(materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
if (!materials[a].diffuse.texture.empty()) numTextures++;
ReadMaterialSurface(materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
if (!materials[a].specular.texture.empty()) numTextures++;
ReadMaterialSurface(materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
if (!materials[a].emissive.texture.empty()) numTextures++;
ReadMaterialSurface(materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
if (!materials[a].reflective.texture.empty()) numTextures++;
ReadMaterialSurface(materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
if (!materials[a].transparent.texture.empty()) numTextures++;
ReadMaterialSurface(materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
if (!materials[a].normal.texture.empty()) numTextures++;
if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
++numTextures;
if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
++numTextures;
if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
++numTextures;
if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
++numTextures;
if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
++numTextures;
if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
++numTextures;
if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
++numTextures;
materials[a].shininess.exist = mat->Get(AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
materials[a].transparency.exist = mat->Get(AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
materials[a].index_refraction.exist = mat->Get(AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
}
// output textures if present
if (numTextures > 0) {
mOutput << startstr << "<library_images>" << endstr;
PushTag();
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
const Material &mat = *it;
WriteImageEntry(mat.ambient, mat.name + "-ambient-image");
WriteImageEntry(mat.diffuse, mat.name + "-diffuse-image");
WriteImageEntry(mat.specular, mat.name + "-specular-image");
WriteImageEntry(mat.emissive, mat.name + "-emission-image");
WriteImageEntry(mat.reflective, mat.name + "-reflective-image");
WriteImageEntry(mat.transparent, mat.name + "-transparent-image");
WriteImageEntry(mat.normal, mat.name + "-normal-image");
for (const Material &mat : materials) {
WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
WriteImageEntry(mat.specular, mat.id + "-specular-image");
WriteImageEntry(mat.emissive, mat.id + "-emission-image");
WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
WriteImageEntry(mat.normal, mat.id + "-normal-image");
}
PopTag();
mOutput << startstr << "</library_images>" << endstr;
@ -770,40 +751,39 @@ void ColladaExporter::WriteMaterials() {
if (!materials.empty()) {
mOutput << startstr << "<library_effects>" << endstr;
PushTag();
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
const Material &mat = *it;
for (const Material &mat : materials) {
// this is so ridiculous it must be right
mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
mOutput << startstr << "<effect id=\"" << mat.id << "-fx\" name=\"" << mat.name << "\">" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
PushTag();
// write sampler- and surface params for the texture entries
WriteTextureParamEntry(mat.emissive, "emission", mat.name);
WriteTextureParamEntry(mat.ambient, "ambient", mat.name);
WriteTextureParamEntry(mat.diffuse, "diffuse", mat.name);
WriteTextureParamEntry(mat.specular, "specular", mat.name);
WriteTextureParamEntry(mat.reflective, "reflective", mat.name);
WriteTextureParamEntry(mat.transparent, "transparent", mat.name);
WriteTextureParamEntry(mat.normal, "normal", mat.name);
WriteTextureParamEntry(mat.emissive, "emission", mat.id);
WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
WriteTextureParamEntry(mat.specular, "specular", mat.id);
WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
WriteTextureParamEntry(mat.normal, "normal", mat.id);
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
PushTag();
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
PushTag();
WriteTextureColorEntry(mat.emissive, "emission", mat.name + "-emission-sampler");
WriteTextureColorEntry(mat.ambient, "ambient", mat.name + "-ambient-sampler");
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
WriteTextureColorEntry(mat.specular, "specular", mat.name + "-specular-sampler");
WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
WriteFloatEntry(mat.shininess, "shininess");
WriteTextureColorEntry(mat.reflective, "reflective", mat.name + "-reflective-sampler");
WriteTextureColorEntry(mat.transparent, "transparent", mat.name + "-transparent-sampler");
WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
WriteFloatEntry(mat.transparency, "transparency");
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
if (!mat.normal.texture.empty()) {
WriteTextureColorEntry(mat.normal, "bump", mat.name + "-normal-sampler");
WriteTextureColorEntry(mat.normal, "bump", mat.id + "-normal-sampler");
}
PopTag();
@ -823,9 +803,9 @@ void ColladaExporter::WriteMaterials() {
PushTag();
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
const Material &mat = *it;
mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
mOutput << startstr << "<material id=\"" << mat.id << "\" name=\"" << mat.name << "\">" << endstr;
PushTag();
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
mOutput << startstr << "<instance_effect url=\"#" << mat.id << "-fx\"/>" << endstr;
PopTag();
mOutput << startstr << "</material>" << endstr;
}
@ -852,20 +832,18 @@ void ColladaExporter::WriteControllerLibrary() {
// Writes a skin controller of the given mesh
void ColladaExporter::WriteController(size_t pIndex) {
const aiMesh *mesh = mScene->mMeshes[pIndex];
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
const std::string idstrEscaped = XMLIDEncode(idstr);
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
// Is there a skin controller?
if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
return;
if (mesh->mNumBones == 0)
return;
const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" ";
mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
PushTag();
mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << endstr;
mOutput << startstr << "<skin source=\"#" << idstr << "\">" << endstr;
PushTag();
// bind pose matrix
@ -882,20 +860,20 @@ void ColladaExporter::WriteController(size_t pIndex) {
PopTag();
mOutput << startstr << "</bind_shape_matrix>" << endstr;
mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
mOutput << startstr << "<source id=\"" << idstr << "-skin-joints\" name=\"" << namestr << "-skin-joints\">" << endstr;
PushTag();
mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
for (size_t i = 0; i < mesh->mNumBones; ++i)
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
mOutput << "</Name_array>" << endstr;
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
mOutput << startstr << "<accessor source=\"#" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
PushTag();
mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr;
@ -932,8 +910,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
mOutput << startstr << "<joints>" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr;
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\"></input>" << endstr;
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstr << "-skin-bind_poses\"></input>" << endstr;
PopTag();
mOutput << startstr << "</joints>" << endstr;
@ -941,8 +919,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr;
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\" offset=\"0\"></input>" << endstr;
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstr << "-skin-weights\" offset=\"1\"></input>" << endstr;
mOutput << startstr << "<vcount>";
@ -1017,9 +995,8 @@ void ColladaExporter::WriteGeometryLibrary() {
// Writes the given mesh
void ColladaExporter::WriteGeometry(size_t pIndex) {
const aiMesh *mesh = mScene->mMeshes[pIndex];
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
const std::string geometryName = XMLEscape(idstr);
const std::string geometryId = XMLIDEncode(idstr);
const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
return;
@ -1032,15 +1009,15 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
PushTag();
// Positions
WriteFloatArray(idstr + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
WriteFloatArray(geometryId + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
// Normals, if any
if (mesh->HasNormals())
WriteFloatArray(idstr + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
WriteFloatArray(geometryId + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
// texture coords
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
WriteFloatArray(idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
WriteFloatArray(geometryId + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
(ai_real *)mesh->mTextureCoords[a], mesh->mNumVertices);
}
}
@ -1048,7 +1025,7 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
// vertex colors
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
if (mesh->HasVertexColors(static_cast<unsigned int>(a)))
WriteFloatArray(idstr + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
WriteFloatArray(geometryId + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
}
// assemble vertex structure
@ -1248,17 +1225,29 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
// ------------------------------------------------------------------------------------------------
// Writes the scene library
void ColladaExporter::WriteSceneLibrary() {
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
// Determine if we are using the aiScene root or our own
std::string sceneName("Scene");
if (mAdd_root_node) {
mSceneId = MakeUniqueId(mUniqueIds, sceneName, std::string());
mUniqueIds.insert(mSceneId);
} else {
mSceneId = GetNodeUniqueId(mScene->mRootNode);
sceneName = GetNodeName(mScene->mRootNode);
}
mOutput << startstr << "<library_visual_scenes>" << endstr;
PushTag();
mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
mOutput << startstr << "<visual_scene id=\"" + mSceneId + "\" name=\"" + sceneName + "\">" << endstr;
PushTag();
// start recursive write at the root node
if (mAdd_root_node) {
// Export the root node
WriteNode(mScene->mRootNode);
} else {
// Have already exported the root node
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
WriteNode(mScene, mScene->mRootNode->mChildren[a]);
WriteNode(mScene->mRootNode->mChildren[a]);
}
PopTag();
mOutput << startstr << "</visual_scene>" << endstr;
@ -1272,20 +1261,10 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
return;
const std::string animation_name_escaped = XMLEscape(anim->mName.C_Str());
std::string idstr = anim->mName.C_Str();
std::string ending = std::string("AnimId") + to_string(pIndex);
if (idstr.length() >= ending.length()) {
if (0 != idstr.compare(idstr.length() - ending.length(), ending.length(), ending)) {
idstr = idstr + ending;
}
} else {
idstr = idstr + ending;
}
const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
const std::string idstrEscaped = XMLIDEncode(idstr);
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animationNameEscaped + "\">" << endstr;
PushTag();
std::string cur_node_idstr;
@ -1435,20 +1414,21 @@ void ColladaExporter::WriteAnimationsLibrary() {
}
// ------------------------------------------------------------------------------------------------
// Helper to find a bone by name in the scene
aiBone *findBone(const aiScene *scene, const char *name) {
aiBone *findBone(const aiScene *scene, const aiString &name) {
for (size_t m = 0; m < scene->mNumMeshes; m++) {
aiMesh *mesh = scene->mMeshes[m];
for (size_t b = 0; b < mesh->mNumBones; b++) {
aiBone *bone = mesh->mBones[b];
if (0 == strcmp(name, bone->mName.C_Str())) {
if (name == bone->mName) {
return bone;
}
}
}
return NULL;
return nullptr;
}
// ------------------------------------------------------------------------------------------------
// Helper to find the node associated with a bone in the scene
const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
if (aNode && bone && aNode->mName == bone->mName) {
return aNode;
@ -1457,15 +1437,17 @@ const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
if (aNode && bone) {
for (unsigned int i = 0; i < aNode->mNumChildren; ++i) {
aiNode *aChild = aNode->mChildren[i];
const aiNode *foundFromChild = 0;
const aiNode *foundFromChild = nullptr;
if (aChild) {
foundFromChild = findBoneNode(aChild, bone);
if (foundFromChild) return foundFromChild;
if (foundFromChild) {
return foundFromChild;
}
}
}
}
return NULL;
return nullptr;
}
const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
@ -1476,7 +1458,7 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
const aiNode *node = findBoneNode(scene->mRootNode, bone);
if (node) {
while (node->mParent && findBone(scene, node->mParent->mName.C_Str()) != 0) {
while (node->mParent && findBone(scene, node->mParent->mName) != nullptr) {
node = node->mParent;
}
topParentBoneNodes.insert(node);
@ -1496,45 +1478,36 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
}
}
return NULL;
return nullptr;
}
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
// the node must have a name
if (pNode->mName.length == 0) {
std::stringstream ss;
ss << "Node_" << pNode;
pNode->mName.Set(ss.str());
}
void ColladaExporter::WriteNode(const aiNode *pNode) {
// If the node is associated with a bone, it is a joint node (JOINT)
// otherwise it is a normal node (NODE)
// Assimp-specific: nodes with no name cannot be associated with bones
const char *node_type;
bool is_joint, is_skeleton_root = false;
if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
if (pNode->mName.length == 0 || nullptr == findBone(mScene, pNode->mName)) {
node_type = "NODE";
is_joint = false;
} else {
node_type = "JOINT";
is_joint = true;
if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
is_skeleton_root = true;
}
}
const std::string node_id = XMLIDEncode(pNode->mName.data);
const std::string node_name = XMLEscape(pNode->mName.data);
const std::string node_id = GetNodeUniqueId(pNode);
const std::string node_name = GetNodeName(pNode);
mOutput << startstr << "<node ";
if (is_skeleton_root) {
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\"" : ""); // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_id;
} else {
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\"" : "");
mFoundSkeletonRootNodeID = node_id; // For now, only support one skeleton in a scene.
}
mOutput << " name=\"" << node_name
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
mOutput << "name=\"" << node_name
<< "\" type=\"" << node_type
<< "\">" << endstr;
PushTag();
@ -1573,14 +1546,14 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
//check if it is a camera node
for (size_t i = 0; i < mScene->mNumCameras; i++) {
if (mScene->mCameras[i]->mName == pNode->mName) {
mOutput << startstr << "<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
mOutput << startstr << "<instance_camera url=\"#" << GetObjectUniqueId(AiObjectType::Camera, i) << "\"/>" << endstr;
break;
}
}
//check if it is a light node
for (size_t i = 0; i < mScene->mNumLights; i++) {
if (mScene->mLights[i]->mName == pNode->mName) {
mOutput << startstr << "<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
mOutput << startstr << "<instance_light url=\"#" << GetObjectUniqueId(AiObjectType::Light, i) << "\"/>" << endstr;
break;
}
}
@ -1593,22 +1566,22 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
continue;
const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
const std::string meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
if (mesh->mNumBones == 0) {
mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << endstr;
PushTag();
} else {
mOutput << startstr
<< "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-skin\">"
<< "<instance_controller url=\"#" << meshId << "-skin\">"
<< endstr;
PushTag();
// note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
// use the first bone to find skeleton root
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(pScene, mesh);
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(mScene, mesh);
if (skeletonRootBoneNode) {
mFoundSkeletonRootNodeID = XMLIDEncode(skeletonRootBoneNode->mName.C_Str());
mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
}
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
}
@ -1616,7 +1589,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << GetObjectUniqueId(AiObjectType::Material, mesh->mMaterialIndex) << "\">" << endstr;
PushTag();
for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
if (mesh->HasTextureCoords(static_cast<unsigned int>(aa)))
@ -1641,11 +1614,135 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
// recurse into subnodes
for (size_t a = 0; a < pNode->mNumChildren; ++a)
WriteNode(pScene, pNode->mChildren[a]);
WriteNode(pNode->mChildren[a]);
PopTag();
mOutput << startstr << "</node>" << endstr;
}
void ColladaExporter::CreateNodeIds(const aiNode *node) {
GetNodeUniqueId(node);
for (size_t a = 0; a < node->mNumChildren; ++a)
CreateNodeIds(node->mChildren[a]);
}
std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
// Use the pointer as the key. This is safe because the scene is immutable.
auto idIt = mNodeIdMap.find(node);
if (idIt != mNodeIdMap.cend())
return idIt->second;
// Prefer the requested Collada Id if extant
std::string idStr;
aiString origId;
if (node->mMetaData && node->mMetaData->Get(AI_METADATA_COLLADA_ID, origId)) {
idStr = origId.C_Str();
} else {
idStr = node->mName.C_Str();
}
// Make sure the requested id is valid
if (idStr.empty())
idStr = "node";
else
idStr = XMLIDEncode(idStr);
// Ensure it's unique
idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
mUniqueIds.insert(idStr);
mNodeIdMap.insert(std::make_pair(node, idStr));
return idStr;
}
std::string ColladaExporter::GetNodeName(const aiNode *node) {
return XMLEscape(node->mName.C_Str());
}
std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
// Find the Node that is this Bone
const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
if (boneNode == nullptr)
return std::string();
return GetNodeUniqueId(boneNode);
}
std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
auto idIt = GetObjectIdMap(type).find(pIndex);
if (idIt != GetObjectIdMap(type).cend())
return idIt->second;
// Not seen this object before, create and add
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
return result.second;
}
std::string ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
auto objectName = GetObjectNameMap(type).find(pIndex);
if (objectName != GetObjectNameMap(type).cend())
return objectName->second;
// Not seen this object before, create and add
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
return result.first;
}
// Determine unique id and add the name and id to the maps
// @param type object type
// @param index object index
// @param name in/out. Caller to set the original name if known.
// @param idStr in/out. Caller to set the preferred id if known.
ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
std::string name;
std::string idStr;
std::string idPostfix;
// Get the name and id postfix
switch (type) {
case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
case AiObjectType::Light:
name = mScene->mLights[index]->mName.C_Str();
idPostfix = "-light";
break;
case AiObjectType::Camera:
name = mScene->mCameras[index]->mName.C_Str();
idPostfix = "-camera";
break;
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
}
if (name.empty()) {
// Default ids if empty name
switch (type) {
case AiObjectType::Mesh: idStr = std::string("mesh_"); break;
case AiObjectType::Material: idStr = std::string("material_"); break; // This one should never happen
case AiObjectType::Animation: idStr = std::string("animation_"); break;
case AiObjectType::Light: idStr = std::string("light_"); break;
case AiObjectType::Camera: idStr = std::string("camera_"); break;
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
}
idStr.append(to_string(index));
} else {
idStr = XMLIDEncode(name);
}
if (!name.empty())
name = XMLEscape(name);
idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
// Add to maps
mUniqueIds.insert(idStr);
GetObjectIdMap(type).insert(std::make_pair(index, idStr));
GetObjectNameMap(type).insert(std::make_pair(index, name));
return std::make_pair(name, idStr);
}
} // end of namespace Assimp
#endif
#endif

