Merge branch 'master' into 2075
commit
063ae05310
|
@ -216,7 +216,7 @@ IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
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ELSEIF(MSVC)
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# enable multi-core compilation with MSVC
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ADD_COMPILE_OPTIONS(/MP)
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IF("${CMAKE_GENERATOR}" MATCHES "(Win64|IA64)")
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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ADD_COMPILE_OPTIONS( /bigobj )
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ENDIF()
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# disable "elements of array '' will be default initialized" warning on MSVC2013
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|
|
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@ -272,6 +272,8 @@ void aiReleaseImport( const aiScene* pScene)
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ASSIMP_BEGIN_EXCEPTION_REGION();
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aiReleaseDefaultMaterial();
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// find the importer associated with this data
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const ScenePrivateData* priv = ScenePriv(pScene);
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if( !priv || !priv->mOrigImporter) {
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|
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@ -59,6 +59,25 @@ using namespace Assimp;
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#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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namespace {
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template <typename aiMeshType>
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void flipUVs(aiMeshType* pMesh) {
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if (pMesh == nullptr) { return; }
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// mirror texture y coordinate
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for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) {
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if (!pMesh->HasTextureCoords(tcIdx)) {
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break;
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}
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for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) {
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pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y;
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}
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}
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MakeLeftHandedProcess::MakeLeftHandedProcess()
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@ -282,15 +301,9 @@ void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
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// Converts a single mesh
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void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
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{
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// mirror texture y coordinate
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
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if( !pMesh->HasTextureCoords( a ) ) {
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break;
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}
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++ ) {
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pMesh->mTextureCoords[ a ][ b ].y = 1.0f - pMesh->mTextureCoords[ a ][ b ].y;
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}
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flipUVs(pMesh);
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for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) {
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flipUVs(pMesh->mAnimMeshes[idx]);
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}
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}
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@ -185,12 +185,12 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
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}
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if ( !name_carrier ) {
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NodeNameCache::const_iterator it( std::find( mNodeNames.begin(), mNodeNames.end(), original_name ) );
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NodeNameCache::const_iterator it = mNodeNames.find(original_name);
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if ( it != mNodeNames.end() ) {
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original_name = original_name + std::string( "001" );
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}
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mNodeNames.push_back( original_name );
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mNodeNames.insert( original_name );
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nodes_chain.push_back( new aiNode( original_name ) );
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} else {
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original_name = nodes_chain.back()->mName.C_Str();
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@ -398,30 +398,18 @@ void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
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out_camera->mClipPlaneFar = cam.FarPlane();
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}
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static bool HasName( NodeNameCache &cache, const std::string &name ) {
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NodeNameCache::const_iterator it( std::find( cache.begin(), cache.end(), name ) );
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return it != cache.end();
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}
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void Converter::GetUniqueName( const std::string &name, std::string &uniqueName ) {
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if ( !HasName( mNodeNames, name ) ) {
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void Converter::GetUniqueName( const std::string &name, std::string &uniqueName )
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{
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int i = 0;
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uniqueName = name;
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mNodeNames.push_back( uniqueName );
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return;
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}
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int i( 0 );
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std::string newName( name );
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while ( HasName( mNodeNames, newName ) ) {
