Merge branch 'master' into master

pull/2727/head
Kim Kulling 2019-11-11 10:19:22 +01:00 committed by GitHub
commit 0c3c88270a
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63 changed files with 8263 additions and 488 deletions

127
.clang-format 100644
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@ -0,0 +1,127 @@
# Commented out parameters are those with the same value as base LLVM style
# We can uncomment them if we want to change their value, or enforce the
# chosen value in case the base style changes (last sync: Clang 6.0.1).
---
### General config, applies to all languages ###
BasedOnStyle: LLVM
AccessModifierOffset: -4
AlignAfterOpenBracket: DontAlign
# AlignConsecutiveAssignments: false
# AlignConsecutiveDeclarations: false
# AlignEscapedNewlines: Right
# AlignOperands: true
AlignTrailingComments: false
AllowAllParametersOfDeclarationOnNextLine: false
# AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: true
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: true
# AllowShortLoopsOnASingleLine: false
# AlwaysBreakAfterDefinitionReturnType: None
# AlwaysBreakAfterReturnType: None
# AlwaysBreakBeforeMultilineStrings: false
# AlwaysBreakTemplateDeclarations: false
# BinPackArguments: true
# BinPackParameters: true
# BraceWrapping:
# AfterClass: false
# AfterControlStatement: false
# AfterEnum: false
# AfterFunction: false
# AfterNamespace: false
# AfterObjCDeclaration: false
# AfterStruct: false
# AfterUnion: false
# AfterExternBlock: false
# BeforeCatch: false
# BeforeElse: false
# IndentBraces: false
# SplitEmptyFunction: true
# SplitEmptyRecord: true
# SplitEmptyNamespace: true
# BreakBeforeBinaryOperators: None
# BreakBeforeBraces: Attach
# BreakBeforeInheritanceComma: false
BreakBeforeTernaryOperators: false
# BreakConstructorInitializersBeforeComma: false
BreakConstructorInitializers: AfterColon
# BreakStringLiterals: true
ColumnLimit: 0
# CommentPragmas: '^ IWYU pragma:'
# CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 8
ContinuationIndentWidth: 8
Cpp11BracedListStyle: false
# DerivePointerAlignment: false
# DisableFormat: false
# ExperimentalAutoDetectBinPacking: false
# FixNamespaceComments: true
# ForEachMacros:
# - foreach
# - Q_FOREACH
# - BOOST_FOREACH
# IncludeBlocks: Preserve
IncludeCategories:
- Regex: '".*"'
Priority: 1
- Regex: '^<.*\.h>'
Priority: 2
- Regex: '^<.*'
Priority: 3
# IncludeIsMainRegex: '(Test)?$'
IndentCaseLabels: true
# IndentPPDirectives: None
IndentWidth: 4
# IndentWrappedFunctionNames: false
# JavaScriptQuotes: Leave
# JavaScriptWrapImports: true
# KeepEmptyLinesAtTheStartOfBlocks: true
# MacroBlockBegin: ''
# MacroBlockEnd: ''
# MaxEmptyLinesToKeep: 1
# NamespaceIndentation: None
# PenaltyBreakAssignment: 2
# PenaltyBreakBeforeFirstCallParameter: 19
# PenaltyBreakComment: 300
# PenaltyBreakFirstLessLess: 120
# PenaltyBreakString: 1000
# PenaltyExcessCharacter: 1000000
# PenaltyReturnTypeOnItsOwnLine: 60
# PointerAlignment: Right
# RawStringFormats:
# - Delimiter: pb
# Language: TextProto
# BasedOnStyle: google
# ReflowComments: true
# SortIncludes: true
# SortUsingDeclarations: true
# SpaceAfterCStyleCast: false
# SpaceAfterTemplateKeyword: true
# SpaceBeforeAssignmentOperators: true
# SpaceBeforeParens: ControlStatements
# SpaceInEmptyParentheses: false
# SpacesBeforeTrailingComments: 1
# SpacesInAngles: false
# SpacesInContainerLiterals: true
# SpacesInCStyleCastParentheses: false
# SpacesInParentheses: false
# SpacesInSquareBrackets: false
TabWidth: 4
UseTab: Always
---
### C++ specific config ###
Language: Cpp
Standard: Cpp11
---
### ObjC specific config ###
Language: ObjC
Standard: Cpp11
ObjCBlockIndentWidth: 4
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
---
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
...