View File

@ -48,28 +48,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/ai_assert.h>
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <assimp/light.h>
#include <assimp/Exporter.hpp>
#include <sstream>
#include <vector>
#include <map>
#include <assimp/StringUtils.h>
#include <array>
#include <map>
#include <sstream>
#include <unordered_set>
#include <vector>
struct aiScene;
struct aiNode;
struct aiLight;
struct aiBone;
namespace Assimp
{
namespace Assimp {
class IOSystem;
/// Helper class to export a given scene to a Collada file. Just for my personal
/// comfort when implementing it.
class ColladaExporter
{
class ColladaExporter {
public:
/// Constructor for a specific scene to export
ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
/// Destructor
virtual ~ColladaExporter();
@ -107,51 +107,87 @@ protected:
void WriteControllerLibrary();
/// Writes a skin controller of the given mesh
void WriteController( size_t pIndex);
void WriteController(size_t pIndex);
/// Writes the geometry library
void WriteGeometryLibrary();
/// Writes the given mesh
void WriteGeometry( size_t pIndex);
void WriteGeometry(size_t pIndex);
//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
// customized to add animation related type
enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
enum FloatDataType { FloatType_Vector,
FloatType_TexCoord2,
FloatType_TexCoord3,
FloatType_Color,
FloatType_Mat4x4,
FloatType_Weight,
FloatType_Time };
/// Writes a float array of the given type
void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
/// Writes the scene library
void WriteSceneLibrary();
// customized, Writes the animation library
void WriteAnimationsLibrary();
void WriteAnimationLibrary( size_t pIndex);
void WriteAnimationLibrary(size_t pIndex);
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
/// Recursively writes the given node
void WriteNode( const aiScene* scene, aiNode* pNode);
void WriteNode(const aiNode *pNode);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append( " "); }
void PushTag() { startstr.append(" "); }
/// Leaves an element, decreasing the indentation
void PopTag() {
ai_assert( startstr.length() > 1);
startstr.erase( startstr.length() - 2);
ai_assert(startstr.length() > 1);
startstr.erase(startstr.length() - 2);
}
/// Creates a mesh ID for the given mesh
std::string GetMeshId( size_t pIndex) const {
return std::string( "meshId" ) + to_string(pIndex);
}
void CreateNodeIds(const aiNode *node);
/// Get or Create a unique Node ID string for the given Node
std::string GetNodeUniqueId(const aiNode *node);
std::string GetNodeName(const aiNode *node);
std::string GetBoneUniqueId(const aiBone *bone);
enum class AiObjectType {
Mesh,
Material,
Animation,
Light,
Camera,
Count,
};
/// Get or Create a unique ID string for the given scene object index
std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
/// Get or Create a name string for the given scene object index
std::string GetObjectName(AiObjectType type, size_t pIndex);
typedef std::map<size_t, std::string> IndexIdMap;
typedef std::pair<std::string, std::string> NameIdPair;
NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
// Helpers
inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
private:
std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
public:
/// Stringstream to write all output into
std::stringstream mOutput;
/// The IOSystem for output
IOSystem* mIOSystem;
IOSystem *mIOSystem;
/// Path of the directory where the scene will be exported
const std::string mPath;
@ -160,37 +196,38 @@ public:
const std::string mFile;
/// The scene to be written
const aiScene* mScene;
bool mSceneOwned;
const aiScene *const mScene;
std::string mSceneId;
bool mAdd_root_node = false;
/// current line start string, contains the current indentation for simple stream insertion
std::string startstr;
/// current line end string for simple stream insertion
std::string endstr;
const std::string endstr;
// pair of color and texture - texture precedences color
struct Surface
{
struct Surface {
bool exist;
aiColor4D color;
std::string texture;
size_t channel;
Surface() { exist = false; channel = 0; }
Surface() {
exist = false;
channel = 0;
}
};
struct Property
{
struct Property {
bool exist;
ai_real value;
Property()
: exist(false)
, value(0.0)
{}
Property() :
exist(false),
value(0.0) {}
};
// summarize a material in an convenient way.
struct Material
{
struct Material {
std::string id;
std::string name;
std::string shading_model;
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
@ -199,24 +236,22 @@ public:
Material() {}
};
std::vector<Material> materials;
std::map<unsigned int, std::string> textures;
public:
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
/// Reads a single surface entry from the given material keys
void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
/// Writes an image entry for the given surface
void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
/// Writes the two parameters necessary for referencing a texture in an effect entry
void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
/// Writes a color-or-texture entry into an effect definition
void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
/// Writes a scalar property
void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
};
}
} // namespace Assimp
#endif // !! AI_COLLADAEXPORTER_H_INC

