Merge branch 'master' into ifc_40

pull/1707/head
Kim Kulling 2018-01-13 14:40:50 +01:00 committed by GitHub
commit 03b43ee9c3
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25 changed files with 600 additions and 185 deletions

1
.gitignore vendored
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@ -60,6 +60,7 @@ test/gtest/src/gtest-stamp/Debug/gtest-build
*.lib
test/gtest/src/gtest-stamp/Debug/
tools/assimp_view/assimp_viewer.vcxproj.user
*.pyc
# Unix editor backups
*~

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@ -103,6 +103,7 @@ OPTION ( BUILD_DOCS
OFF
)
# Use subset of Windows.h
if (WIN32)
ADD_DEFINITIONS( -DWIN32_LEAN_AND_MEAN )
endif()
@ -203,7 +204,6 @@ IF( UNIX )
INCLUDE(GNUInstallDirs)
ENDIF( UNIX )
# Grouped compiler settings
IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
# hide all not-exported symbols

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@ -43,7 +43,7 @@ __Importers__:
- AMJ
- ASE
- ASK
- B3D;
- B3D
- BLEND (Blender)
- BVH
- COB

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@ -524,6 +524,8 @@ SET( PostProcessing_SRCS
ComputeUVMappingProcess.h
ConvertToLHProcess.cpp
ConvertToLHProcess.h
EmbedTexturesProcess.cpp
EmbedTexturesProcess.h
FindDegenerates.cpp
FindDegenerates.h
FindInstancesProcess.cpp
@ -945,8 +947,8 @@ if (APPLE)
"../${HEADER_PATH}/Compiler"
assimp.framework/Headers/Compiler
COMMENT "Copying public ./Compiler/ header files to framework bundle's Headers/Compiler/")
endif(BUILD_FRAMEWORK)
endif(APPLE)
ENDIF(BUILD_FRAMEWORK)
ENDIF(APPLE)
# Build against external unzip, or add ../contrib/unzip so
# assimp can #include "unzip.h"
@ -975,7 +977,7 @@ if (ASSIMP_ANDROID_JNIIOSYSTEM)
INSTALL(FILES ${HEADER_PATH}/${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/AndroidJNIIOSystem.h
DESTINATION ${ASSIMP_INCLUDE_INSTALL_DIR}
COMPONENT assimp-dev)
endif(ASSIMP_ANDROID_JNIIOSYSTEM)
ENDIF(ASSIMP_ANDROID_JNIIOSYSTEM)
if(MSVC AND ASSIMP_INSTALL_PDB)
IF(CMAKE_GENERATOR MATCHES "^Visual Studio")
@ -997,7 +999,7 @@ if(MSVC AND ASSIMP_INSTALL_PDB)
CONFIGURATIONS RelWithDebInfo
)
ENDIF()
endif ()
ENDIF ()
if (ASSIMP_COVERALLS)
include(Coveralls)
@ -1009,4 +1011,4 @@ if (ASSIMP_COVERALLS)
"${COVERAGE_SRCS}" # The source files.
ON # If we should upload.
"${PROJECT_SOURCE_DIR}/cmake-modules/") # (Optional) Alternate project cmake module path.
endif()
ENDIF()