4
.gitignore vendored
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@ -3,6 +3,10 @@ build
.project .project
*.kdev4* *.kdev4*
# build artefacts
*.o
*.a
# Visual Studio # Visual Studio
*.sln *.sln
*.ncb *.ncb

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@ -253,7 +253,7 @@ ELSEIF(MSVC)
IF(MSVC12) IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351) ADD_COMPILE_OPTIONS(/wd4351)
ENDIF() ENDIF()
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /DEBUG:FULL /Zi") SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /Zi")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED) IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}") SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")
@ -391,6 +391,11 @@ IF(HUNTER_ENABLED)
) )
ELSE(HUNTER_ENABLED) ELSE(HUNTER_ENABLED)
# cmake configuration files # cmake configuration files
if(${BUILD_SHARED_LIBS})
set(BUILD_LIB_TYPE SHARED)
else()
set(BUILD_LIB_TYPE STATIC)
endif()
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" @ONLY IMMEDIATE) CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" @ONLY IMMEDIATE)
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets.cmake" @ONLY IMMEDIATE) CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets.cmake" @ONLY IMMEDIATE)
IF (is_multi_config) IF (is_multi_config)

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@ -67,6 +67,7 @@ __Importers__:
- [LWO](https://en.wikipedia.org/wiki/LightWave_3D) - [LWO](https://en.wikipedia.org/wiki/LightWave_3D)
- LWS - LWS
- LXO - LXO
- [M3D](https://gitlab.com/bztsrc/model3d)
- MD2 - MD2
- MD3 - MD3
- MD5 - MD5

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@ -14,6 +14,7 @@ matrix:
fast_finish: true fast_finish: true
image: image:
- Visual Studio 2013
- Visual Studio 2015 - Visual Studio 2015
- Visual Studio 2017 - Visual Studio 2017
- Visual Studio 2019 - Visual Studio 2019
@ -29,11 +30,13 @@ install:
- set PATH=C:\Ruby24-x64\bin;%PATH% - set PATH=C:\Ruby24-x64\bin;%PATH%
- set CMAKE_DEFINES -DASSIMP_WERROR=ON - set CMAKE_DEFINES -DASSIMP_WERROR=ON
- if [%COMPILER%]==[MinGW] set PATH=C:\MinGW\bin;%PATH% - if [%COMPILER%]==[MinGW] set PATH=C:\MinGW\bin;%PATH%
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2013" set CMAKE_GENERATOR_NAME=Visual Studio 12 2013
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2019" set CMAKE_GENERATOR_NAME=Visual Studio 16 2019 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2019" set CMAKE_GENERATOR_NAME=Visual Studio 16 2019
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" -A %platform% . - cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" -A %platform% .
# Rename sh.exe as sh.exe in PATH interferes with MinGW # Rename sh.exe as sh.exe in PATH interferes with MinGW - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe" - rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe"
- set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5" - set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"
- ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe - ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe

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@ -35,6 +35,8 @@ if(MSVC)
endif() endif()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" ) set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" )
file(TO_NATIVE_PATH ${_IMPORT_PREFIX} _IMPORT_PREFIX)
if(ASSIMP_BUILD_SHARED_LIBS) if(ASSIMP_BUILD_SHARED_LIBS)
set(sharedLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@") set(sharedLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@")
set(importLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_IMPORT_LIBRARY_SUFFIX@") set(importLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_IMPORT_LIBRARY_SUFFIX@")
@ -63,10 +65,13 @@ if(MSVC)
else() else()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the assimp libraries" ) set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the assimp libraries" )
if(ASSIMP_BUILD_SHARED_LIBS) if(ASSIMP_BUILD_SHARED_LIBS)
if(APPLE) if(WIN32)
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@.@ASSIMP_VERSION_MAJOR@@CMAKE_SHARED_LIBRARY_SUFFIX@") # Handle MinGW compiler.
else(APPLE) set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@@CMAKE_STATIC_LIBRARY_SUFFIX@")
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@") elseif(APPLE)
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@.@ASSIMP_VERSION_MAJOR@@CMAKE_SHARED_LIBRARY_SUFFIX@")
else()
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@")
endif() endif()
set_target_properties(assimp::assimp PROPERTIES set_target_properties(assimp::assimp PROPERTIES
IMPORTED_SONAME_DEBUG "${sharedLibraryName}" IMPORTED_SONAME_DEBUG "${sharedLibraryName}"