View File

@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ColladaHelper.h"
#include <assimp/commonMetaData.h>
#include <assimp/ParsingUtils.h>
#include <assimp/commonMetaData.h>
namespace Assimp {
namespace Collada {
@ -63,39 +63,32 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
for (auto &val : result)
{
for (auto &val : result) {
ToCamelCase(val.first);
}
return result;
};
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase()
{
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
return result;
}
// ------------------------------------------------------------------------------------------------
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
void ToCamelCase(std::string &text)
{
void ToCamelCase(std::string &text) {
if (text.empty())
return;
// Capitalise first character
auto it = text.begin();
(*it) = ToUpper(*it);
++it;
for (/*started above*/ ; it != text.end(); /*iterated below*/)
{
if ((*it) == '_')
{
for (/*started above*/; it != text.end(); /*iterated below*/) {
if ((*it) == '_') {
it = text.erase(it);
if (it != text.end())
(*it) = ToUpper(*it);
}
else
{
} else {
// Make lower case
(*it) = ToLower(*it);
++it;

View File

@ -45,13 +45,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLLADAHELPER_H_INC
#define AI_COLLADAHELPER_H_INC
#include <map>
#include <vector>
#include <set>
#include <stdint.h>
#include <assimp/light.h>
#include <assimp/mesh.h>
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <stdint.h>
#include <map>
#include <set>
#include <vector>
struct aiMaterial;
@ -59,17 +59,14 @@ namespace Assimp {
namespace Collada {
/** Collada file versions which evolved during the years ... */
enum FormatVersion
{
enum FormatVersion {
FV_1_5_n,
FV_1_4_n,
FV_1_3_n
};
/** Transformation types that can be applied to a node */
enum TransformType
{
enum TransformType {
TF_LOOKAT,
TF_ROTATE,
TF_TRANSLATE,
@ -79,8 +76,7 @@ enum TransformType
};
/** Different types of input data to a vertex or face */
enum InputType
{
enum InputType {
IT_Invalid,
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
IT_Position,
@ -92,15 +88,13 @@ enum InputType
};
/** Supported controller types */
enum ControllerType
{
enum ControllerType {
Skin,
Morph
};
/** Supported morph methods */
enum MorphMethod
{
enum MorphMethod {
Normalized,
Relative
};
@ -118,24 +112,21 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
void ToCamelCase(std::string &text);
/** Contains all data for one of the different transformation types */
struct Transform
{
struct Transform {
std::string mID; ///< SID of the transform step, by which anim channels address their target node
TransformType mType;
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
};
/** A collada camera. */
struct Camera
{
Camera()
: mOrtho (false)
, mHorFov (10e10f)
, mVerFov (10e10f)
, mAspect (10e10f)
, mZNear (0.1f)
, mZFar (1000.f)
{}
struct Camera {
Camera() :
mOrtho(false),
mHorFov(10e10f),
mVerFov(10e10f),
mAspect(10e10f),
mZNear(0.1f),
mZFar(1000.f) {}
// Name of camera
std::string mName;
@ -159,19 +150,17 @@ struct Camera
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
/** A collada light source. */
struct Light
{
Light()
: mType (aiLightSource_UNDEFINED)
, mAttConstant (1.f)
, mAttLinear (0.f)
, mAttQuadratic (0.f)
, mFalloffAngle (180.f)
, mFalloffExponent (0.f)
, mPenumbraAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
, mOuterAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
, mIntensity (1.f)
{}
struct Light {
Light() :
mType(aiLightSource_UNDEFINED),
mAttConstant(1.f),
mAttLinear(0.f),
mAttQuadratic(0.f),
mFalloffAngle(180.f),
mFalloffExponent(0.f),
mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
mIntensity(1.f) {}
//! Type of the light source aiLightSourceType + ambient
unsigned int mType;
@ -180,7 +169,7 @@ struct Light
aiColor3D mColor;
//! Light attenuation
ai_real mAttConstant,mAttLinear,mAttQuadratic;
ai_real mAttConstant, mAttLinear, mAttQuadratic;
//! Spot light falloff
ai_real mFalloffAngle;
@ -198,12 +187,10 @@ struct Light
};
/** Short vertex index description */
struct InputSemanticMapEntry
{
InputSemanticMapEntry()
: mSet(0)
, mType(IT_Invalid)
{}
struct InputSemanticMapEntry {
InputSemanticMapEntry() :
mSet(0),
mType(IT_Invalid) {}
//! Index of set, optional
unsigned int mSet;
@ -213,8 +200,7 @@ struct InputSemanticMapEntry
};
/** Table to map from effect to vertex input semantics */
struct SemanticMappingTable
{
struct SemanticMappingTable {
//! Name of material
std::string mMatName;
@ -222,7 +208,7 @@ struct SemanticMappingTable
std::map<std::string, InputSemanticMapEntry> mMap;
//! For std::find
bool operator == (const std::string& s) const {
bool operator==(const std::string &s) const {
return s == mMatName;
}
};
@ -230,8 +216,7 @@ struct SemanticMappingTable
/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
* The ID refers to either a mesh or a controller which specifies the mesh
*/
struct MeshInstance
{
struct MeshInstance {
///< ID of the mesh or controller to be instanced
std::string mMeshOrController;
@ -240,34 +225,30 @@ struct MeshInstance
};
/** A reference to a camera inside a node*/
struct CameraInstance
{
struct CameraInstance {
///< ID of the camera
std::string mCamera;
};
/** A reference to a light inside a node*/
struct LightInstance
{
struct LightInstance {
///< ID of the camera
std::string mLight;
};
/** A reference to a node inside a node*/
struct NodeInstance
{
struct NodeInstance {
///< ID of the node
std::string mNode;
};
/** A node in a scene hierarchy */
struct Node
{
struct Node {
std::string mName;
std::string mID;
std::string mSID;
Node* mParent;
std::vector<Node*> mChildren;
Node *mParent;
std::vector<Node *> mChildren;
/** Operations in order to calculate the resulting transformation to parent. */
std::vector<Transform> mTransforms;
@ -288,29 +269,27 @@ struct Node
std::string mPrimaryCamera;
//! Constructor. Begin with a zero parent
Node()
: mParent( nullptr ){
Node() :
mParent(nullptr) {
// empty
}
//! Destructor: delete all children subsequently
~Node() {
for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
delete *it;
}
};
/** Data source array: either floats or strings */
struct Data
{
struct Data {
bool mIsStringArray;
std::vector<ai_real> mValues;
std::vector<std::string> mStrings;
};
/** Accessor to a data array */
struct Accessor
{
struct Accessor {
size_t mCount; // in number of objects
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
size_t mOffset; // in number of values
@ -319,49 +298,54 @@ struct Accessor
size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
std::string mSource; // URL of the source array
mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
mutable const Data *mData; // Pointer to the source array, if resolved. NULL else
Accessor()
{
mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
Accessor() {
mCount = 0;
mSize = 0;
mOffset = 0;
mStride = 0;
mData = NULL;
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
}
};
/** A single face in a mesh */
struct Face
{
struct Face {
std::vector<size_t> mIndices;
};
/** An input channel for mesh data, referring to a single accessor */
struct InputChannel
{
struct InputChannel {
InputType mType; // Type of the data
size_t mIndex; // Optional index, if multiple sets of the same data type are given
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
std::string mAccessor; // ID of the accessor where to read the actual values from.
mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. NULL else
InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
InputChannel() {
mType = IT_Invalid;
mIndex = 0;
mOffset = 0;
mResolved = NULL;
}
};
/** Subset of a mesh with a certain material */
struct SubMesh
{
struct SubMesh {
std::string mMaterial; ///< subgroup identifier
size_t mNumFaces; ///< number of faces in this submesh
};
/** Contains data for a single mesh */
struct Mesh
{
Mesh()
{
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
struct Mesh {
Mesh(const std::string &id) :
mId(id) {
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
mNumUVComponents[i] = 2;
}
const std::string mId;
std::string mName;
// just to check if there's some sophisticated addressing involved...
@ -394,8 +378,7 @@ struct Mesh
};
/** Which type of primitives the ReadPrimitives() function is going to read */
enum PrimitiveType
{
enum PrimitiveType {
Prim_Invalid,
Prim_Lines,
Prim_LineStrip,
@ -407,8 +390,7 @@ enum PrimitiveType
};
/** A skeleton controller to deform a mesh with the use of joints */
struct Controller
{
struct Controller {
// controller type
ControllerType mType;
@ -436,36 +418,32 @@ struct Controller
std::vector<size_t> mWeightCounts;
// JointIndex-WeightIndex pairs for all vertices
std::vector< std::pair<size_t, size_t> > mWeights;
std::vector<std::pair<size_t, size_t>> mWeights;
std::string mMorphTarget;
std::string mMorphWeight;
};
/** A collada material. Pretty much the only member is a reference to an effect. */
struct Material
{
struct Material {
std::string mName;
std::string mEffect;
};
/** Type of the effect param */
enum ParamType
{
enum ParamType {
Param_Sampler,
Param_Surface
};
/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
struct EffectParam
{
struct EffectParam {
ParamType mType;
std::string mReference; // to which other thing the param is referring to.
};
/** Shading type supported by the standard effect spec of Collada */
enum ShadeType
{
enum ShadeType {
Shade_Invalid,
Shade_Constant,
Shade_Lambert,
@ -474,18 +452,16 @@ enum ShadeType
};
/** Represents a texture sampler in collada */
struct Sampler
{
Sampler()
: mWrapU (true)
, mWrapV (true)
, mMirrorU ()
, mMirrorV ()
, mOp (aiTextureOp_Multiply)
, mUVId (UINT_MAX)
, mWeighting (1.f)
, mMixWithPrevious (1.f)
{}
struct Sampler {
Sampler() :
mWrapU(true),
mWrapV(true),
mMirrorU(),
mMirrorV(),
mOp(aiTextureOp_Multiply),
mUVId(UINT_MAX),
mWeighting(1.f),
mMixWithPrevious(1.f) {}
/** Name of image reference
*/
@ -537,8 +513,7 @@ struct Sampler
/** A collada effect. Can contain about anything according to the Collada spec,
but we limit our version to a reasonable subset. */
struct Effect
{
struct Effect {
// Shading mode
ShadeType mShadeType;
@ -566,30 +541,28 @@ struct Effect
// Double-sided?
bool mDoubleSided, mWireframe, mFaceted;
Effect()
: mShadeType (Shade_Phong)
, mEmissive ( 0, 0, 0, 1)
, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
, mTransparent ( 0, 0, 0, 1)
, mShininess (10.0f)
, mRefractIndex (1.f)
, mReflectivity (0.f)
, mTransparency (1.f)
, mHasTransparency (false)
, mRGBTransparency(false)
, mInvertTransparency(false)
, mDoubleSided (false)
, mWireframe (false)
, mFaceted (false)
{
Effect() :
mShadeType(Shade_Phong),
mEmissive(0, 0, 0, 1),
mAmbient(0.1f, 0.1f, 0.1f, 1),
mDiffuse(0.6f, 0.6f, 0.6f, 1),
mSpecular(0.4f, 0.4f, 0.4f, 1),
mTransparent(0, 0, 0, 1),
mShininess(10.0f),
mRefractIndex(1.f),
mReflectivity(0.f),
mTransparency(1.f),
mHasTransparency(false),
mRGBTransparency(false),
mInvertTransparency(false),
mDoubleSided(false),
mWireframe(false),
mFaceted(false) {
}
};
/** An image, meaning texture */
struct Image
{
struct Image {
std::string mFileName;
/** Embedded image data */
@ -600,8 +573,7 @@ struct Image
};
/** An animation channel. */
struct AnimationChannel
{
struct AnimationChannel {
/** URL of the data to animate. Could be about anything, but we support only the
* "NodeID/TransformID.SubElement" notation
*/
@ -620,8 +592,7 @@ struct AnimationChannel
};
/** An animation. Container for 0-x animation channels or 0-x animations */
struct Animation
{
struct Animation {
/** Anim name */
std::string mName;
@ -629,22 +600,19 @@ struct Animation
std::vector<AnimationChannel> mChannels;
/** the sub-animations, if any */
std::vector<Animation*> mSubAnims;
std::vector<Animation *> mSubAnims;
/** Destructor */
~Animation()
{
for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
~Animation() {
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
delete *it;
}
/** Collect all channels in the animation hierarchy into a single channel list. */
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels)
{
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
for (std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
{
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
Animation *pAnim = (*it);
pAnim->CollectChannelsRecursively(channels);
@ -652,18 +620,15 @@ struct Animation
}
/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
void CombineSingleChannelAnimations()
{
void CombineSingleChannelAnimations() {
CombineSingleChannelAnimationsRecursively(this);
}
void CombineSingleChannelAnimationsRecursively(Animation *pParent)
{
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
std::set<std::string> childrenTargets;
bool childrenAnimationsHaveDifferentChannels = true;
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
{
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
Animation *anim = *it;
CombineSingleChannelAnimationsRecursively(anim);
@ -678,10 +643,8 @@ struct Animation
}
// We only want to combine animations if they have different channels
if (childrenAnimationsHaveDifferentChannels)
{
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
{
if (childrenAnimationsHaveDifferentChannels) {
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
Animation *anim = *it;
pParent->mChannels.push_back(anim->mChannels[0]);
@ -696,29 +659,27 @@ struct Animation
};
/** Description of a collada animation channel which has been determined to affect the current node */
struct ChannelEntry
{
const Collada::AnimationChannel* mChannel; ///> the source channel
struct ChannelEntry {
const Collada::AnimationChannel *mChannel; ///> the source channel
std::string mTargetId;
std::string mTransformId; // the ID of the transformation step of the node which is influenced
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
size_t mSubElement; // starting index inside the transform data
// resolved data references
const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
const Collada::Data* mTimeData; ///> Source data array for the time values
const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
const Collada::Data* mValueData; ///> Source datat array for the key value values
const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
const Collada::Data *mTimeData; ///> Source data array for the time values
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
const Collada::Data *mValueData; ///> Source datat array for the key value values
ChannelEntry()
: mChannel()
, mTransformIndex()
, mSubElement()
, mTimeAccessor()
, mTimeData()
, mValueAccessor()
, mValueData()
{}
ChannelEntry() :
mChannel(),
mTransformIndex(),
mSubElement(),
mTimeAccessor(),
mTimeData(),
mValueAccessor(),
mValueData() {}
};
} // end of namespace Collada