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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{
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++i;
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newName.clear();
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newName += name;
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std::stringstream ext;
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ext << std::setfill( '0' ) << std::setw( 3 ) << i;
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newName += ext.str();
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ext << name << std::setfill('0') << std::setw(3) << i;
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uniqueName = ext.str();
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}
|
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uniqueName = newName;
|
||||
mNodeNames.push_back( uniqueName );
|
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mNodeNames.insert(uniqueName);
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||||
}
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||||
|
||||
|
||||
|
|
|
@ -68,7 +68,7 @@ namespace FBX {
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|||
|
||||
class Document;
|
||||
|
||||
using NodeNameCache = std::vector<std::string>;
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using NodeNameCache = std::set<std::string>;
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||||
|
||||
/**
|
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* Convert a FBX #Document to #aiScene
|
||||
|
|
|
@ -178,6 +178,7 @@ Importer::~Importer()
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{
|
||||
// Delete all import plugins
|
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DeleteImporterInstanceList(pimpl->mImporter);
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aiReleaseDefaultMaterial();
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||||
|
||||
// Delete all post-processing plug-ins
|
||||
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++)
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||||
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@ -383,6 +384,8 @@ bool _ValidateFlags(unsigned int pFlags)
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void Importer::FreeScene( )
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{
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ASSIMP_BEGIN_EXCEPTION_REGION();
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|
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aiReleaseDefaultMaterial();
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delete pimpl->mScene;
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pimpl->mScene = NULL;
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||||
|
||||
|
|
|
@ -317,7 +317,7 @@ void ProcessRevolvedAreaSolid(const Schema_2x3::IfcRevolvedAreaSolid& solid, Tem
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|||
}
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|
||||
// ------------------------------------------------------------------------------------------------
|
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void ProcessSweptDiskSolid(const Schema_2x3::IfcSweptDiskSolid solid, TempMesh& result, ConversionData& conv)
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void ProcessSweptDiskSolid(const Schema_2x3::IfcSweptDiskSolid &solid, TempMesh& result, ConversionData& conv)
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{
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const Curve* const curve = Curve::Convert(*solid.Directrix, conv);
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if(!curve) {
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@ -76,7 +76,7 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
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|||
|
||||
if (prop /* just for safety ... */
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||||
&& 0 == strcmp( prop->mKey.data, pKey )
|
||||
&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wildcard, but this is undocumented :-) */
|
||||
&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wild-card, but this is undocumented :-) */
|
||||
&& (UINT_MAX == index || prop->mIndex == index))
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{
|
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*pPropOut = pMat->mProperties[i];
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||||
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@ -314,7 +314,7 @@ aiReturn aiGetMaterialString(const aiMaterial* pMat,
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|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get the number of textures on a particular texture stack
|
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ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
|
||||
unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
|
||||
C_ENUM aiTextureType type)
|
||||
{
|
||||
ai_assert (pMat != NULL);
|
||||
|
@ -347,12 +347,14 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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|||
unsigned int* flags /*= NULL*/
|
||||
)
|
||||
{
|
||||
ai_assert(NULL != mat && NULL != path);
|
||||
ai_assert( NULL != mat );
|
||||
ai_assert( NULL != path );
|
||||
|
||||
// Get the path to the texture
|
||||
if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
|
||||
return AI_FAILURE;
|
||||
}
|
||||
|
||||
// Determine mapping type
|
||||
int mapping_ = static_cast<int>(aiTextureMapping_UV);
|
||||
aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
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@ -381,15 +383,37 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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if (flags){
|
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aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
|
||||
}
|
||||
|
||||
return AI_SUCCESS;
|
||||
}
|
||||
|
||||
static aiMaterial *DefaultMaterial = nullptr;
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||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Will return the default material.
|
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aiMaterial *aiCreateAndRegisterDefaultMaterial() {
|
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if (nullptr == DefaultMaterial) {
|
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DefaultMaterial = new aiMaterial;
|
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aiString s;
|
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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DefaultMaterial->AddProperty(&s, AI_MATKEY_NAME);
|
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}
|
||||
|
||||
return DefaultMaterial;
|
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}
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||||
// ------------------------------------------------------------------------------------------------
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||||
// Will return the default material.