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@ -0,0 +1,147 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, 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 "EmbedTexturesProcess.h"
#include "ParsingUtils.h"
#include "ProcessHelper.h"
#include <fstream>
using namespace Assimp;
EmbedTexturesProcess::EmbedTexturesProcess()
: BaseProcess() {
}
EmbedTexturesProcess::~EmbedTexturesProcess() {
}
bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_EmbedTextures) != 0;
}
void EmbedTexturesProcess::SetupProperties(const Importer* pImp) {
mRootPath = pImp->GetPropertyString("sourceFilePath");
mRootPath = mRootPath.substr(0, mRootPath.find_last_of("\\/") + 1u);
}
void EmbedTexturesProcess::Execute(aiScene* pScene) {
if (pScene == nullptr || pScene->mRootNode == nullptr) return;
aiString path;
uint32_t embeddedTexturesCount = 0u;
for (auto matId = 0u; matId < pScene->mNumMaterials; ++matId) {
auto material = pScene->mMaterials[matId];
for (auto ttId = 1u; ttId < AI_TEXTURE_TYPE_MAX; ++ttId) {
auto tt = static_cast<aiTextureType>(ttId);
auto texturesCount = material->GetTextureCount(tt);
for (auto texId = 0u; texId < texturesCount; ++texId) {
material->GetTexture(tt, texId, &path);
if (path.data[0] == '*') continue; // Already embedded
// Indeed embed
if (addTexture(pScene, path.data)) {
auto embeddedTextureId = pScene->mNumTextures - 1u;
::ai_snprintf(path.data, 1024, "*%u", embeddedTextureId);
material->AddProperty(&path, AI_MATKEY_TEXTURE(tt, texId));
embeddedTexturesCount++;
}
}
}
}
char stringBuffer[128];
::ai_snprintf(stringBuffer, 128, "EmbedTexturesProcess finished. Embedded %u textures.", embeddedTexturesCount);
DefaultLogger::get()->info(stringBuffer);
}
bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const {
uint32_t imageSize = 0;
std::string imagePath = path;
// Test path directly
std::ifstream file(imagePath, std::ios::binary | std::ios::ate);
if ((imageSize = file.tellg()) == -1u) {
DefaultLogger::get()->warn("EmbedTexturesProcess: Cannot find image: " + imagePath + ". Will try to find it in root folder.");
// Test path in root path
imagePath = mRootPath + path;
file.open(imagePath, std::ios::binary | std::ios::ate);
if ((imageSize = file.tellg()) == -1u) {
// Test path basename in root path
imagePath = mRootPath + path.substr(path.find_last_of("\\/") + 1u);
file.open(imagePath, std::ios::binary | std::ios::ate);
if ((imageSize = file.tellg()) == -1u) {
DefaultLogger::get()->error("EmbedTexturesProcess: Unable to embed texture: " + path + ".");
return false;
}
}
}
aiTexel* imageContent = new aiTexel[1u + imageSize / sizeof(aiTexel)];
file.seekg(0, std::ios::beg);
file.read(reinterpret_cast<char*>(imageContent), imageSize);
// Enlarging the textures table
auto textureId = pScene->mNumTextures++;
auto oldTextures = pScene->mTextures;
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u));
// Add the new texture
auto pTexture = new aiTexture();
pTexture->mHeight = 0; // Means that this is still compressed
pTexture->mWidth = imageSize;
pTexture->pcData = imageContent;
auto extension = path.substr(path.find_last_of('.') + 1u);
std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower);
if (extension == "jpeg") extension = "jpg";
strcpy(pTexture->achFormatHint, extension.c_str());
pScene->mTextures[textureId] = pTexture;
return true;
}

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@ -0,0 +1,84 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, 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.
----------------------------------------------------------------------
*/
#pragma once
#include "BaseProcess.h"
#include <string>
struct aiNode;
namespace Assimp {
/**
* Force embedding of textures (using the path = "*1" convention).
* If a texture's file does not exist at the specified path
* (due, for instance, to an absolute path generated on another system),
* it will check if a file with the same name exists at the root folder
* of the imported model. And if so, it uses that.
*/
class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
public:
/// The default class constructor.
EmbedTexturesProcess();
/// The class destructor.
virtual ~EmbedTexturesProcess();
/// Overwritten, @see BaseProcess
virtual bool IsActive(unsigned int pFlags) const;
/// Overwritten, @see BaseProcess
virtual void SetupProperties(const Importer* pImp);
/// Overwritten, @see BaseProcess
virtual void Execute(aiScene* pScene);
private:
// Resolve the path and add the file content to the scene as a texture.
bool addTexture(aiScene* pScene, std::string path) const;
private:
std::string mRootPath;
};
} // namespace Assimp