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@ -47,34 +47,32 @@
#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC
#include <assimp/irrXMLWrapper.h>
#include "ColladaHelper.h"
#include <assimp/ai_assert.h>
#include <assimp/TinyFormatter.h>
#include <assimp/ai_assert.h>
#include <assimp/irrXMLWrapper.h>
namespace Assimp
{
class ZipArchiveIOSystem;
namespace Assimp {
class ZipArchiveIOSystem;
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser
{
class ColladaParser {
friend class ColladaLoader;
/** Converts a path read from a collada file to the usual representation */
static void UriDecodePath(aiString& ss);
static void UriDecodePath(aiString &ss);
protected:
protected:
/** Map for generic metadata as aiString */
typedef std::map<std::string, aiString> StringMetaData;
/** Constructor from XML file */
ColladaParser(IOSystem* pIOHandler, const std::string& pFile);
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
/** Destructor */
~ColladaParser();
@ -110,76 +108,76 @@ namespace Assimp
void PostProcessRootAnimations();
/** Reads an animation into the given parent structure */
void ReadAnimation( Collada::Animation* pParent);
void ReadAnimation(Collada::Animation *pParent);
/** Reads an animation sampler into the given anim channel */
void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
void ReadAnimationSampler(Collada::AnimationChannel &pChannel);
/** Reads the skeleton controller library */
void ReadControllerLibrary();
/** Reads a controller into the given mesh structure */
void ReadController( Collada::Controller& pController);
void ReadController(Collada::Controller &pController);
/** Reads the joint definitions for the given controller */
void ReadControllerJoints( Collada::Controller& pController);
void ReadControllerJoints(Collada::Controller &pController);
/** Reads the joint weights for the given controller */
void ReadControllerWeights( Collada::Controller& pController);
void ReadControllerWeights(Collada::Controller &pController);
/** Reads the image library contents */
void ReadImageLibrary();
/** Reads an image entry into the given image */
void ReadImage( Collada::Image& pImage);
void ReadImage(Collada::Image &pImage);
/** Reads the material library */
void ReadMaterialLibrary();
/** Reads a material entry into the given material */
void ReadMaterial( Collada::Material& pMaterial);
void ReadMaterial(Collada::Material &pMaterial);
/** Reads the camera library */
void ReadCameraLibrary();
/** Reads a camera entry into the given camera */
void ReadCamera( Collada::Camera& pCamera);
void ReadCamera(Collada::Camera &pCamera);
/** Reads the light library */
void ReadLightLibrary();
/** Reads a light entry into the given light */
void ReadLight( Collada::Light& pLight);
void ReadLight(Collada::Light &pLight);
/** Reads the effect library */
void ReadEffectLibrary();
/** Reads an effect entry into the given effect*/
void ReadEffect( Collada::Effect& pEffect);
void ReadEffect(Collada::Effect &pEffect);
/** Reads an COMMON effect profile */
void ReadEffectProfileCommon( Collada::Effect& pEffect);
void ReadEffectProfileCommon(Collada::Effect &pEffect);
/** Read sampler properties */
void ReadSamplerProperties( Collada::Sampler& pSampler);
void ReadSamplerProperties(Collada::Sampler &pSampler);
/** Reads an effect entry containing a color or a texture defining that color */
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
void ReadEffectColor(aiColor4D &pColor, Collada::Sampler &pSampler);
/** Reads an effect entry containing a float */
void ReadEffectFloat( ai_real& pFloat);
void ReadEffectFloat(ai_real &pFloat);
/** Reads an effect parameter specification of any kind */
void ReadEffectParam( Collada::EffectParam& pParam);
void ReadEffectParam(Collada::EffectParam &pParam);
/** Reads the geometry library contents */
void ReadGeometryLibrary();
/** Reads a geometry from the geometry library. */
void ReadGeometry( Collada::Mesh* pMesh);
void ReadGeometry(Collada::Mesh &pMesh);
/** Reads a mesh from the geometry library */
void ReadMesh( Collada::Mesh* pMesh);
void ReadMesh(Collada::Mesh &pMesh);
/** Reads a source element - a combination of raw data and an accessor defining
* things that should not be redefinable. Yes, that's another rant.
@ -194,89 +192,89 @@ namespace Assimp
/** Reads an accessor and stores it in the global library under the given ID -
* accessors use the ID of the parent <source> element
*/
void ReadAccessor( const std::string& pID);
void ReadAccessor(const std::string &pID);
/** Reads input declarations of per-vertex mesh data into the given mesh */
void ReadVertexData( Collada::Mesh* pMesh);
void ReadVertexData(Collada::Mesh &pMesh);
/** Reads input declarations of per-index mesh data into the given mesh */
void ReadIndexData( Collada::Mesh* pMesh);
void ReadIndexData(Collada::Mesh &pMesh);
/** Reads a single input channel element and stores it in the given array, if valid */
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
void ReadInputChannel(std::vector<Collada::InputChannel> &poChannels);
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
size_t ReadPrimitives(Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t>& indices);
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t> &indices);
/** Reads one triangle of a tristrip into the mesh */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
/** Reads the library of node hierarchies and scene parts */
void ReadSceneLibrary();
/** Reads a scene node's contents including children and stores it in the given node */
void ReadSceneNode( Collada::Node* pNode);
void ReadSceneNode(Collada::Node *pNode);
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
void ReadNodeTransformation(Collada::Node *pNode, Collada::TransformType pType);
/** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry( Collada::Node* pNode);
void ReadNodeGeometry(Collada::Node *pNode);
/** Reads the collada scene */
void ReadScene();
// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
void ReadMaterialVertexInputBinding(Collada::SemanticMappingTable &tbl);
/** Reads embedded textures from a ZAE archive*/
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
protected:
protected:
/** Aborts the file reading with an exception */
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
void ReportWarning(const char* msg,...);
AI_WONT_RETURN void ThrowException(const std::string &pError) const AI_WONT_RETURN_SUFFIX;
void ReportWarning(const char *msg, ...);
/** Skips all data until the end node of the current element */
void SkipElement();
/** Skips all data until the end node of the given element */
void SkipElement( const char* pElement);
void SkipElement(const char *pElement);
/** Compares the current xml element name to the given string and returns true if equal */
bool IsElement( const char* pName) const;
bool IsElement(const char *pName) const;
/** Tests for the opening tag of the given element, throws an exception if not found */
void TestOpening( const char* pName);
void TestOpening(const char *pName);
/** Tests for the closing tag of the given element, throws an exception if not found */
void TestClosing( const char* pName);
void TestClosing(const char *pName);
/** Checks the present element for the presence of the attribute, returns its index
or throws an exception if not found */
int GetAttribute( const char* pAttr) const;
int GetAttribute(const char *pAttr) const;
/** Returns the index of the named attribute or -1 if not found. Does not throw,
therefore useful for optional attributes */
int TestAttribute( const char* pAttr) const;
int TestAttribute(const char *pAttr) const;
/** Reads the text contents of an element, throws an exception if not given.
Skips leading whitespace. */
const char* GetTextContent();
const char *GetTextContent();
/** Reads the text contents of an element, returns NULL if not given.
Skips leading whitespace. */
const char* TestTextContent();
const char *TestTextContent();
/** Reads a single bool from current text content */
bool ReadBoolFromTextContent();
@ -285,20 +283,21 @@ namespace Assimp
ai_real ReadFloatFromTextContent();
/** Calculates the resulting transformation from all the given transform steps */
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
/** Finds the item in the given library by its reference, throws if not found */
template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
template <typename Type>
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
protected:
protected:
/** Filename, for a verbose error message */
std::string mFileName;
/** XML reader, member for everyday use */
irr::io::IrrXMLReader* mReader;
irr::io::IrrXMLReader *mReader;
/** All data arrays found in the file by ID. Might be referred to by actually
everyone. Collada, you are a steaming pile of indirection. */
@ -310,11 +309,11 @@ namespace Assimp
AccessorLibrary mAccessorLibrary;
/** Mesh library: mesh by ID */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
typedef std::map<std::string, Collada::Mesh *> MeshLibrary;
MeshLibrary mMeshLibrary;
/** node library: root node of the hierarchy part by ID */
typedef std::map<std::string, Collada::Node*> NodeLibrary;
typedef std::map<std::string, Collada::Node *> NodeLibrary;
NodeLibrary mNodeLibrary;
/** Image library: stores texture properties by ID */
@ -342,16 +341,16 @@ namespace Assimp
ControllerLibrary mControllerLibrary;
/** Animation library: animation references by ID */
typedef std::map<std::string, Collada::Animation*> AnimationLibrary;
typedef std::map<std::string, Collada::Animation *> AnimationLibrary;
AnimationLibrary mAnimationLibrary;
/** Animation clip library: clip animation references by ID */
typedef std::vector<std::pair<std::string, std::vector<std::string> > > AnimationClipLibrary;
typedef std::vector<std::pair<std::string, std::vector<std::string>>> AnimationClipLibrary;
AnimationClipLibrary mAnimationClipLibrary;
/** Pointer to the root node. Don't delete, it just points to one of
the nodes in the node library. */
Collada::Node* mRootNode;
Collada::Node *mRootNode;
/** Root animation container */
Collada::Animation mAnims;
@ -360,33 +359,33 @@ namespace Assimp
ai_real mUnitSize;
/** Which is the up vector */
enum { UP_X, UP_Y, UP_Z } mUpDirection;
enum { UP_X,
UP_Y,
UP_Z } mUpDirection;
/** Asset metadata (global for scene) */
StringMetaData mAssetMetaData;
/** Collada file format version */
Collada::FormatVersion mFormat;
};
};
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement( const char* pName) const
{
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp( mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement(const char *pName) const {
ai_assert(mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp(mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
{
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
if( it == pLibrary.end())
ThrowException( Formatter::format() << "Unable to resolve library reference \"" << pURL << "\"." );
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
if (it == pLibrary.end())
ThrowException(Formatter::format() << "Unable to resolve library reference \"" << pURL << "\".");
return it->second;
}
}
} // end of namespace Assimp