|
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void aiReleaseDefaultMaterial() {
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DefaultMaterial = nullptr;
|
||||
}
|
||||
|
||||
static const unsigned int DefaultNumAllocated = 5;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construction. Actually the one and only way to get an aiMaterial instance
|
||||
aiMaterial::aiMaterial()
|
||||
: mProperties( NULL )
|
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: mProperties( nullptr )
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||||
, mNumProperties( 0 )
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, mNumAllocated( DefaultNumAllocated ) {
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// Allocate 5 entries by default
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||||
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@ -404,6 +428,14 @@ aiMaterial::~aiMaterial()
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delete[] mProperties;
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}
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||||
// ------------------------------------------------------------------------------------------------
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||||
aiString aiMaterial::GetName() {
|
||||
aiString name;
|
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Get(AI_MATKEY_NAME, name);
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|
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return name;
|
||||
}
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|
||||
// ------------------------------------------------------------------------------------------------
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||||
void aiMaterial::Clear()
|
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{
|
||||
|
@ -418,11 +450,9 @@ void aiMaterial::Clear()
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}
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||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiReturn aiMaterial::RemoveProperty (const char* pKey,unsigned int type,
|
||||
unsigned int index
|
||||
)
|
||||
aiReturn aiMaterial::RemoveProperty ( const char* pKey,unsigned int type, unsigned int index )
|
||||
{
|
||||
ai_assert(NULL != pKey);
|
||||
ai_assert( nullptr != pKey );
|
||||
|
||||
for (unsigned int i = 0; i < mNumProperties;++i) {
|
||||
aiMaterialProperty* prop = mProperties[i];
|
||||
|
@ -461,10 +491,11 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
|
|||
if ( 0 == pSizeInBytes ) {
|
||||
|
||||
}
|
||||
|
||||
// first search the list whether there is already an entry with this key
|
||||
unsigned int iOutIndex = UINT_MAX;
|
||||
unsigned int iOutIndex( UINT_MAX );
|
||||
for ( unsigned int i = 0; i < mNumProperties; ++i ) {
|
||||
aiMaterialProperty* prop = mProperties[i];
|
||||
aiMaterialProperty *prop( mProperties[ i ] );
|
||||
|
||||
if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
|
||||
prop->mSemantic == type && prop->mIndex == index){
|
||||
|
@ -516,6 +547,7 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
|
|||
}
|
||||
// push back ...
|
||||
mProperties[mNumProperties++] = pcNew;
|
||||
|
||||
return AI_SUCCESS;
|
||||
}
|
||||
|
||||
|
|
|
@ -84,8 +84,6 @@ static const std::string BumpOption = "-bm";
|
|||
static const std::string ChannelOption = "-imfchan";
|
||||
static const std::string TypeOption = "-type";
|
||||
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Constructor
|
||||
ObjFileMtlImporter::ObjFileMtlImporter( std::vector<char> &buffer,
|
||||
|
@ -334,6 +332,11 @@ void ObjFileMtlImporter::getTexture() {
|
|||
// Specular texture
|
||||
out = & m_pModel->m_pCurrentMaterial->textureSpecular;
|
||||
clampIndex = ObjFile::Material::TextureSpecularType;
|
||||
} else if ( !ASSIMP_strincmp( pPtr, DisplacementTexture1.c_str(), static_cast<unsigned int>(DisplacementTexture1.size()) ) ||
|
||||
!ASSIMP_strincmp( pPtr, DisplacementTexture2.c_str(), static_cast<unsigned int>(DisplacementTexture2.size()) ) ) {
|
||||
// Displacement texture
|
||||
out = &m_pModel->m_pCurrentMaterial->textureDisp;
|
||||
clampIndex = ObjFile::Material::TextureDispType;
|
||||
} else if ( !ASSIMP_strincmp( pPtr, OpacityTexture.c_str(), static_cast<unsigned int>(OpacityTexture.size()) ) ) {
|
||||
// Opacity texture
|
||||
out = & m_pModel->m_pCurrentMaterial->textureOpacity;
|
||||
|
@ -356,11 +359,6 @@ void ObjFileMtlImporter::getTexture() {
|
|||
// Reflection texture(s)
|
||||
//Do nothing here
|
||||
return;
|
||||
} else if ( !ASSIMP_strincmp( pPtr, DisplacementTexture1.c_str(), static_cast<unsigned int>(DisplacementTexture1.size()) ) ||
|
||||
!ASSIMP_strincmp( pPtr, DisplacementTexture2.c_str(), static_cast<unsigned int>(DisplacementTexture2.size()) ) ) {
|
||||
// Displacement texture
|
||||
out = &m_pModel->m_pCurrentMaterial->textureDisp;
|
||||
clampIndex = ObjFile::Material::TextureDispType;
|
||||
} else if ( !ASSIMP_strincmp( pPtr, SpecularityTexture.c_str(), static_cast<unsigned int>(SpecularityTexture.size()) ) ) {
|
||||
// Specularity scaling (glossiness)
|
||||
out = & m_pModel->m_pCurrentMaterial->textureSpecularity;
|
||||
|
|
|
@ -90,6 +90,9 @@ static bool IsBinarySTL(const char* buffer, unsigned int fileSize) {
|
|||
return expectedBinaryFileSize == fileSize;
|
||||
}
|
||||
|
||||
static const size_t BufferSize = 500;
|
||||
static const char UnicodeBoundary = 127;
|
||||
|
||||
// An ascii STL buffer will begin with "solid NAME", where NAME is optional.