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@ -34,6 +34,8 @@ if(MSVC)
endif() endif()
endif() endif()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" ) set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" )
file(TO_NATIVE_PATH ${_IMPORT_PREFIX} _IMPORT_PREFIX)
if(ASSIMP_BUILD_SHARED_LIBS) if(ASSIMP_BUILD_SHARED_LIBS)
set(sharedLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@") set(sharedLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@")
@ -63,13 +65,17 @@ if(MSVC)
else() else()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the assimp libraries" ) set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the assimp libraries" )
if(ASSIMP_BUILD_SHARED_LIBS) if(ASSIMP_BUILD_SHARED_LIBS)
if(APPLE) if(WIN32)
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}.@ASSIMP_VERSION_MAJOR@@CMAKE_SHARED_LIBRARY_SUFFIX@") # Handle MinGW compiler.
else(APPLE) set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@@CMAKE_STATIC_LIBRARY_SUFFIX@")
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@") elseif(APPLE)
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}.@ASSIMP_VERSION_MAJOR@@CMAKE_SHARED_LIBRARY_SUFFIX@")
else()
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@")
endif() endif()
set_target_properties(assimp::assimp PROPERTIES set_target_properties(assimp::assimp PROPERTIES
IMPORTED_SONAME_RELEASE "${sharedLibraryName}" IMPORTED_SONAME_RELEASE "${sharedLibraryName}"
IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/${sharedLibraryName}" IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/${sharedLibraryName}"
) )
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp ) list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )

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@ -54,11 +54,7 @@ if(_IMPORT_PREFIX STREQUAL "/")
endif() endif()
# Create imported target assimp::assimp # Create imported target assimp::assimp
if(@BUILD_SHARED_LIBS@) add_library(assimp::assimp @BUILD_LIB_TYPE@ IMPORTED)
add_library(assimp::assimp SHARED IMPORTED)
else()
add_library(assimp::assimp STATIC IMPORTED)
endif()
set_target_properties(assimp::assimp PROPERTIES set_target_properties(assimp::assimp PROPERTIES
COMPATIBLE_INTERFACE_STRING "assimp_MAJOR_VERSION" COMPATIBLE_INTERFACE_STRING "assimp_MAJOR_VERSION"

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@ -72,7 +72,7 @@ void Discreet3DSImporter::ReplaceDefaultMaterial()
unsigned int idx( NotSet ); unsigned int idx( NotSet );
for (unsigned int i = 0; i < mScene->mMaterials.size();++i) for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{ {
std::string &s = mScene->mMaterials[i].mName; std::string s = mScene->mMaterials[i].mName;
for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) { for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) {
*it = static_cast< char >( ::tolower( *it ) ); *it = static_cast< char >( ::tolower( *it ) );
} }

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@ -407,6 +407,18 @@ ADD_ASSIMP_IMPORTER( LWS
LWS/LWSLoader.h LWS/LWSLoader.h
) )
ADD_ASSIMP_IMPORTER( M3D
M3D/M3DMaterials.h
M3D/M3DImporter.h
M3D/M3DImporter.cpp
M3D/m3d.h
)
ADD_ASSIMP_EXPORTER( M3D
M3D/M3DExporter.h
M3D/M3DExporter.cpp
)
ADD_ASSIMP_IMPORTER( MD2 ADD_ASSIMP_IMPORTER( MD2
MD2/MD2FileData.h MD2/MD2FileData.h
MD2/MD2Loader.cpp MD2/MD2Loader.cpp
@ -670,6 +682,8 @@ SET( PostProcessing_SRCS
PostProcessing/MakeVerboseFormat.h PostProcessing/MakeVerboseFormat.h
PostProcessing/ScaleProcess.cpp PostProcessing/ScaleProcess.cpp
PostProcessing/ScaleProcess.h PostProcessing/ScaleProcess.h
PostProcessing/ArmaturePopulate.cpp
PostProcessing/ArmaturePopulate.h
PostProcessing/GenBoundingBoxesProcess.cpp PostProcessing/GenBoundingBoxesProcess.cpp
PostProcessing/GenBoundingBoxesProcess.h PostProcessing/GenBoundingBoxesProcess.h
) )