View File

@ -530,7 +530,9 @@ namespace glTF {
StringBuffer docBuffer;
PrettyWriter<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
if (!mDoc.Accept(writer)) {
throw DeadlyExportError("Failed to write scene data!");
}
if (jsonOutFile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
throw DeadlyExportError("Failed to write scene data!");
@ -569,7 +571,9 @@ namespace glTF {
StringBuffer docBuffer;
Writer<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
if (!mDoc.Accept(writer)) {
throw DeadlyExportError("Failed to write scene data!");
}
if (outfile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
throw DeadlyExportError("Failed to write scene data!");

View File

@ -145,13 +145,13 @@ bool ParseDataURI(const char *const_uri, size_t uriLen, DataURI &out) {
size_t i = 5, j;
if (uri[i] != ';' && uri[i] != ',') { // has media type?
uri[1] = char(i);
for (; uri[i] != ';' && uri[i] != ',' && i < uriLen; ++i) {
for (;i < uriLen && uri[i] != ';' && uri[i] != ','; ++i) {
// nothing to do!
}
}
while (uri[i] == ';' && i < uriLen) {
while (i < uriLen && uri[i] == ';') {
uri[i++] = '\0';
for (j = i; uri[i] != ';' && uri[i] != ',' && i < uriLen; ++i) {
for (j = i; i < uriLen && uri[i] != ';' && uri[i] != ','; ++i) {
// nothing to do!
}

View File

@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@ -318,9 +318,11 @@ class Ref {
public:
Ref() :
vector(0), index(0) {}
vector(0),
index(0) {}
Ref(std::vector<T *> &vec, unsigned int idx) :
vector(&vec), index(idx) {}
vector(&vec),
index(idx) {}
inline unsigned int GetIndex() const { return index; }
@ -340,7 +342,8 @@ struct Nullable {
Nullable() :
isPresent(false) {}
Nullable(T &val) :
value(val), isPresent(true) {}
value(val),
isPresent(true) {}
};
//! Base class for all glTF top-level objects
@ -383,10 +386,12 @@ struct Accessor : public Object {
inline uint8_t *GetPointer();
template<class T>
template <class T>
void ExtractData(T *&outData);
void WriteData(size_t count, const void *src_buffer, size_t src_stride);
void WriteSparseValues(size_t count, const void *src_data, size_t src_dataStride);
void WriteSparseIndices(size_t count, const void *src_idx, size_t src_idxStride);
//! Helper class to iterate the data
class Indexer {
@ -403,7 +408,6 @@ struct Accessor : public Object {
Indexer(Accessor &acc);
public:
//! Accesses the i-th value as defined by the accessor
template <class T>
@ -468,7 +472,11 @@ public:
/// \param [in] pDecodedData_Length - size of encoded region, in bytes.
/// \param [in] pID - ID of the region.
SEncodedRegion(const size_t pOffset, const size_t pEncodedData_Length, uint8_t *pDecodedData, const size_t pDecodedData_Length, const std::string pID) :
Offset(pOffset), EncodedData_Length(pEncodedData_Length), DecodedData(pDecodedData), DecodedData_Length(pDecodedData_Length), ID(pID) {}
Offset(pOffset),
EncodedData_Length(pEncodedData_Length),
DecodedData(pDecodedData),
DecodedData_Length(pDecodedData_Length),
ID(pID) {}
/// \fn ~SEncodedRegion()
/// Destructor.
@ -600,7 +608,8 @@ struct Camera : public Object {
} cameraProperties;
Camera() :
type(Perspective), cameraProperties() {
type(Perspective),
cameraProperties() {
// empty
}
void Read(Value &obj, Asset &r);
@ -1019,7 +1028,22 @@ public:
public:
Asset(IOSystem *io = 0) :
mIOSystem(io), asset(), accessors(*this, "accessors"), animations(*this, "animations"), buffers(*this, "buffers"), bufferViews(*this, "bufferViews"), cameras(*this, "cameras"), lights(*this, "lights", "KHR_lights_punctual"), images(*this, "images"), materials(*this, "materials"), meshes(*this, "meshes"), nodes(*this, "nodes"), samplers(*this, "samplers"), scenes(*this, "scenes"), skins(*this, "skins"), textures(*this, "textures") {
mIOSystem(io),
asset(),
accessors(*this, "accessors"),
animations(*this, "animations"),
buffers(*this, "buffers"),
bufferViews(*this, "bufferViews"),
cameras(*this, "cameras"),
lights(*this, "lights", "KHR_lights_punctual"),
images(*this, "images"),
materials(*this, "materials"),
meshes(*this, "meshes"),
nodes(*this, "nodes"),
samplers(*this, "samplers"),
scenes(*this, "scenes"),
skins(*this, "skins"),
textures(*this, "textures") {
memset(&extensionsUsed, 0, sizeof(extensionsUsed));
memset(&extensionsRequired, 0, sizeof(extensionsRequired));
}