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@ -129,30 +129,26 @@ AI_WONT_RETURN void TokenizeError(const std::string& message, unsigned int offse
// ------------------------------------------------------------------------------------------------
uint32_t Offset(const char* begin, const char* cursor)
{
uint32_t Offset(const char* begin, const char* cursor) {
ai_assert(begin <= cursor);
return static_cast<unsigned int>(cursor - begin);
}
// ------------------------------------------------------------------------------------------------
void TokenizeError(const std::string& message, const char* begin, const char* cursor)
{
void TokenizeError(const std::string& message, const char* begin, const char* cursor) {
TokenizeError(message, Offset(begin, cursor));
}
// ------------------------------------------------------------------------------------------------
uint32_t ReadWord(const char* input, const char*& cursor, const char* end)
{
uint32_t ReadWord(const char* input, const char*& cursor, const char* end) {
const size_t k_to_read = sizeof( uint32_t );
if(Offset(cursor, end) < k_to_read ) {
TokenizeError("cannot ReadWord, out of bounds",input, cursor);
}
uint32_t word;
memcpy(&word, cursor, 4);
::memcpy(&word, cursor, 4);
AI_SWAP4(word);
cursor += k_to_read;
@ -167,7 +163,8 @@ uint64_t ReadDoubleWord(const char* input, const char*& cursor, const char* end)
TokenizeError("cannot ReadDoubleWord, out of bounds",input, cursor);
}
uint64_t dword = *reinterpret_cast<const uint64_t*>(cursor);
uint64_t dword /*= *reinterpret_cast<const uint64_t*>(cursor)*/;
::memcpy( &dword, cursor, sizeof( uint64_t ) );
AI_SWAP8(dword);
cursor += k_to_read;
@ -176,24 +173,21 @@ uint64_t ReadDoubleWord(const char* input, const char*& cursor, const char* end)
}
// ------------------------------------------------------------------------------------------------
uint8_t ReadByte(const char* input, const char*& cursor, const char* end)
{
uint8_t ReadByte(const char* input, const char*& cursor, const char* end) {
if(Offset(cursor, end) < sizeof( uint8_t ) ) {
TokenizeError("cannot ReadByte, out of bounds",input, cursor);
}
uint8_t word = *reinterpret_cast<const uint8_t*>(cursor);
uint8_t word;/* = *reinterpret_cast< const uint8_t* >( cursor )*/
::memcpy( &word, cursor, sizeof( uint8_t ) );
++cursor;
return word;
}
// ------------------------------------------------------------------------------------------------
unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end,
bool long_length = false,
bool allow_null = false)
{
unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const char* input,
const char*& cursor, const char* end, bool long_length = false, bool allow_null = false) {
const uint32_t len_len = long_length ? 4 : 1;
if(Offset(cursor, end) < len_len) {
TokenizeError("cannot ReadString, out of bounds reading length",input, cursor);
@ -222,8 +216,7 @@ unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const ch
}
// ------------------------------------------------------------------------------------------------
void ReadData(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end)
{
void ReadData(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end) {
if(Offset(cursor, end) < 1) {
TokenizeError("cannot ReadData, out of bounds reading length",input, cursor);
}
@ -422,7 +415,7 @@ bool ReadScope(TokenList& output_tokens, const char* input, const char*& cursor,
return true;
}
}
} // anonymous namespace
// ------------------------------------------------------------------------------------------------
// TODO: Test FBX Binary files newer than the 7500 version to check if the 64 bits address behaviour is consistent

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@ -677,6 +677,8 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
profiler->EndRegion("import");
}
SetPropertyString("sourceFilePath", pFile);
// If successful, apply all active post processing steps to the imported data
if( pimpl->mScene) {

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@ -91,6 +91,9 @@ corresponding preprocessor flag to selectively disable steps.
#ifndef ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS
# include "RemoveRedundantMaterials.h"
#endif
#if (!defined ASSIMP_BUILD_NO_EMBEDTEXTURES_PROCESS)
# include "EmbedTexturesProcess.h"
#endif
#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
# include "FindInvalidDataProcess.h"
#endif
@ -132,7 +135,7 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
// of sequence it is executed. Steps that are added here are not
// validated - as RegisterPPStep() does - all dependencies must be given.
// ----------------------------------------------------------------------------
out.reserve(25);
out.reserve(30);
#if (!defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS)
out.push_back( new MakeLeftHandedProcess());
#endif
@ -148,6 +151,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
#if (!defined ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS)
out.push_back( new RemoveRedundantMatsProcess());
#endif
#if (!defined ASSIMP_BUILD_NO_EMBEDTEXTURES_PROCESS)
out.push_back( new EmbedTexturesProcess());
#endif
#if (!defined ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS)
out.push_back( new FindInstancesProcess());
#endif

