Merge branch 'master' into ETC_Inc

pull/2303/head
Kim Kulling 2019-01-22 20:10:50 +01:00 committed by GitHub
commit 05ea039846
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7 changed files with 288 additions and 4 deletions

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@ -890,7 +890,7 @@ SET( assimp_src
${PostProcessing_SRCS} ${PostProcessing_SRCS}
${MaterialSystem_SRCS} ${MaterialSystem_SRCS}
${STEPParser_SRCS} ${STEPParser_SRCS}
${Step_SRCS} # ${Step_SRCS} check if we need a different approach
# Model Support # Model Support
${ASSIMP_LOADER_SRCS} ${ASSIMP_LOADER_SRCS}

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@ -870,10 +870,15 @@ namespace Assimp {
for (const Geometry* geo : geos) { for (const Geometry* geo : geos) {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo); const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
if (mesh) { if (mesh) {
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd); const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes)); std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
} }
else if (line) {
const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else { else {
FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name()); FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
} }
@ -922,7 +927,52 @@ namespace Assimp {
return temp; return temp;
} }
aiMesh* FBXConverter::SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd) std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
{
std::vector<unsigned int> temp;
const std::vector<aiVector3D>& vertices = line.GetVertices();
const std::vector<int>& indices = line.GetIndices();
if (vertices.empty() || indices.empty()) {
FBXImporter::LogWarn("ignoring empty line: " + line.Name());
return temp;
}
aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
// copy vertices
out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
//Number of line segments (faces) is "Number of Points - Number of Endpoints"
//N.B.: Endpoints in FbxLine are denoted by negative indices.
//If such an Index is encountered, add 1 and multiply by -1 to get the real index.
unsigned int epcount = 0;
for (unsigned i = 0; i < indices.size(); i++)
{
if (indices[i] < 0) epcount++;
}
unsigned int pcount = indices.size();
unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
for (unsigned int i = 0; i < pcount; ++i) {
if (indices[i] < 0) continue;
aiFace& f = *fac++;
f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
f.mIndices = new unsigned int[2];
f.mIndices[0] = indices[i];
int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
f.mIndices[1] = (segid < 0 ? (segid + 1)*-1 : segid); //Convert EndPoint Index to normal Index
}
temp.push_back(static_cast<unsigned int>(meshes.size() - 1));
return temp;
}
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
{ {
aiMesh* const out_mesh = new aiMesh(); aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh); meshes.push_back(out_mesh);
@ -957,6 +1007,7 @@ namespace Assimp {
// copy vertices // copy vertices
out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size()); out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
out_mesh->mVertices = new aiVector3D[vertices.size()]; out_mesh->mVertices = new aiVector3D[vertices.size()];
std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices); std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
// generate dummy faces // generate dummy faces
@ -1524,6 +1575,7 @@ namespace Assimp {
// shading stuff and colors // shading stuff and colors
SetShadingPropertiesCommon(out_mat, props); SetShadingPropertiesCommon(out_mat, props);
SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
// texture assignments // texture assignments
SetTextureProperties(out_mat, material.Textures(), mesh); SetTextureProperties(out_mat, material.Textures(), mesh);
@ -2022,6 +2074,180 @@ namespace Assimp {
const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok); const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
if (ok) { if (ok) {
out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0); out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
}
}
void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh)
{
// Add all the unparsed properties with a "$raw." prefix
const std::string prefix = "$raw.";
for (const DirectPropertyMap::value_type& prop : props.GetUnparsedProperties()) {
std::string name = prefix + prop.first;
if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<aiColor3D>* interpreted = prop.second->As<TypedProperty<aiColor3D> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<aiColor4D>* interpreted = prop.second->As<TypedProperty<aiColor4D> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >())
{
int value = interpreted->Value() ? 1 : 0;
out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
{
const aiString value = aiString(interpreted->Value());
out_mat->AddProperty(&value, name.c_str(), 0, 0);
}
}
// Add the textures' properties
for (TextureMap::const_iterator it = textures.begin(); it != textures.end(); it++) {
std::string name = prefix + it->first;
const Texture* const tex = (*it).second;
if (tex != nullptr)
{
aiString path;
path.Set(tex->RelativeFilename());
const Video* media = tex->Media();
if (media != nullptr && media->ContentLength() > 0) {
unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media);
if (it != textures_converted.end()) {
index = (*it).second;
}
else {
index = ConvertVideo(*media);
textures_converted[media] = index;
}
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
path.data[0] = '*';
path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
}
out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
aiUVTransform uvTrafo;
// XXX handle all kinds of UV transformations
uvTrafo.mScaling = tex->UVScaling();
uvTrafo.mTranslation = tex->UVTranslation();
out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
int uvIndex = 0;
bool uvFound = false;
const std::string& uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
if (uvFound) {
// "default" is the name which usually appears in the FbxFileTexture template
if (uvSet != "default" && uvSet.length()) {
// this is a bit awkward - we need to find a mesh that uses this
// material and scan its UV channels for the given UV name because
// assimp references UV channels by index, not by name.
// XXX: the case that UV channels may appear in different orders
// in meshes is unhandled. A possible solution would be to sort
// the UV channels alphabetically, but this would have the side
// effect that the primary (first) UV channel would sometimes
// be moved, causing trouble when users read only the first
// UV channel and ignore UV channel assignments altogether.
std::vector<aiMaterial*>::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat);
const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), materialIt));
uvIndex = -1;
if (!mesh)
{
for (const MeshMap::value_type& v : meshes_converted) {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(v.first);
if (!mesh) {
continue;
}
const MatIndexArray& mats = mesh->GetMaterialIndices();
if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
continue;
}
int index = -1;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (mesh->GetTextureCoords(i).empty()) {
break;
}
const std::string& name = mesh->GetTextureCoordChannelName(i);
if (name == uvSet) {
index = static_cast<int>(i);
break;
}
}
if (index == -1) {
FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
continue;
}
if (uvIndex == -1) {
uvIndex = index;
}
else {
FBXImporter::LogWarn("the UV channel named " + uvSet + " appears at different positions in meshes, results will be wrong");
}
}
}
else
{
int index = -1;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (mesh->GetTextureCoords(i).empty()) {
break;
}
const std::string& name = mesh->GetTextureCoordChannelName(i);
if (name == uvSet) {
index = static_cast<int>(i);
break;
}
}
if (index == -1) {
FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
}
if (uvIndex == -1) {
uvIndex = index;
}
}
if (uvIndex == -1) {
FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
uvIndex = 0;
}
}
}
out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
}
} }
} }