View File

@ -1,30 +1,22 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
@ -36,7 +28,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
@ -180,7 +171,10 @@ inline Value *FindObject(Value &val, const char *id) {
template <class T>
inline LazyDict<T>::LazyDict(Asset &asset, const char *dictId, const char *extId) :
mDictId(dictId), mExtId(extId), mDict(0), mAsset(asset) {
mDictId(dictId),
mExtId(extId),
mDict(0),
mAsset(asset) {
asset.mDicts.push_back(this); // register to the list of dictionaries
}
@ -342,7 +336,10 @@ Ref<T> LazyDict<T>::Create(const char *id) {
//
inline Buffer::Buffer() :
byteLength(0), type(Type_arraybuffer), EncodedRegion_Current(nullptr), mIsSpecial(false) {}
byteLength(0),
type(Type_arraybuffer),
EncodedRegion_Current(nullptr),
mIsSpecial(false) {}
inline Buffer::~Buffer() {
for (SEncodedRegion *reg : EncodedRegion_List)
@ -565,9 +562,11 @@ inline uint8_t *BufferView::GetPointer(size_t accOffset) {
return basePtr + offset;
}
//
// struct Accessor
//
inline void Accessor::Sparse::PopulateData(size_t numBytes, uint8_t *bytes) {
if (bytes) {
data.assign(bytes, bytes + numBytes);
@ -634,6 +633,7 @@ inline void Accessor::Read(Value &obj, Asset &r) {
sparse->indicesByteOffset = MemberOrDefault(*indicesValue, "byteOffset", size_t(0));
//indices componentType
sparse->indicesType = MemberOrDefault(*indicesValue, "componentType", ComponentType_BYTE);
//sparse->indices->Read(*indicesValue, r);
}
// value
@ -643,6 +643,7 @@ inline void Accessor::Read(Value &obj, Asset &r) {
sparse->values = r.bufferViews.Retrieve(valueViewID->GetUint());
//value byteOffset
sparse->valuesByteOffset = MemberOrDefault(*valuesValue, "byteOffset", size_t(0));
//sparse->values->Read(*valuesValue, r);
}
// indicesType
@ -709,10 +710,9 @@ inline void CopyData(size_t count,
}
} // namespace
template<class T>
void Accessor::ExtractData(T *&outData)
{
uint8_t* data = GetPointer();
template <class T>
void Accessor::ExtractData(T *&outData) {
uint8_t *data = GetPointer();
if (!data) {
throw DeadlyImportError("GLTF: data is NULL");
}
@ -749,8 +749,38 @@ inline void Accessor::WriteData(size_t _count, const void *src_buffer, size_t sr
CopyData(_count, src, src_stride, dst, dst_stride);
}
inline void Accessor::WriteSparseValues(size_t _count, const void *src_data, size_t src_dataStride) {
if (!sparse)
return;
// values
uint8_t *value_buffer_ptr = sparse->values->buffer->GetPointer();
size_t value_offset = sparse->valuesByteOffset + sparse->values->byteOffset;
size_t value_dst_stride = GetNumComponents() * GetBytesPerComponent();
const uint8_t *value_src = reinterpret_cast<const uint8_t *>(src_data);
uint8_t *value_dst = reinterpret_cast<uint8_t *>(value_buffer_ptr + value_offset);
ai_assert(value_dst + _count * value_dst_stride <= value_buffer_ptr + sparse->values->buffer->byteLength);
CopyData(_count, value_src, src_dataStride, value_dst, value_dst_stride);
}
inline void Accessor::WriteSparseIndices(size_t _count, const void *src_idx, size_t src_idxStride) {
if (!sparse)
return;
// indices
uint8_t *indices_buffer_ptr = sparse->indices->buffer->GetPointer();
size_t indices_offset = sparse->indicesByteOffset + sparse->indices->byteOffset;
size_t indices_dst_stride = 1 * sizeof(unsigned short);
const uint8_t *indices_src = reinterpret_cast<const uint8_t *>(src_idx);
uint8_t *indices_dst = reinterpret_cast<uint8_t *>(indices_buffer_ptr + indices_offset);
ai_assert(indices_dst + _count * indices_dst_stride <= indices_buffer_ptr + sparse->indices->buffer->byteLength);
CopyData(_count, indices_src, src_idxStride, indices_dst, indices_dst_stride);
}
inline Accessor::Indexer::Indexer(Accessor &acc) :
accessor(acc), data(acc.GetPointer()), elemSize(acc.GetElementSize()), stride(acc.bufferView && acc.bufferView->byteStride ? acc.bufferView->byteStride : elemSize) {
accessor(acc),
data(acc.GetPointer()),
elemSize(acc.GetElementSize()),
stride(acc.bufferView && acc.bufferView->byteStride ? acc.bufferView->byteStride : elemSize) {
}
//! Accesses the i-th value as defined by the accessor
@ -765,7 +795,9 @@ T Accessor::Indexer::GetValue(int i) {
}
inline Image::Image() :
width(0), height(0), mDataLength(0) {
width(0),
height(0),
mDataLength(0) {
}
inline void Image::Read(Value &obj, Asset &r) {
@ -1003,8 +1035,8 @@ inline int Compare(const char *attr, const char (&str)[N]) {
}
#ifdef _WIN32
# pragma warning(push)
# pragma warning(disable : 4706)
#pragma warning(push)
#pragma warning(disable : 4706)
#endif // _WIN32
inline bool GetAttribVector(Mesh::Primitive &p, const char *attr, Mesh::AccessorList *&v, int &pos) {
@ -1124,11 +1156,11 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
}
Value *extras = FindObject(pJSON_Object, "extras");
if (nullptr != extras ) {
if (Value* curTargetNames = FindArray(*extras, "targetNames")) {
if (nullptr != extras) {
if (Value *curTargetNames = FindArray(*extras, "targetNames")) {
this->targetNames.resize(curTargetNames->Size());
for (unsigned int i = 0; i < curTargetNames->Size(); ++i) {
Value& targetNameValue = (*curTargetNames)[i];
Value &targetNameValue = (*curTargetNames)[i];
if (targetNameValue.IsString()) {
this->targetNames[i] = targetNameValue.GetString();
}
@ -1638,7 +1670,7 @@ inline std::string Asset::FindUniqueID(const std::string &str, const char *suffi
}
#ifdef _WIN32
# pragma warning(pop)
#pragma warning(pop)
#endif // _WIN32
} // namespace glTF2

View File

@ -613,7 +613,9 @@ namespace glTF2 {
StringBuffer docBuffer;
PrettyWriter<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
if (!mDoc.Accept(writer)) {
throw DeadlyExportError("Failed to write scene data!");
}
if (jsonOutFile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
throw DeadlyExportError("Failed to write scene data!");
@ -664,7 +666,9 @@ namespace glTF2 {
StringBuffer docBuffer;
Writer<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
if (!mDoc.Accept(writer)) {
throw DeadlyExportError("Failed to write scene data!");
}
uint32_t jsonChunkLength = (docBuffer.GetSize() + 3) & ~3; // Round up to next multiple of 4
auto paddingLength = jsonChunkLength - docBuffer.GetSize();
@ -816,5 +820,3 @@ namespace glTF2 {
}
}

View File

@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@ -172,6 +172,13 @@ void SetAccessorRange(Ref<Accessor> acc, void* data, size_t count,
for (unsigned int j = 0 ; j < numCompsOut ; j++) {
double valueTmp = buffer_ptr[j];
// Gracefully tolerate rogue NaN's in buffer data
// Any NaNs/Infs introduced in accessor bounds will end up in
// document and prevent rapidjson from writing out valid JSON
if (!std::isfinite(valueTmp)) {
continue;
}
if (valueTmp < acc->min[j]) {
acc->min[j] = valueTmp;
}
@ -751,7 +758,7 @@ void glTF2Exporter::ExportMeshes()
// Normalize all normals as the validator can emit a warning otherwise
if ( nullptr != aim->mNormals) {
for ( auto i = 0u; i < aim->mNumVertices; ++i ) {
aim->mNormals[ i ].Normalize();
aim->mNormals[ i ].NormalizeSafe();
}
}

View File

@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/color4.h
${HEADER_PATH}/color4.inl
${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
${HEADER_PATH}/ColladaMetaData.h
${HEADER_PATH}/commonMetaData.h
${HEADER_PATH}/defs.h
${HEADER_PATH}/Defines.h

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@ -0,0 +1,53 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaMetaData.h
* Declares common metadata constants used by Collada files
*/
#pragma once
#ifndef AI_COLLADAMETADATA_H_INC
#define AI_COLLADAMETADATA_H_INC
#define AI_METADATA_COLLADA_ID "Collada_id"
#define AI_METADATA_COLLADA_SID "Collada_sid"
#endif

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@ -1030,10 +1030,10 @@ enum aiComponent
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader should use Collada names as node names.
/** @brief Specifies whether the Collada loader should use Collada names.
*
* If this property is set to true, the Collada names will be used as the
* node name. The default is to use the id tag (resp. sid tag, if no id tag is present)
* If this property is set to true, the Collada names will be used as the node and
* mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
* instead.
* Property type: Bool. Default value: false.
*/

6
port/assimp_rs/Cargo.lock generated 100644
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@ -0,0 +1,6 @@
# This file is automatically @generated by Cargo.
# It is not intended for manual editing.
[[package]]
name = "assimp_rs"
version = "0.1.0"

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@ -0,0 +1,9 @@
[package]
name = "assimp_rs"
version = "0.1.0"
authors = ["David Golembiowski <dmgolembiowski@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]

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@ -0,0 +1 @@
pub use self::structs::{Camera};

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@ -0,0 +1,17 @@
pub mod camera;
pub mod core;
pub mod errors;
pub mod formats;
pub mod material;
pub mod postprocess;
pub mod shims;
pub mod socket;
pub mod structs;
#[cfg(test)]
mod tests {
#[test]
fn it_works() {
assert_eq!(true, true);
}
}

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@ -0,0 +1,44 @@
pub struct Animation<'mA, 'mMA, 'nA> {
/* The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero).
*/
m_name: Option<String>,
// Duration of the animation in ticks
m_duration: f64,
// Ticks per second. Zero (0.000... ticks/second) if not
// specified in the imported file
m_ticks_per_second: Option<f64>,
/* Number of bone animation channels.
Each channel affects a single node.
*/
m_num_channels: u64,
/* Node animation channels. Each channel
affects a single node.
?? -> The array is m_num_channels in size.
(maybe refine to a derivative type of usize?)
*/
m_channels: &'nA NodeAnim,
/* Number of mesh animation channels. Each
channel affects a single mesh and defines
vertex-based animation.
*/
m_num_mesh_channels: u64,
/* The mesh animation channels. Each channel
affects a single mesh.
The array is m_num_mesh_channels in size
(maybe refine to a derivative of usize?)
*/
m_mesh_channels: &'mA MeshAnim,
/* The number of mesh animation channels. Each channel
affects a single mesh and defines some morphing animation.
*/
m_num_morph_mesh_channels: u64,
/* The morph mesh animation channels. Each channel affects a single mesh.
The array is mNumMorphMeshChannels in size.
*/
m_morph_mesh_channels: &'mMA MeshMorphAnim
}
pub struct NodeAnim {}
pub struct MeshAnim {}
pub struct MeshMorphAnim {}

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@ -0,0 +1,6 @@
mod anim;
pub use self::anim::{
Animation,
NodeAnim,
MeshAnim,
MeshMorphAnim};

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@ -0,0 +1,2 @@
mod blob;

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@ -0,0 +1,2 @@
mod bone;

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@ -0,0 +1,2 @@
mod camera;

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@ -0,0 +1,27 @@
#[derive(Clone, Debug, Copy)]
struct Color3D {
r: f32,
g: f32,
b: f32
}
impl Color3D {
pub fn new(r_f32: f32, g_f32: f32, b_f32: f32) -> Color3D {
Color3D {r: r_f32, g: g_f32, b: b_f32 }
}
}
#[derive(Clone, Debug, Copy)]
struct Color4D {
r: f32,
g: f32,
b: f32,
a: f32
}
impl Color4D {
pub fn new(r_f32: f32, g_f32: f32, b_f32: f32, a_f32: f32) -> Color4D {
Color4D {r: r_f32, g: g_f32, b: b_f32, a: a_f32 }
}
}

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@ -0,0 +1,5 @@
mod color;
pub use self::color::{
Color3D,
Color4D
};

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@ -0,0 +1,2 @@
mod face;

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@ -0,0 +1,2 @@
mod key;

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@ -0,0 +1,2 @@
mod light;

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@ -0,0 +1,2 @@
mod material;