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@ -111,6 +111,10 @@ ASSIMP_API unsigned int aiGetVersionRevision() {
return GitVersion;
}
ASSIMP_API const char *aiGetBranchName() {
return GitBranch;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API aiScene::aiScene()
: mFlags(0)

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@ -181,12 +181,16 @@ namespace glTF2
#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
#define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
#define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
#ifdef ASSIMP_API
#include "./../include/assimp/Compiler/pushpack1.h"

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@ -156,7 +156,10 @@ namespace glTF2 {
inline void Write(Value& obj, Buffer& b, AssetWriter& w)
{
obj.AddMember("byteLength", static_cast<uint64_t>(b.byteLength), w.mAl);
obj.AddMember("uri", Value(b.GetURI(), w.mAl).Move(), w.mAl);
const auto uri = b.GetURI();
const auto relativeUri = uri.substr(uri.find_last_of("/\\") + 1u);
obj.AddMember("uri", Value(relativeUri, w.mAl).Move(), w.mAl);
}
inline void Write(Value& obj, BufferView& bv, AssetWriter& w)
@ -167,8 +170,10 @@ namespace glTF2 {
if (bv.byteStride != 0) {
obj.AddMember("byteStride", bv.byteStride, w.mAl);
}
if (bv.target != 0) {
obj.AddMember("target", int(bv.target), w.mAl);
}
}
inline void Write(Value& /*obj*/, Camera& /*c*/, AssetWriter& /*w*/)
{
@ -177,6 +182,11 @@ namespace glTF2 {
inline void Write(Value& obj, Image& img, AssetWriter& w)
{
if (img.bufferView) {
obj.AddMember("bufferView", img.bufferView->index, w.mAl);
obj.AddMember("mimeType", Value(img.mimeType, w.mAl).Move(), w.mAl);
}
else {
std::string uri;
if (img.HasData()) {
uri = "data:" + (img.mimeType.empty() ? "application/octet-stream" : img.mimeType);
@ -189,6 +199,7 @@ namespace glTF2 {
obj.AddMember("uri", Value(uri, w.mAl).Move(), w.mAl);
}
}
namespace {
inline void SetTexBasic(TextureInfo t, Value& tex, MemoryPoolAllocator<>& al)
@ -569,13 +580,17 @@ namespace glTF2 {
throw DeadlyExportError("Could not open output file: " + std::string(path));
}
Ref<Buffer> bodyBuffer = mAsset.GetBodyBuffer();
if (bodyBuffer->byteLength > 0) {
rapidjson::Value glbBodyBuffer;
glbBodyBuffer.SetObject();
glbBodyBuffer.AddMember("byteLength", static_cast<uint64_t>(bodyBuffer->byteLength), mAl);
mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
}
// Padding with spaces as required by the spec
uint32_t padding = 0x20202020;
// Adapt JSON so that it is not pointing to an external file,
// as this is required by the GLB spec'.
mDoc["buffers"][0].RemoveMember("uri");
//
// JSON chunk
//
@ -608,11 +623,9 @@ namespace glTF2 {
//
uint32_t binaryChunkLength = 0;
if (mAsset.buffers.Size() > 0) {
Ref<Buffer> b = mAsset.buffers.Get(0u);
if (b->byteLength > 0) {
binaryChunkLength = (b->byteLength + 3) & ~3; // Round up to next multiple of 4
auto paddingLength = binaryChunkLength - b->byteLength;
if (bodyBuffer->byteLength > 0) {
binaryChunkLength = (bodyBuffer->byteLength + 3) & ~3; // Round up to next multiple of 4
auto paddingLength = binaryChunkLength - bodyBuffer->byteLength;
GLB_Chunk binaryChunk;
binaryChunk.chunkLength = binaryChunkLength;
@ -624,14 +637,13 @@ namespace glTF2 {
if (outfile->Write(&binaryChunk, 1, sizeof(GLB_Chunk)) != sizeof(GLB_Chunk)) {
throw DeadlyExportError("Failed to write body data header!");
}
if (outfile->Write(b->GetPointer(), 1, b->byteLength) != b->byteLength) {
if (outfile->Write(bodyBuffer->GetPointer(), 1, bodyBuffer->byteLength) != bodyBuffer->byteLength) {
throw DeadlyExportError("Failed to write body data!");
}
if (paddingLength && outfile->Write(&padding, 1, paddingLength) != paddingLength) {
throw DeadlyExportError("Failed to write body data padding!");
}
}
}
//
// Header