|
||||
// Note: The "solid NAME" check is necessary, but not sufficient, to determine
|
||||
// if the buffer is ASCII; a binary header could also begin with "solid NAME".
|
||||
|
@ -108,10 +111,10 @@ static bool IsAsciiSTL(const char* buffer, unsigned int fileSize) {
|
|||
bool isASCII( strncmp( buffer, "solid", 5 ) == 0 );
|
||||
if( isASCII ) {
|
||||
// A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
|
||||
if( fileSize >= 500 ) {
|
||||
if( fileSize >= BufferSize) {
|
||||
isASCII = true;
|
||||
for( unsigned int i = 0; i < 500; i++ ) {
|
||||
if( buffer[ i ] > 127 ) {
|
||||
for( unsigned int i = 0; i < BufferSize; i++ ) {
|
||||
if( buffer[ i ] > UnicodeBoundary) {
|
||||
isASCII = false;
|
||||
break;
|
||||
}
|
||||
|
@ -211,10 +214,11 @@ void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
|
|||
|
||||
// create a single default material, using a white diffuse color for consistency with
|
||||
// other geometric types (e.g., PLY).
|
||||
aiMaterial* pcMat = new aiMaterial();
|
||||
aiMaterial* pcMat = aiCreateAndRegisterDefaultMaterial();
|
||||
/*aiMaterial* pcMat = new aiMaterial();
|
||||
aiString s;
|
||||
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
||||
pcMat->AddProperty(&s, AI_MATKEY_NAME);*/
|
||||
|
||||
aiColor4D clrDiffuse(ai_real(1.0),ai_real(1.0),ai_real(1.0),ai_real(1.0));
|
||||
if (bMatClr) {
|
||||
|
@ -535,11 +539,21 @@ bool STLImporter::LoadBinaryFile()
|
|||
// now copy faces
|
||||
addFacesToMesh(pMesh);
|
||||
|
||||
aiNode* root = pScene->mRootNode;
|
||||
|
||||
// allocate one node
|
||||
aiNode* node = new aiNode();
|
||||
node->mParent = root;
|
||||
|
||||
root->mNumChildren = 1u;
|
||||
root->mChildren = new aiNode*[root->mNumChildren];
|
||||
root->mChildren[0] = node;
|
||||
|
||||
// add all created meshes to the single node
|
||||
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
node->mNumMeshes = pScene->mNumMeshes;
|
||||
node->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
node->mMeshes[i] = i;
|
||||
|
||||
if (bIsMaterialise && !pMesh->mColors[0])
|
||||
{
|
||||
|
|
|
@ -55,12 +55,8 @@ namespace Assimp {
|
|||
class Importer;
|
||||
|
||||
struct ScenePrivateData {
|
||||
ScenePrivateData()
|
||||
: mOrigImporter( nullptr )
|
||||
, mPPStepsApplied( 0 )
|
||||
, mIsCopy( false ) {
|
||||
// empty
|
||||
}
|
||||
// The struct constructor.
|
||||
ScenePrivateData();
|
||||
|
||||
// Importer that originally loaded the scene though the C-API
|
||||
// If set, this object is owned by this private data instance.