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@ -583,7 +583,7 @@ struct Image
/** Embedded image data */ /** Embedded image data */
std::vector<uint8_t> mImageData; std::vector<uint8_t> mImageData;
/** File format hint ofembedded image data */ /** File format hint of embedded image data */
std::string mEmbeddedFormat; std::string mEmbeddedFormat;
}; };

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@ -1735,6 +1735,7 @@ void ColladaLoader::BuildMaterials(ColladaParser& pParser, aiScene* /*pScene*/)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Resolves the texture name for the given effect texture entry // Resolves the texture name for the given effect texture entry
// and loads the texture data
aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParser, aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParser,
const Collada::Effect& pEffect, const std::string& pName) const Collada::Effect& pEffect, const std::string& pName)
{ {
@ -1762,7 +1763,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
//set default texture file name //set default texture file name
result.Set(name + ".jpg"); result.Set(name + ".jpg");
ConvertPath(result); ColladaParser::UriDecodePath(result);
return result; return result;
} }
@ -1781,7 +1782,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
// setup format hint // setup format hint
if (imIt->second.mEmbeddedFormat.length() > 3) { if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters"); ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
} }
strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3); strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
@ -1802,61 +1803,10 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
} }
result.Set(imIt->second.mFileName); result.Set(imIt->second.mFileName);
ConvertPath(result);
} }
return result; return result;
} }
// ------------------------------------------------------------------------------------------------
// Convert a path read from a collada file to the usual representation
void ColladaLoader::ConvertPath(aiString& ss)
{
// TODO: collada spec, p 22. Handle URI correctly.
// For the moment we're just stripping the file:// away to make it work.
// Windows doesn't seem to be able to find stuff like
// 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
if (0 == strncmp(ss.data, "file://", 7))
{
ss.length -= 7;
memmove(ss.data, ss.data + 7, ss.length);
ss.data[ss.length] = '\0';
}
// Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
// I need to filter it without destroying linux paths starting with "/somewhere"
#if defined( _MSC_VER )
if (ss.data[0] == '/' && isalpha((unsigned char)ss.data[1]) && ss.data[2] == ':') {
#else
if (ss.data[0] == '/' && isalpha(ss.data[1]) && ss.data[2] == ':') {
#endif
--ss.length;
::memmove(ss.data, ss.data + 1, ss.length);
ss.data[ss.length] = 0;
}
// find and convert all %xy special chars
char* out = ss.data;
for (const char* it = ss.data; it != ss.data + ss.length; /**/)
{
if (*it == '%' && (it + 3) < ss.data + ss.length)
{
// separate the number to avoid dragging in chars from behind into the parsing
char mychar[3] = { it[1], it[2], 0 };
size_t nbr = strtoul16(mychar);
it += 3;
*out++ = (char)(nbr & 0xFF);
}
else
{
*out++ = *it++;
}
}
// adjust length and terminator of the shortened string
*out = 0;
ss.length = (ptrdiff_t)(out - ss.data);
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Reads a float value from an accessor and its data array. // Reads a float value from an accessor and its data array.
ai_real ColladaLoader::ReadFloat(const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const ai_real ColladaLoader::ReadFloat(const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const

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@ -94,7 +94,7 @@ public:
public: public:
/** Returns whether the class can handle the format of the given file. /** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */ * See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override; bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
protected: protected:
/** Return importer meta information. /** Return importer meta information.
@ -184,9 +184,6 @@ protected:
aiString FindFilenameForEffectTexture( const ColladaParser& pParser, aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
const Collada::Effect& pEffect, const std::string& pName); const Collada::Effect& pEffect, const std::string& pName);
/** Converts a path read from a collada file to the usual representation */
void ConvertPath( aiString& ss);
/** Reads a float value from an accessor and its data array. /** Reads a float value from an accessor and its data array.
* @param pAccessor The accessor to use for reading * @param pAccessor The accessor to use for reading
* @param pData The data array to read from * @param pData The data array to read from