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@ -109,6 +109,10 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
mAsset.reset( new Asset( pIOSystem ) );
if (isBinary) {
mAsset->SetAsBinary();
}
ExportMetadata();
ExportMaterials();

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@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
return &desc;
}
bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
{
const std::string &extension = GetExtension(pFile);
if (extension != "gltf" && extension != "glb")
return false;
if (checkSig && pIOHandler) {
if (pIOHandler) {
glTF2::Asset asset(pIOHandler);
try {
asset.Load(pFile, extension == "glb");
@ -211,15 +211,27 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
}
void glTF2Importer::ImportMaterials(glTF2::Asset& r)
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
mScene->mNumMaterials = unsigned(r.materials.Size());
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
}
}
Material& mat = r.materials[i];
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
}
}
static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
{
aiMaterial* aimat = new aiMaterial();
if (!mat.name.empty()) {
aiString str(mat.name);
@ -268,6 +280,21 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
}
return aimat;
}
void glTF2Importer::ImportMaterials(glTF2::Asset& r)
{
const unsigned int numImportedMaterials = unsigned(r.materials.Size());
Material defaultMaterial;
mScene->mNumMaterials = numImportedMaterials + 1;
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
for (unsigned int i = 0; i < numImportedMaterials; ++i) {
mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
}
}
@ -479,6 +506,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();
}
else {
aim->mMaterialIndex = mScene->mNumMaterials - 1;
}
}
}
@ -499,6 +530,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
// cameras point in -Z by default, rest is specified in node transform
aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
if (cam.type == Camera::Perspective) {
aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;

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@ -98,14 +98,14 @@ const aiImporterDesc* glTFImporter::GetInfo() const
return &desc;
}
bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
{
const std::string &extension = GetExtension(pFile);
if (extension != "gltf" && extension != "glb")
return false;
if (checkSig && pIOHandler) {
if (pIOHandler) {
glTF::Asset asset(pIOHandler);
try {
asset.Load(pFile, extension == "glb");

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@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
for further information on how to use the library.
By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen
towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well
(or a rotated variant of it).
By contrast, some other environments use left-handed coordinate systems, a prominent example being
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step)
The output UV coordinate system has its origin in the lower-left corner:
@code
0y|1y ---------- 1x|1y
0x|1y ---------- 1x|1y
| |
| |
| |
@ -560,18 +561,27 @@ The output UV coordinate system has its origin in the lower-left corner:
@endcode
Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
All matrices in the library are row-major. That means that the matrices are stored row by row in memory,
which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this:
A typical 4x4 matrix including a translational part looks like this:
@code
X1 Y1 Z1 T1
X2 Y2 Z2 T2
X3 Y3 Z3 T3
0 0 0 1
0 0 0 1
@endcode
with <tt>(X1, X2, X3)</tt> being the local X base vector, <tt>(Y1, Y2, Y3)</tt> being the local
Y base vector, <tt>(Z1, Z2, Z3)</tt> being the local Z base vector and <tt>(T1, T2, T3)</tt> being the
offset of the local origin (the translational part).
All matrices in the library use row-major storage order. That means that the matrix elements are
stored row-by-row, i.e. they end up like this in memory:
<tt>[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]</tt>.
... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
in DirectX functions, you have to transpose them.
Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the
matrix layout such that the translational part occupies three consecutive addresses in memory (so those
matrices end with <tt>[..., T1, T2, T3, 1]</tt>), whereas the translation in an Assimp matrix is found at
the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with
the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing
to do with a left-handed or right-handed coordinate system but 'converts' between row-major and
column-major storage format.
<hr>
@ -664,7 +674,7 @@ See the @link materials Material System Page. @endlink
@section bones Bones
A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh
A mesh may have a set of bones in the form of aiBone objects. Bones are a means to deform a mesh
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.