|
||||
|
@ -77,6 +73,14 @@ struct ScenePrivateData {
|
|||
bool mIsCopy;
|
||||
};
|
||||
|
||||
inline
|
||||
ScenePrivateData::ScenePrivateData()
|
||||
: mOrigImporter( nullptr )
|
||||
, mPPStepsApplied( 0 )
|
||||
, mIsCopy( false ) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// Access private data stored in the scene
|
||||
inline
|
||||
ScenePrivateData* ScenePriv(aiScene* in) {
|
||||
|
|
|
@ -150,9 +150,11 @@ ASSIMP_API aiScene::~aiScene() {
|
|||
delete mMeshes[a];
|
||||
delete [] mMeshes;
|
||||
|
||||
if (mNumMaterials && mMaterials)
|
||||
for( unsigned int a = 0; a < mNumMaterials; a++)
|
||||
if (mNumMaterials && mMaterials) {
|
||||
for (unsigned int a = 0; a < mNumMaterials; ++a ) {
|
||||
delete mMaterials[ a ];
|
||||
}
|
||||
}
|
||||
delete [] mMaterials;
|
||||
|
||||
if (mNumAnimations && mAnimations)
|
||||
|
|
|
@ -117,13 +117,9 @@ bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
|
|||
|
||||
if (pIOHandler) {
|
||||
glTF2::Asset asset(pIOHandler);
|
||||
try {
|
||||
asset.Load(pFile, extension == "glb");
|
||||
std::string version = asset.asset.version;
|
||||
return !version.empty() && version[0] == '2';
|
||||
} catch (...) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -550,9 +546,18 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
|||
case PrimitiveMode_TRIANGLE_STRIP: {
|
||||
nFaces = count - 2;
|
||||
faces = new aiFace[nFaces];
|
||||
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
||||
for (unsigned int i = 3; i < count; ++i) {
|
||||
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
|
||||
for (unsigned int i = 0; i < nFaces; ++i) {
|
||||
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
||||
if ((i + 1) % 2 == 0)
|
||||
{
|
||||
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
||||
SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
||||
}
|
||||
else
|
||||
{
|
||||
//For odd n, vertices n, n+1, and n+2 define triangle n
|
||||
SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -560,8 +565,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
|||
nFaces = count - 2;
|
||||
faces = new aiFace[nFaces];
|
||||
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
||||
for (unsigned int i = 3; i < count; ++i) {
|
||||
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
|
||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -615,9 +620,18 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
|||
case PrimitiveMode_TRIANGLE_STRIP: {
|
||||
nFaces = count - 2;
|
||||
faces = new aiFace[nFaces];
|
||||
SetFace(faces[0], 0, 1, 2);
|
||||
for (unsigned int i = 3; i < count; ++i) {
|
||||
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
|
||||
for (unsigned int i = 0; i < nFaces; ++i) {
|
||||
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
||||
if ((i+1) % 2 == 0)
|
||||
{
|
||||
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
||||
SetFace(faces[i], i+1, i, i+2);
|
||||
}
|
||||
else
|
||||
{
|
||||
//For odd n, vertices n, n+1, and n+2 define triangle n
|
||||
SetFace(faces[i], i, i+1, i+2);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -625,8 +639,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
|||
nFaces = count - 2;
|
||||
faces = new aiFace[nFaces];
|
||||
SetFace(faces[0], 0, 1, 2);
|
||||
for (unsigned int i = 3; i < count; ++i) {
|
||||
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
|
||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -848,12 +862,6 @@ void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
|||
|
||||
ImportNodes(asset);
|
||||
|
||||
// TODO: it does not split the loaded vertices, should it?
|
||||
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
||||
MakeVerboseFormatProcess process;
|
||||
process.Execute(pScene);
|
||||
|
||||
|
||||
if (pScene->mNumMeshes == 0) {
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
|
|
|
@ -740,11 +740,6 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
|
|||
|
||||
ImportNodes(asset);
|
||||
|
||||
// TODO: it does not split the loaded vertices, should it?
|
||||
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
||||
MakeVerboseFormatProcess process;
|
||||
process.Execute(pScene);
|
||||
|
||||
|
||||
if (pScene->mNumMeshes == 0) {
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2012, assimp team
|
||||
Copyright (c) 2006-2018, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -612,12 +612,13 @@ struct aiMaterialProperty
|
|||
, mIndex( 0 )
|
||||
, mDataLength( 0 )
|
||||
, mType( aiPTI_Float )
|
||||
, mData( NULL )
|
||||
{
|
||||
, mData(nullptr) {
|
||||
// empty
|
||||
}
|
||||
|
||||
~aiMaterialProperty() {
|
||||
delete[] mData;
|
||||
mData = nullptr;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -651,6 +652,14 @@ public:
|
|||
aiMaterial();
|
||||
~aiMaterial();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/**
|
||||
* @brief Returns the name of the material.