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@ -181,7 +181,11 @@ private:
const aiMatrix4x4& node_global_transform, aiNode& nd); const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd); std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model, unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
@ -264,6 +268,7 @@ private:
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props); void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// get the number of fps for a FrameRate enumerated value // get the number of fps for a FrameRate enumerated value
@ -425,6 +430,7 @@ private:
std::vector<aiCamera*> cameras; std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures; std::vector<aiTexture*> textures;
typedef std::map<const Material*, unsigned int> MaterialMap; typedef std::map<const Material*, unsigned int> MaterialMap;
MaterialMap materials_converted; MaterialMap materials_converted;

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@ -149,6 +149,9 @@ const Object* LazyObject::Get(bool dieOnError)
if (!strcmp(classtag.c_str(), "Shape")) { if (!strcmp(classtag.c_str(), "Shape")) {
object.reset(new ShapeGeometry(id, element, name, doc)); object.reset(new ShapeGeometry(id, element, name, doc));
} }
if (!strcmp(classtag.c_str(), "Line")) {
object.reset(new LineGeometry(id, element, name, doc));
}
} }
else if (!strncmp(obtype,"NodeAttribute",length)) { else if (!strncmp(obtype,"NodeAttribute",length)) {
if (!strcmp(classtag.c_str(),"Camera")) { if (!strcmp(classtag.c_str(),"Camera")) {

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@ -66,6 +66,7 @@ class PropertyTable;
class Document; class Document;
class Material; class Material;
class ShapeGeometry; class ShapeGeometry;
class LineGeometry;
class Geometry; class Geometry;
class Video; class Video;

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@ -679,6 +679,32 @@ const std::vector<aiVector3D>& ShapeGeometry::GetNormals() const {
const std::vector<unsigned int>& ShapeGeometry::GetIndices() const { const std::vector<unsigned int>& ShapeGeometry::GetIndices() const {
return m_indices; return m_indices;
} }
// ------------------------------------------------------------------------------------------------
LineGeometry::LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Geometry(id, element, name, doc)
{
const Scope* sc = element.Compound();
if (!sc) {
DOMError("failed to read Geometry object (class: Line), no data scope found");
}
const Element& Points = GetRequiredElement(*sc, "Points", &element);
const Element& PointsIndex = GetRequiredElement(*sc, "PointsIndex", &element);
ParseVectorDataArray(m_vertices, Points);
ParseVectorDataArray(m_indices, PointsIndex);
}
// ------------------------------------------------------------------------------------------------
LineGeometry::~LineGeometry() {
// empty
}
// ------------------------------------------------------------------------------------------------
const std::vector<aiVector3D>& LineGeometry::GetVertices() const {
return m_vertices;
}
// ------------------------------------------------------------------------------------------------
const std::vector<int>& LineGeometry::GetIndices() const {
return m_indices;
}
} // !FBX } // !FBX
} // !Assimp } // !Assimp
#endif #endif

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@ -205,6 +205,28 @@ private:
std::vector<aiVector3D> m_normals; std::vector<aiVector3D> m_normals;
std::vector<unsigned int> m_indices; std::vector<unsigned int> m_indices;
}; };
/**
* DOM class for FBX geometry of type "Line"
*/
class LineGeometry : public Geometry
{
public:
/** The class constructor */
LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
/** The class destructor */
virtual ~LineGeometry();
/** Get a list of all vertex points, non-unique*/
const std::vector<aiVector3D>& GetVertices() const;
/** Return list of vertex indices. */
const std::vector<int>& GetIndices() const;
private:
std::vector<aiVector3D> m_vertices;
std::vector<int> m_indices;
};
} }
} }