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@ -183,13 +183,67 @@ std::string ColladaParser::ReadZaeManifest(ZipArchiveIOSystem &zip_archive) {
if (filepath == nullptr) if (filepath == nullptr)
return std::string(); return std::string();
return std::string(filepath); aiString ai_str(filepath);
UriDecodePath(ai_str);
return std::string(ai_str.C_Str());
} }
} }
} }
return std::string(); return std::string();
} }
// ------------------------------------------------------------------------------------------------
// Convert a path read from a collada file to the usual representation
void ColladaParser::UriDecodePath(aiString& ss)
{
// TODO: collada spec, p 22. Handle URI correctly.
// For the moment we're just stripping the file:// away to make it work.
// Windows doesn't seem to be able to find stuff like
// 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
if (0 == strncmp(ss.data, "file://", 7))
{
ss.length -= 7;
memmove(ss.data, ss.data + 7, ss.length);
ss.data[ss.length] = '\0';
}
// Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
// I need to filter it without destroying linux paths starting with "/somewhere"
#if defined( _MSC_VER )
if (ss.data[0] == '/' && isalpha((unsigned char)ss.data[1]) && ss.data[2] == ':') {
#else
if (ss.data[0] == '/' && isalpha(ss.data[1]) && ss.data[2] == ':') {
#endif
--ss.length;
::memmove(ss.data, ss.data + 1, ss.length);
ss.data[ss.length] = 0;
}
// find and convert all %xy special chars
char* out = ss.data;
for (const char* it = ss.data; it != ss.data + ss.length; /**/)
{
if (*it == '%' && (it + 3) < ss.data + ss.length)
{
// separate the number to avoid dragging in chars from behind into the parsing
char mychar[3] = { it[1], it[2], 0 };
size_t nbr = strtoul16(mychar);
it += 3;
*out++ = (char)(nbr & 0xFF);
}
else
{
*out++ = *it++;
}
}
// adjust length and terminator of the shortened string
*out = 0;
ai_assert(out > ss.data);
ss.length = static_cast<ai_uint32>(out - ss.data);
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Read bool from text contents of current element // Read bool from text contents of current element
bool ColladaParser::ReadBoolFromTextContent() bool ColladaParser::ReadBoolFromTextContent()
@ -1120,7 +1174,12 @@ void ColladaParser::ReadImage(Collada::Image& pImage)
if (!mReader->isEmptyElement()) { if (!mReader->isEmptyElement()) {
// element content is filename - hopefully // element content is filename - hopefully
const char* sz = TestTextContent(); const char* sz = TestTextContent();
if (sz)pImage.mFileName = sz; if (sz)
{
aiString filepath(sz);
UriDecodePath(filepath);
pImage.mFileName = filepath.C_Str();
}
TestClosing("init_from"); TestClosing("init_from");
} }
if (!pImage.mFileName.length()) { if (!pImage.mFileName.length()) {
@ -1153,7 +1212,12 @@ void ColladaParser::ReadImage(Collada::Image& pImage)
{ {
// element content is filename - hopefully // element content is filename - hopefully
const char* sz = TestTextContent(); const char* sz = TestTextContent();
if (sz)pImage.mFileName = sz; if (sz)
{
aiString filepath(sz);
UriDecodePath(filepath);
pImage.mFileName = filepath.C_Str();
}
TestClosing("ref"); TestClosing("ref");
} }
else if (IsElement("hex") && !pImage.mFileName.length()) else if (IsElement("hex") && !pImage.mFileName.length())
@ -3056,7 +3120,7 @@ void ColladaParser::ReadMaterialVertexInputBinding(Collada::SemanticMappingTable
} }
} }
void Assimp::ColladaParser::ReadEmbeddedTextures(ZipArchiveIOSystem& zip_archive) void ColladaParser::ReadEmbeddedTextures(ZipArchiveIOSystem& zip_archive)
{ {
// Attempt to load any undefined Collada::Image in ImageLibrary // Attempt to load any undefined Collada::Image in ImageLibrary
for (ImageLibrary::iterator it = mImageLibrary.begin(); it != mImageLibrary.end(); ++it) { for (ImageLibrary::iterator it = mImageLibrary.begin(); it != mImageLibrary.end(); ++it) {