|
||||
* @return The name of the material.
|
||||
*/
|
||||
// -------------------------------------------------------------------
|
||||
aiString GetName();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Retrieve an array of Type values with a specific key
|
||||
* from the material
|
||||
|
@ -1556,10 +1565,32 @@ C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
|
|||
unsigned int* flags /*= NULL*/);
|
||||
#endif // !#ifdef __cplusplus
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Helper function to get all values pertaining to a particular
|
||||
* texture slot from a material structure.
|
||||
*
|
||||
* @return Pointer showing to the default material.
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#ifdef __cplusplus
|
||||
ASSIMP_API aiMaterial *aiCreateAndRegisterDefaultMaterial(void);
|
||||
#else
|
||||
C_STRUCT aiMaterial *aiCreateAndRegisterDefaultMaterial(void);
|
||||
#endif // !#ifdef __cplusplus
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/**
|
||||
* @brief Helper function to release the default material instance, the
|
||||
* instance will not be destroyed.
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
ASSIMP_API void aiReleaseDefaultMaterial();
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
#include "material.inl"
|
||||
|
||||
#endif //!__cplusplus
|
||||
|
||||
#endif //!!AI_MATERIAL_H_INC
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2017 Gary Hsu
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
Binary file not shown.
|
@ -0,0 +1,63 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 1024,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_00.bin",
|
||||
"byteLength": 12288
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 12288,
|
||||
"name": "Positions"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"mode": 0
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,63 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 8,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_01.bin",
|
||||
"byteLength": 96
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 96,
|
||||
"name": "Positions"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"mode": 1
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,63 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 4,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_02.bin",
|
||||
"byteLength": 48
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 48,
|
||||
"name": "Positions"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"mode": 2
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,63 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 5,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_03.bin",
|
||||
"byteLength": 60
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 60,
|
||||
"name": "Positions"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"mode": 3
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,63 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 4,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_04.bin",
|
||||
"byteLength": 48
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 48,
|
||||
"name": "Positions"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"mode": 5
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,63 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 4,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_05.bin",
|
||||
"byteLength": 48
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 48,
|
||||
"name": "Positions"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"mode": 6
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
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"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_14.bin",
|
||||
"byteLength": 54
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 48,
|
||||
"name": "Positions"
|
||||
},
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteOffset": 48,
|
||||
"byteLength": 6,
|
||||
"name": "Indices"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"indices": 1
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,76 @@
|
|||
{
|
||||
"accessors": [
|
||||
{
|
||||
"bufferView": 0,
|
||||
"componentType": 5126,
|
||||
"count": 4,
|
||||
"type": "VEC3",
|
||||
"max": [
|
||||
0.5,
|
||||
0.5,
|
||||
0.0
|
||||
],
|
||||
"min": [
|
||||
-0.5,
|
||||
-0.5,
|
||||
0.0
|
||||
],
|
||||
"name": "Positions Accessor"
|
||||
},
|
||||
{
|
||||
"bufferView": 1,
|
||||
"componentType": 5123,
|
||||
"count": 6,
|
||||
"type": "SCALAR",
|
||||
"name": "Indices Accessor"
|
||||
}
|
||||
],
|
||||
"asset": {
|
||||
"generator": "glTF Asset Generator",
|
||||
"version": "2.0"
|
||||
},
|
||||
"buffers": [
|
||||
{
|
||||
"uri": "Mesh_PrimitiveMode_15.bin",
|
||||
"byteLength": 60
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteLength": 48,
|
||||
"name": "Positions"
|
||||
},
|
||||
{
|
||||
"buffer": 0,
|
||||
"byteOffset": 48,
|
||||
"byteLength": 12,
|
||||
"name": "Indices"
|
||||
}
|
||||
],
|
||||
"meshes": [
|
||||
{
|
||||
"primitives": [
|
||||
{
|
||||
"attributes": {
|
||||
"POSITION": 0
|
||||
},
|
||||
"indices": 1
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"mesh": 0
|
||||
}
|
||||
],
|
||||
"scene": 0,
|
||||
"scenes": [
|
||||
{
|
||||
"nodes": [
|
||||
0
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
These models are intended to test indices, vertexes without indices, and using mode to render different primitive types.