View File

@ -112,6 +112,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* TRANSFORMTEXCOORDS
* GENUVCOORDS
* ENTITYMESHBUILDER
* EMBEDTEXTURES
* MAKELEFTHANDED
* FLIPUVS
* FLIPWINDINGORDER

View File

@ -535,7 +535,18 @@ enum aiPostProcessSteps
*
* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to control this.
*/
aiProcess_GlobalScale = 0x8000000
aiProcess_GlobalScale = 0x8000000,
// -------------------------------------------------------------------------
/** <hr>A postprocessing step to embed of textures.
*
* This will remove external data dependencies for textures.
* If a texture's file does not exist at the specified path
* (due, for instance, to an absolute path generated on another system),
* it will check if a file with the same name exists at the root folder
* of the imported model. And if so, it uses that.
*/
aiProcess_EmbedTextures = 0x10000000,
// aiProcess_GenEntityMeshes = 0x100000,
// aiProcess_OptimizeAnimations = 0x200000

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@ -110,8 +110,7 @@ extern "C" {
/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
#ifdef __cplusplus
static
const size_t MAXLEN = 1024;
static const size_t MAXLEN = 1024;
#else
# define MAXLEN 1024
#endif

View File

@ -82,6 +82,12 @@ ASSIMP_API unsigned int aiGetVersionMajor (void);
*/
ASSIMP_API unsigned int aiGetVersionRevision (void);
// ---------------------------------------------------------------------------
/** @brief Returns the branchname of the Assimp runtime.
* @return The current branch name.
*/
ASSIMP_API const char *aiGetBranchName();
//! Assimp was compiled as a shared object (Windows: DLL)
#define ASSIMP_CFLAGS_SHARED 0x1
//! Assimp was compiled against STLport

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@ -0,0 +1,96 @@
#!/usr/bin/env python
# -*- Coding: UTF-8 -*-
# ---------------------------------------------------------------------------
# Open Asset Import Library (ASSIMP)
# ---------------------------------------------------------------------------
#
# Copyright (c) 2006-2010, ASSIMP Development 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 Development 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.
# ---------------------------------------------------------------------------
"""Update PyAssimp's texture type constants C/C++ headers.
This script is meant to be executed in the source tree, directly from
port/PyAssimp/gen
"""
import os
import re
REenumTextureType = re.compile(r''
r'enum\saiTextureType' # enum aiTextureType
r'[^{]*?\{' # {
r'(?P<code>.*?)' # code
r'\};' # };
, re.IGNORECASE + re.DOTALL + re.MULTILINE)
# Replace comments
RErpcom = re.compile(r''
r'\s*(/\*+\s|\*+/|\B\*\s?|///?!?)' # /**
r'(?P<line>.*?)' # * line
, re.IGNORECASE + re.DOTALL)
# Remove trailing commas
RErmtrailcom = re.compile(r',$', re.IGNORECASE + re.DOTALL)
# Remove #ifdef __cplusplus
RErmifdef = re.compile(r''
r'#ifndef SWIG' # #ifndef SWIG
r'(?P<code>.*)' # code
r'#endif(\s*//\s*!?\s*SWIG)*' # #endif
, re.IGNORECASE + re.DOTALL)
path = '../../../include/assimp'
files = os.listdir (path)
enumText = ''
for fileName in files:
if fileName.endswith('.h'):
text = open(os.path.join(path, fileName)).read()
for enum in REenumTextureType.findall(text):
enumText = enum
text = ''
for line in enumText.split('\n'):
line = line.lstrip().rstrip()
line = RErmtrailcom.sub('', line)
text += RErpcom.sub('# \g<line>', line) + '\n'
text = RErmifdef.sub('', text)
file = open('material.py', 'w')
file.write(text)
file.close()
print("Generation done. You can now review the file 'material.py' and merge it.")