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@ -0,0 +1,64 @@
#[derive(Clone, Debug, Copy)]
struct Matrix3x3 {
a1: f32,
a2: f32,
a3: f32,
b1: f32,
b2: f32,
b3: f32,
c1: f32,
c2: f32,
c3: f32
}
#[derive(Clone, Debug, Copy)]
struct Matrix4x4 {
a1: f32,
a2: f32,
a3: f32,
a4: f32,
b1: f32,
b2: f32,
b3: f32,
b4: f32,
c1: f32,
c2: f32,
c3: f32,
c4: f32,
d1: f32,
d2: f32,
d3: f32,
d4: f32
}
impl Matrix3x3 {
pub fn new(
a1_f32: f32, a2_f32: f32, a3_f32: f32,
b1_f32: f32, b2_f32: f32, b3_f32: f32,
c1_f32: f32, c2_f32: f32, c3_f32: f32
) -> Matrix3x3 {
Matrix3x3 {
a1: a1_f32, a2: a2_f32, a3: a3_f32,
b1: b1_f32, b2: b2_f32, b3: b3_f32,
c1: c1_f32, c2: c2_f32, c3: c3_f32
}
}
}
impl Matrix4x4 {
pub fn new(
a1_f32: f32, a2_f32: f32, a3_f32: f32, a4_f32: f32,
b1_f32: f32, b2_f32: f32, b3_f32: f32, b4_f32: f32,
c1_f32: f32, c2_f32: f32, c3_f32: f32, c4_f32: f32,
d1_f32: f32, d2_f32: f32, d3_f32: f32, d4_f32: f32
) -> Matrix4x4 {
Matrix4x4 {
a1: a1_f32, a2: a2_f32, a3: a3_f32, a4: a4_f32,
b1: b1_f32, b2: b2_f32, b3: b3_f32, b4: b4_f32,
c1: c1_f32, c2: c2_f32, c3: c3_f32, c4: c4_f32,
d1: d1_f32, d2: d2_f32, d3: d3_f32, d4: d4_f32
}
}
}

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@ -0,0 +1,4 @@
mod matrix;
pub use self::matrix::{
Matrix3x3,
Matrix4x4};

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@ -0,0 +1,35 @@
#[derive(Clone, Debug, Copy)]
struct MemoryInfo {
textures: u32,
materials: u32,
meshes: u32,
nodes: u32,
animations: u32,
cameras: u32,
lights: u32,
total: u32
}
impl MemoryInfo {
pub fn new(
textures_uint: u32,
materials_uint: u32,
meshes_uint: u32,
nodes_uint: u32,
animations_uint: u32,
cameras_uint: u32,
lights_uint: u32,
total_uint: u32) -> MemoryInfo {
MemoryInfo {
textures: textures_uint,
materials: materials_uint,
meshes: meshes_uint,
nodes: nodes_uint,
animations: animations_uint,
cameras: cameras_uint,
lights: lights_uint,
total: total_uint
}
}
}

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@ -0,0 +1,2 @@
mod memory;
pub use self::memory::MemoryInfo;

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@ -0,0 +1,3 @@
mod mesh;

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@ -0,0 +1,2 @@
mod meta;

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@ -0,0 +1,61 @@
mod anim;
/* Animation
* NodeAnim
* MeshAnim
* MeshMorphAnim
*/
mod blob;
/* ExportDataBlob
*/
mod vec;
/* Vector2d
* Vector3d
* */
mod matrix;
/* Matrix3by3
* Matrix4by4
*/
mod camera;
/* Camera */
mod color;
/* Color3d
* Color4d
*/
mod key;
/* MeshKey
* MeshMorphKey
* QuatKey
* VectorKey
*/
mod texel;
mod plane;
mod string;
/* String
*/
mod material;
/* Material
* MaterialPropery
* MaterialPropertyString
*/
mod mem;
mod quaternion;
mod face;
mod vertex_weight;
mod mesh;
/* Mesh
*/
mod meta;
/* Metadata
* MetadataEntry
*/
mod node;
/* Node
* */
mod light;
mod texture;
mod ray;
mod transform;
/* UVTransform */
mod bone;
mod scene;
/* Scene */

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@ -0,0 +1,2 @@
mod node;

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@ -0,0 +1,2 @@
mod plane;

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@ -0,0 +1,23 @@
#[derive(Clone, Debug, Copy)]
struct Plane {
a: f32,
b: f32,
c: f32,
d: f32
}
impl Plane {
pub fn new(
a_f32: f32,
b_f32: f32,
c_f32: f32,
d_f32: f32
) -> Plane {
Plane {
a: a_f32,
b: b_f32,
c: b_f32,
d: d_f32
}
}
}

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@ -0,0 +1,3 @@
mod quaternion;
pub use self::quaternion::Quaternion;

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@ -0,0 +1,7 @@
use crate::vec;
#[derive(Clone, Debug, Copy)]
pub struct Quaternion {
_coordinates: vec::Vector4d
}

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@ -0,0 +1,2 @@
mod ray;

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@ -0,0 +1,2 @@
mod scene;

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@ -0,0 +1,3 @@
mod string;
pub use self::string::MAXLEN;
pub use self::string::Str;

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@ -0,0 +1,41 @@
pub const MAXLEN: usize = 1024;
/// Want to consider replacing `Vec<char>`
/// with a comparable definition at
/// https://doc.rust-lang.org/src/alloc/string.rs.html#415-417
#[derive(Clone, Debug)]
struct Str {
length: usize,
data: Vec<char>
}
impl Str {
pub fn new(len_u32: usize, data_string: String) -> Str {
Str {
length: len_u32,
data: data_string.chars().collect()
}
}
}
/// MaterialPropertyStr
/// The size of length is truncated to 4 bytes on a 64-bit platform when used as a
/// material property (see MaterialSystem.cpp, as aiMaterial::AddProperty() ).
#[derive(Clone, Debug)]
struct MaterialPropertyStr {
length: usize,
data: Vec<char>
}
impl MaterialPropertyStr {
pub fn new(len_u32: usize, data_string: String) -> MaterialPropertyStr {
MaterialPropertyStr {
length: len_u32,
data: data_string.chars().collect()
}
}
}

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@ -0,0 +1,3 @@
mod texture;
pub use self::texture::Texel;

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@ -0,0 +1,19 @@
#[derive(Clone, Debug, Copy)]
struct Texel {
b: u32,
g: u32,
r: u32,
a: u32
}
impl Texel {
pub fn new(b_u32: u32, g_u32: u32,
r_u32: u32, a_u32: u32) -> Texel {
Texel {
b: b_u32,
g: g_u32,
r: r_u32,
a: a_u32
}
}
}

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@ -0,0 +1,2 @@
mod transform;

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@ -0,0 +1,2 @@
mod vec;

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@ -0,0 +1,48 @@
struct Vector2d {
x: f32,
y: f32
}
struct Vector3d {
x: f32,
y: f32,
z: f32
}
struct Vector4d {
x: f32,
y: f32,
z: f32,
w: f32
}
impl Vector2d {
pub fn new(x_f32: f32, y_f32: f32) -> Vector2d {
Vector2d {
x: x_f32,
y: y_f32
}
}
}
impl Vector3d {
pub fn new(x_f32: f32, y_f32: f32, z_f32: f32) -> Vector3d {
Vector3d {
x: x_f32,
y: y_f32,
z: z_f32
}
}
}
impl Vector4d {
pub fn new(x_f32: f32, y_f32: f32, z_f32: f32, w_f32: f32) -> Vector4d {
Vector4d {
x: x_f32,
y: y_f32,
z: z_f32,
w: w_f32
}
}
}

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@ -0,0 +1,2 @@
mod vertex;
// pub use self::vertex::

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@ -124,8 +124,7 @@ SET( IMPORTERS
unit/utBlendImportMaterials.cpp
unit/utBlenderWork.cpp
unit/utBVHImportExport.cpp
unit/utColladaExportCamera.cpp
unit/utColladaExportLight.cpp
unit/utColladaExport.cpp
unit/utColladaImportExport.cpp
unit/utCSMImportExport.cpp
unit/utB3DImportExport.cpp

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@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_EXPORT
class ColladaExportLight : public ::testing::Test {
class utColladaExport : public ::testing::Test {
public:
void SetUp() override {
ex = new Assimp::Exporter();
@ -58,7 +58,9 @@ public:
void TearDown() override {
delete ex;
ex = nullptr;
delete im;
im = nullptr;
}
protected:
@ -66,8 +68,53 @@ protected:
Assimp::Importer *im;
};
TEST_F(utColladaExport, testExportCamera) {
const char *file = "cameraExp.dae";
const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/cameras.dae", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, pTest);
ASSERT_TRUE(pTest->HasCameras());
EXPECT_EQ(AI_SUCCESS, ex->Export(pTest, "collada", file));
const unsigned int origNumCams(pTest->mNumCameras);
std::unique_ptr<float[]> origFOV(new float[origNumCams]);
std::unique_ptr<float[]> orifClipPlaneNear(new float[origNumCams]);
std::unique_ptr<float[]> orifClipPlaneFar(new float[origNumCams]);
std::unique_ptr<aiString[]> names(new aiString[origNumCams]);
std::unique_ptr<aiVector3D[]> pos(new aiVector3D[origNumCams]);
for (size_t i = 0; i < origNumCams; i++) {
const aiCamera *orig = pTest->mCameras[i];
ASSERT_NE(nullptr, orig);
origFOV[i] = orig->mHorizontalFOV;
orifClipPlaneNear[i] = orig->mClipPlaneNear;
orifClipPlaneFar[i] = orig->mClipPlaneFar;
names[i] = orig->mName;
pos[i] = orig->mPosition;
}
const aiScene *imported = im->ReadFile(file, aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, imported);
EXPECT_TRUE(imported->HasCameras());
EXPECT_EQ(origNumCams, imported->mNumCameras);
for (size_t i = 0; i < imported->mNumCameras; i++) {
const aiCamera *read = imported->mCameras[i];
EXPECT_TRUE(names[i] == read->mName);
EXPECT_NEAR(origFOV[i], read->mHorizontalFOV, 0.0001f);
EXPECT_FLOAT_EQ(orifClipPlaneNear[i], read->mClipPlaneNear);
EXPECT_FLOAT_EQ(orifClipPlaneFar[i], read->mClipPlaneFar);
EXPECT_FLOAT_EQ(pos[i].x, read->mPosition.x);
EXPECT_FLOAT_EQ(pos[i].y, read->mPosition.y);
EXPECT_FLOAT_EQ(pos[i].z, read->mPosition.z);
}
}
// ------------------------------------------------------------------------------------------------
TEST_F(ColladaExportLight, testExportLight) {
TEST_F(utColladaExport, testExportLight) {
const char *file = "lightsExp.dae";
const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/lights.dae", aiProcess_ValidateDataStructure);