|
||||
|
||||
All values of Byte, Short, and Int are unsigned.
|
||||
|
||||
All model indices relate to vertices as shown by the Indices figure below, except for models using Points Mode:
|
||||
|
||||
| Indices | Indices (For Points Mode) |
|
||||
| :---: | :---: |
|
||||
| <img src="Figures/Indices.png" height="144" width="144" align="middle"> | <img src="Figures/Indices_Points.png" height="144" width="144" align="middle"> |
|
||||
|
||||
<br>
|
||||
|
||||
The following table shows the properties that are set for a given model.
|
||||
|
||||
| | Sample Image | Mode | Indices Values | Indices Component Type |
|
||||
| :---: | :---: | :---: | :---: | :---: |
|
||||
| [00](Mesh_PrimitiveMode_00.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=0) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_00.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_00.png) | Points | | |
|
||||
| [01](Mesh_PrimitiveMode_01.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=1) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_01.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_01.png) | Lines | | |
|
||||
| [02](Mesh_PrimitiveMode_02.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=2) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_02.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_02.png) | Line Loop | | |
|
||||
| [03](Mesh_PrimitiveMode_03.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=3) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_03.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_03.png) | Line Strip | | |
|
||||
| [04](Mesh_PrimitiveMode_04.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=4) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_04.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_04.png) | Triangle Strip | | |
|
||||
| [05](Mesh_PrimitiveMode_05.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=5) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_05.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_05.png) | Triangle Fan | | |
|
||||
| [06](Mesh_PrimitiveMode_06.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=6) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_06.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_06.png) | Triangles | | |
|
||||
| [07](Mesh_PrimitiveMode_07.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=7) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_07.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_07.png) | Points | [0 - 1023] | Int |
|
||||
| [08](Mesh_PrimitiveMode_08.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=8) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_08.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_08.png) | Lines | [0, 3, 3, 2, 2, 1, 1, 0] | Int |
|
||||
| [09](Mesh_PrimitiveMode_09.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=9) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_09.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_09.png) | Line Loop | [0, 3, 2, 1] | Int |
|
||||
| [10](Mesh_PrimitiveMode_10.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=10) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_10.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_10.png) | Line Strip | [0, 3, 2, 1, 0] | Int |
|
||||
| [11](Mesh_PrimitiveMode_11.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=11) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_11.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_11.png) | Triangle Strip | [0, 3, 1, 2] | Int |
|
||||
| [12](Mesh_PrimitiveMode_12.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=12) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_12.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_12.png) | Triangle Fan | [0, 3, 2, 1] | Int |
|
||||
| [13](Mesh_PrimitiveMode_13.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=13) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_13.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_13.png) | Triangles | [1, 0, 3, 1, 3, 2] | Int |
|
||||
| [14](Mesh_PrimitiveMode_14.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=14) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_14.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_14.png) | Triangles | [1, 0, 3, 1, 3, 2] | Byte |
|
||||
| [15](Mesh_PrimitiveMode_15.gltf)<br>[View](https://bghgary.github.io/glTF-Assets-Viewer/?folder=12&model=15) | [<img src="Figures/Thumbnails/Mesh_PrimitiveMode_15.png" align="middle">](Figures/SampleImages/Mesh_PrimitiveMode_15.png) | Triangles | [1, 0, 3, 1, 3, 2] | Short |
|
||||
|
|
@ -120,8 +120,7 @@ TEST_F(MaterialSystemTest, testColorProperty)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
TEST_F(MaterialSystemTest, testStringProperty)
|
||||
{
|
||||
TEST_F(MaterialSystemTest, testStringProperty) {
|
||||
aiString s;
|
||||
s.Set("Hello, this is a small test");
|
||||
this->pcMat->AddProperty(&s,"testKey6");
|
||||
|
@ -129,3 +128,24 @@ TEST_F(MaterialSystemTest, testStringProperty)
|
|||
EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey6",0,0,s));
|
||||
EXPECT_STREQ("Hello, this is a small test", s.data);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