View File

@ -51,11 +51,8 @@ if os.name=='posix':
elif os.name=='nt':
ext_whitelist.append('.dll')
path_dirs = os.environ['PATH'].split(';')
for dir_candidate in path_dirs:
if 'assimp' in dir_candidate.lower():
additional_dirs.append(dir_candidate)
additional_dirs.extend(path_dirs)
#print(additional_dirs)
def vec2tuple(x):
""" Converts a VECTOR3D to a Tuple """
return (x.x, x.y, x.z)

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@ -1,39 +1,39 @@
## <hr>Dummy value.
# Dummy value.
#
# No texture, but the value to be used as 'texture semantic'
# (#aiMaterialProperty::mSemantic) for all material properties
# *not* related to textures.
# # not* related to textures.
#
aiTextureType_NONE = 0x0
## <hr>The texture is combined with the result of the diffuse
# The texture is combined with the result of the diffuse
# lighting equation.
#
aiTextureType_DIFFUSE = 0x1
## <hr>The texture is combined with the result of the specular
# The texture is combined with the result of the specular
# lighting equation.
#
aiTextureType_SPECULAR = 0x2
## <hr>The texture is combined with the result of the ambient
# The texture is combined with the result of the ambient
# lighting equation.
#
aiTextureType_AMBIENT = 0x3
## <hr>The texture is added to the result of the lighting
# The texture is added to the result of the lighting
# calculation. It isn't influenced by incoming light.
#
aiTextureType_EMISSIVE = 0x4
## <hr>The texture is a height map.
# The texture is a height map.
#
# By convention, higher gray-scale values stand for
# higher elevations from the base height.
#
aiTextureType_HEIGHT = 0x5
## <hr>The texture is a (tangent space) normal-map.
# The texture is a (tangent space) normal-map.
#
# Again, there are several conventions for tangent-space
# normal maps. Assimp does (intentionally) not
@ -41,7 +41,7 @@ aiTextureType_HEIGHT = 0x5
#
aiTextureType_NORMALS = 0x6
## <hr>The texture defines the glossiness of the material.
# The texture defines the glossiness of the material.
#
# The glossiness is in fact the exponent of the specular
# (phong) lighting equation. Usually there is a conversion
@ -50,21 +50,21 @@ aiTextureType_NORMALS = 0x6
#
aiTextureType_SHININESS = 0x7
## <hr>The texture defines per-pixel opacity.
# The texture defines per-pixel opacity.
#
# Usually 'white' means opaque and 'black' means
# 'transparency'. Or quite the opposite. Have fun.
#
aiTextureType_OPACITY = 0x8
## <hr>Displacement texture
# Displacement texture
#
# The exact purpose and format is application-dependent.
# Higher color values stand for higher vertex displacements.
#
aiTextureType_DISPLACEMENT = 0x9
## <hr>Lightmap texture (aka Ambient Occlusion)
# Lightmap texture (aka Ambient Occlusion)
#
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
# covered by this material property. The texture contains a
@ -73,14 +73,14 @@ aiTextureType_DISPLACEMENT = 0x9
#
aiTextureType_LIGHTMAP = 0xA
## <hr>Reflection texture
# Reflection texture
#
#Contains the color of a perfect mirror reflection.
#Rarely used, almost never for real-time applications.
# Contains the color of a perfect mirror reflection.
# Rarely used, almost never for real-time applications.
#
aiTextureType_REFLECTION = 0xB
## <hr>Unknown texture
# Unknown texture
#
# A texture reference that does not match any of the definitions
# above is considered to be 'unknown'. It is still imported

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@ -38,9 +38,6 @@
#----------------------------------------------------------------------
cmake_minimum_required( VERSION 2.6 )
include( CTest )
enable_testing()
INCLUDE_DIRECTORIES(
../contrib/gtest/include
../contrib/gtest/

View File

@ -69,3 +69,8 @@ TEST_F( utVersion, aiGetVersionRevisionTest ) {
EXPECT_NE( aiGetVersionRevision(), 0U );
}
TEST_F( utVersion, aiGetBranchNameTest ) {
EXPECT_NE( nullptr, aiGetBranchName() );
}