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@ -1,115 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include <assimp/cexport.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>
#ifndef ASSIMP_BUILD_NO_EXPORT
class ColladaExportCamera : public ::testing::Test {
public:
void SetUp() override {
ex = new Assimp::Exporter();
im = new Assimp::Importer();
}
void TearDown() override {
delete ex;
ex = nullptr;
delete im;
im = nullptr;
}
protected:
Assimp::Exporter *ex;
Assimp::Importer *im;
};
TEST_F(ColladaExportCamera, testExportCamera) {
const char *file = "cameraExp.dae";
const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/cameras.dae", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, pTest);
ASSERT_TRUE(pTest->HasCameras());
EXPECT_EQ(AI_SUCCESS, ex->Export(pTest, "collada", file));
const unsigned int origNumCams(pTest->mNumCameras);
std::unique_ptr<float[]> origFOV(new float[origNumCams]);
std::unique_ptr<float[]> orifClipPlaneNear(new float[origNumCams]);
std::unique_ptr<float[]> orifClipPlaneFar(new float[origNumCams]);
std::unique_ptr<aiString[]> names(new aiString[origNumCams]);
std::unique_ptr<aiVector3D[]> pos(new aiVector3D[origNumCams]);
for (size_t i = 0; i < origNumCams; i++) {
const aiCamera *orig = pTest->mCameras[i];
ASSERT_NE(nullptr, orig);
origFOV[i] = orig->mHorizontalFOV;
orifClipPlaneNear[i] = orig->mClipPlaneNear;
orifClipPlaneFar[i] = orig->mClipPlaneFar;
names[i] = orig->mName;
pos[i] = orig->mPosition;
}
const aiScene *imported = im->ReadFile(file, aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, imported);
EXPECT_TRUE(imported->HasCameras());
EXPECT_EQ(origNumCams, imported->mNumCameras);
for (size_t i = 0; i < imported->mNumCameras; i++) {
const aiCamera *read = imported->mCameras[i];
EXPECT_TRUE(names[i] == read->mName);
EXPECT_NEAR(origFOV[i], read->mHorizontalFOV, 0.0001f);
EXPECT_FLOAT_EQ(orifClipPlaneNear[i], read->mClipPlaneNear);
EXPECT_FLOAT_EQ(orifClipPlaneFar[i], read->mClipPlaneFar);
EXPECT_FLOAT_EQ(pos[i].x, read->mPosition.x);
EXPECT_FLOAT_EQ(pos[i].y, read->mPosition.y);
EXPECT_FLOAT_EQ(pos[i].z, read->mPosition.z);
}
}
#endif // ASSIMP_BUILD_NO_EXPORT

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@ -41,16 +41,33 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AbstractImportExportBase.h"
#include "UnitTestPCH.h"
#include <assimp/ColladaMetaData.h>
#include <assimp/SceneCombiner.h>
#include <assimp/commonMetaData.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>
using namespace Assimp;
class utColladaImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
// Clones the scene in an exception-safe way
struct SceneCloner {
SceneCloner(const aiScene *scene) {
sceneCopy = nullptr;
SceneCombiner::CopyScene(&sceneCopy, scene);
}
~SceneCloner() {
delete sceneCopy;
sceneCopy = nullptr;
}
aiScene *sceneCopy;
};
virtual bool importerTest() final {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
if (scene == nullptr)
@ -80,15 +97,255 @@ public:
return true;
}
typedef std::pair<std::string, std::string> IdNameString;
typedef std::map<std::string, std::string> IdNameMap;
template <typename T>
static inline IdNameString GetColladaIdName(const T *item, size_t index) {
std::ostringstream stream;
stream << typeid(T).name() << "@" << index;
if (item->mMetaData) {
aiString aiStr;
if (item->mMetaData->Get(AI_METADATA_COLLADA_ID, aiStr))
return std::make_pair(std::string(aiStr.C_Str()), stream.str());
}
return std::make_pair(std::string(), stream.str());
}
template <typename T>
static inline IdNameString GetItemIdName(const T *item, size_t index) {
std::ostringstream stream;
stream << typeid(T).name() << "@" << index;
return std::make_pair(std::string(item->mName.C_Str()), stream.str());
}
// Specialisations
static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) {
std::ostringstream stream;
stream << typeid(aiMaterial).name() << "@" << index;
return std::make_pair(std::string(item->GetName().C_Str()), stream.str());
}
static inline IdNameString GetItemIdName(aiTexture *item, size_t index) {
std::ostringstream stream;
stream << typeid(aiTexture).name() << "@" << index;
return std::make_pair(std::string(item->mFilename.C_Str()), stream.str());
}
static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) {
const auto result = itemIdMap.insert(namePair);
EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second;
}
template <typename T>
static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) {
for (size_t idx = 0; idx < itemCount; ++idx) {
IdNameString namePair = GetItemIdName(itemArray[idx], idx);
ReportDuplicate(itemIdMap, namePair, typeid(T).name());
}
}
static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) {
IdNameString namePair = GetItemIdName(parent, index);
ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name());
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx);
}
}
static inline void CheckNodeIdNames(IdNameMap &nodeIdMap, IdNameMap &nodeNameMap, const aiNode *parent, size_t index) {
IdNameString namePair = GetItemIdName(parent, index);
const auto result = nodeNameMap.insert(namePair);
IdNameString idPair = GetColladaIdName(parent, index);
ReportDuplicate(nodeIdMap, idPair, typeid(aiNode).name());
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
CheckNodeIdNames(nodeIdMap, nodeNameMap, parent->mChildren[idx], idx);
}
}
static inline void SetAllNodeNames(const aiString &newName, aiNode *node) {
node->mName = newName;
for (size_t idx = 0; idx < node->mNumChildren; ++idx) {
SetAllNodeNames(newName, node->mChildren[idx]);
}
}
void ImportAndCheckIds(const char *file, const aiScene *origScene) {
// Import the Collada using the 'default' where aiNode and aiMesh names are the Collada ids
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
// Check the ids are unique
IdNameMap itemIdMap;
// Recurse the Nodes
CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
// Check the lists
CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
// The remaining will come in using the name, which may not be unique
// Check we have the right number
EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
}
void ImportAsNames(const char *file, const aiScene *origScene) {
// Import the Collada but using the user-visible names for aiNode and aiMesh
// Note that this mode may not support bones or animations
Assimp::Importer importer;
importer.SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1);
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
// Check the node ids are unique but the node names are not
IdNameMap nodeIdMap;
IdNameMap nodeNameMap;
// Recurse the Nodes
CheckNodeIdNames(nodeIdMap, nodeNameMap, scene->mRootNode, 0);
// nodeNameMap should have fewer than nodeIdMap
EXPECT_LT(nodeNameMap.size(), nodeIdMap.size()) << "Some nodes should have the same names";
// Check the counts haven't changed
EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
}
};
TEST_F(utColladaImportExport, importBlenFromFileTest) {
TEST_F(utColladaImportExport, importDaeFromFileTest) {
EXPECT_TRUE(importerTest());
}
unsigned int GetMeshUseCount(const aiNode *rootNode) {
unsigned int result = rootNode->mNumMeshes;
for (unsigned int i = 0; i < rootNode->mNumChildren; ++i) {
result += GetMeshUseCount(rootNode->mChildren[i]);
}
return result;
}
TEST_F(utColladaImportExport, exportRootNodeMeshTest) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const char *outFile = "exportRootNodeMeshTest_out.dae";
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import duck.dae!";
ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada import should not give the root node a mesh";
{
SceneCloner clone(scene);
ASSERT_TRUE(clone.sceneCopy != nullptr) << "Fatal: could not copy scene!";
// Do this by moving the meshes from the first child that has some
aiNode *rootNode = clone.sceneCopy->mRootNode;
ASSERT_TRUE(rootNode->mNumChildren > 0) << "Fatal: root has no children";
aiNode *meshNode = rootNode->mChildren[0];
ASSERT_EQ(1u, meshNode->mNumMeshes) << "Fatal: First child node has no duck mesh";
// Move the meshes to the parent
rootNode->mNumMeshes = meshNode->mNumMeshes;
rootNode->mMeshes = new unsigned int[rootNode->mNumMeshes];
for (unsigned int i = 0; i < rootNode->mNumMeshes; ++i) {
rootNode->mMeshes[i] = meshNode->mMeshes[i];
}
// Remove the meshes from the original node
meshNode->mNumMeshes = 0;
delete[] meshNode->mMeshes;
meshNode->mMeshes = nullptr;
ASSERT_EQ(AI_SUCCESS, exporter.Export(clone.sceneCopy, "collada", outFile)) << "Fatal: Could not export file";
}
// Reimport and look for meshes
scene = importer.ReadFile(outFile, aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not reimport!";
// A Collada root node is not allowed to have a mesh
ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada reimport should not give the root node a mesh";
// Walk nodes and counts used meshes
// Should be exactly one
EXPECT_EQ(1u, GetMeshUseCount(scene->mRootNode)) << "Nodes had unexpected number of meshes in use";
}
TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const char *outFileEmpty = "exportMeshIdTest_empty_out.dae";
const char *outFileNamed = "exportMeshIdTest_named_out.dae";
// Load a sample file containing multiple meshes
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/teapots.DAE", aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
// Clear all the names
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
scene->mMeshes[idx]->mName.Clear();
}
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME);
}
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
scene->mAnimations[idx]->mName.Clear();
}
// Can't clear texture names
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
scene->mLights[idx]->mName.Clear();
}
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
scene->mCameras[idx]->mName.Clear();
}
SetAllNodeNames(aiString(), scene->mRootNode);
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
ImportAndCheckIds(outFileEmpty, scene);
// Force everything to have the same non-empty name
aiString testName("test_name");
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
scene->mMeshes[idx]->mName = testName;
}
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME);
}
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
scene->mAnimations[idx]->mName = testName;
}
// Can't clear texture names
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
scene->mLights[idx]->mName = testName;
}
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
scene->mCameras[idx]->mName = testName;
}
SetAllNodeNames(testName, scene->mRootNode);
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
ImportAndCheckIds(outFileNamed, scene);
ImportAsNames(outFileNamed, scene);
}
class utColladaZaeImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
virtual bool importerTest() final {
{
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure);

View File

@ -436,6 +436,31 @@ TEST_F(utglTF2ImportExport, error_string_preserved) {
ASSERT_NE(error.find("BoxTextured0.bin"), std::string::npos) << "Error string should contain an error about missing .bin file";
}
TEST_F(utglTF2ImportExport, export_bad_accessor_bounds) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites.glb", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.glb"));
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.gltf"));
}
TEST_F(utglTF2ImportExport, export_normalized_normals) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals.glb", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb"));
// load in again and ensure normal-length normals but no Nan's or Inf's introduced
scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb", aiProcess_ValidateDataStructure);
for ( auto i = 0u; i < scene->mMeshes[0]->mNumVertices; ++i ) {
const auto length = scene->mMeshes[0]->mNormals[i].Length();
EXPECT_TRUE(abs(length) < 1e-6 || abs(length - 1) < 1e-6);
}
}
#endif // ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, sceneMetadata) {