TEST_F(MaterialSystemTest, testDefaultMaterialAccess) {
|
||||
aiMaterial *mat = aiCreateAndRegisterDefaultMaterial();
|
||||
EXPECT_NE(nullptr, mat);
|
||||
aiReleaseDefaultMaterial();
|
||||
|
||||
delete mat;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
TEST_F(MaterialSystemTest, testMaterialNameAccess) {
|
||||
aiMaterial *mat = aiCreateAndRegisterDefaultMaterial();
|
||||
EXPECT_NE(nullptr, mat);
|
||||
|
||||
aiString name = mat->GetName();
|
||||
const int retValue(strncmp(name.C_Str(), AI_DEFAULT_MATERIAL_NAME, name.length));
|
||||
EXPECT_EQ(0, retValue );
|
||||
|
||||
delete mat;
|
||||
}
|
||||
|
|
|
@ -63,7 +63,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
TEST_F( utSTLImporterExporter, importXFromFileTest ) {
|
||||
TEST_F( utSTLImporterExporter, importSTLFromFileTest ) {
|
||||
EXPECT_TRUE( importerTest() );
|
||||
}
|
||||
|
||||
|
|
|
@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <array>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -100,6 +101,234 @@ TEST_F( utglTF2ImportExport, importBinaryglTF2FromFileTest ) {
|
|||
EXPECT_TRUE( binaryImporterTest() );
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePointsWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Points without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_00.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Lines without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_01.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 8);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i*2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i*2 + 1);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesLoopWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Lines loop without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_02.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
|
||||
std::array<int, 5> l1 = {{ 0, 1, 2, 3, 0 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesStripWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Lines strip without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_03.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 5);
|
||||
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStripWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Triangles strip without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_04.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
std::array<int, 3> f1 = {{ 0, 1, 2 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||
}
|
||||
|
||||
std::array<int, 3> f2 = {{ 2, 1, 3 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFanWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Triangles fan without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_05.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
std::array<int, 3> f1 = {{ 0, 1, 2 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||
}
|
||||
|
||||
std::array<int, 3> f2 = {{ 0, 2, 3 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesWithoutIndices) {
|
||||
Assimp::Importer importer;
|
||||
//Triangles without indices
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_06.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 6);
|
||||
std::array<int, 3> f1 = {{ 0, 1, 2 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||
}
|
||||
|
||||
std::array<int, 3> f2 = {{ 3, 4, 5 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePoints) {
|
||||
Assimp::Importer importer;
|
||||
//Line loop
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_07.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) {
|
||||
Assimp::Importer importer;
|
||||
//Lines
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
std::array<int, 5> l1 = {{ 0, 3, 2, 1, 0 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
|
||||
Assimp::Importer importer;
|
||||
//Line loop
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
std::array<int, 5> l1 = {{ 0, 3, 2, 1, 0 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i+1]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) {
|
||||
Assimp::Importer importer;
|
||||
//Lines Strip
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
std::array<int, 5> l1 = {{ 0, 3, 2, 1, 0 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) {
|
||||
Assimp::Importer importer;
|
||||
//Triangles strip
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_11.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
std::array<int, 3> f1 = {{ 0, 3, 1 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||
}
|
||||
|
||||
std::array<int, 3> f2 = {{ 1, 3, 2 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFan) {
|
||||
Assimp::Importer importer;
|
||||
//Triangles fan
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_12.gltf", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
||||
std::array<int, 3> f1 = {{ 0, 3, 2 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||
}
|
||||
|
||||
std::array<int, 3> f2 = {{ 0, 2, 1 }};
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
TEST_F( utglTF2ImportExport, exportglTF2FromFileTest ) {
|
||||
EXPECT_TRUE( exporterTest() );
|
||||
|
|
Loading…
Reference in New Issue