View File

@ -66,12 +66,15 @@ namespace Assimp
{ {
friend class ColladaLoader; friend class ColladaLoader;
/** Converts a path read from a collada file to the usual representation */
static void UriDecodePath(aiString& ss);
protected: protected:
/** Map for generic metadata as aiString */ /** Map for generic metadata as aiString */
typedef std::map<std::string, aiString> StringMetaData; typedef std::map<std::string, aiString> StringMetaData;
/** Constructor from XML file */ /** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile); ColladaParser(IOSystem* pIOHandler, const std::string& pFile);
/** Destructor */ /** Destructor */
~ColladaParser(); ~ColladaParser();

View File

@ -52,6 +52,35 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp; using namespace Assimp;
namespace
{
template<size_t sizeOfPointer>
size_t select_ftell(FILE* file)
{
return ::ftell(file);
}
template<size_t sizeOfPointer>
int select_fseek(FILE* file, int64_t offset, int origin)
{
return ::fseek(file, static_cast<long>(offset), origin);
}
#if defined _WIN32 && (!defined __GNUC__ || __MSVCRT_VERSION__ >= 0x0601)
template<>
size_t select_ftell<8>(FILE* file)
{
return ::_ftelli64(file);
}
template<>
int select_fseek<8>(FILE* file, int64_t offset, int origin)
{
return ::_fseeki64(file, offset, origin);
}
#endif
}
// ---------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------
DefaultIOStream::~DefaultIOStream() DefaultIOStream::~DefaultIOStream()
{ {
@ -93,7 +122,7 @@ aiReturn DefaultIOStream::Seek(size_t pOffset,
aiOrigin_END == SEEK_END && aiOrigin_SET == SEEK_SET"); aiOrigin_END == SEEK_END && aiOrigin_SET == SEEK_SET");
// do the seek // do the seek
return (0 == ::fseek(mFile, (long)pOffset,(int)pOrigin) ? AI_SUCCESS : AI_FAILURE); return (0 == select_fseek<sizeof(void*)>(mFile, (int64_t)pOffset,(int)pOrigin) ? AI_SUCCESS : AI_FAILURE);
} }
// ---------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------
@ -102,7 +131,7 @@ size_t DefaultIOStream::Tell() const
if (!mFile) { if (!mFile) {
return 0; return 0;
} }
return ::ftell(mFile); return select_ftell<sizeof(void*)>(mFile);
} }
// ---------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------

View File

@ -102,94 +102,92 @@ void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperti
void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*); void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*); void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* ); void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*); void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
// ------------------------------------------------------------------------------------------------
// global array of all export formats which Assimp supports in its current build static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporters) {
Exporter::ExportFormatEntry gExporters[] =
{
#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER #ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
Exporter::ExportFormatEntry( "collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada ), exporters.push_back(Exporter::ExportFormatEntry("collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada));
#endif #endif
#ifndef ASSIMP_BUILD_NO_X_EXPORTER #ifndef ASSIMP_BUILD_NO_X_EXPORTER
Exporter::ExportFormatEntry( "x", "X Files", "x", &ExportSceneXFile, exporters.push_back(Exporter::ExportFormatEntry("x", "X Files", "x", &ExportSceneXFile,
aiProcess_MakeLeftHanded | aiProcess_FlipWindingOrder | aiProcess_FlipUVs ), aiProcess_MakeLeftHanded | aiProcess_FlipWindingOrder | aiProcess_FlipUVs));
#endif #endif
#ifndef ASSIMP_BUILD_NO_STEP_EXPORTER #ifndef ASSIMP_BUILD_NO_STEP_EXPORTER
Exporter::ExportFormatEntry( "stp", "Step Files", "stp", &ExportSceneStep, 0 ), exporters.push_back(Exporter::ExportFormatEntry("stp", "Step Files", "stp", &ExportSceneStep, 0));
#endif #endif
#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER #ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
Exporter::ExportFormatEntry( "obj", "Wavefront OBJ format", "obj", &ExportSceneObj, exporters.push_back(Exporter::ExportFormatEntry("obj", "Wavefront OBJ format", "obj", &ExportSceneObj,
aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */ ), aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */));
Exporter::ExportFormatEntry( "objnomtl", "Wavefront OBJ format without material file", "obj", &ExportSceneObjNoMtl, exporters.push_back(Exporter::ExportFormatEntry("objnomtl", "Wavefront OBJ format without material file", "obj", &ExportSceneObjNoMtl,
aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */ ), aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */));
#endif #endif
#ifndef ASSIMP_BUILD_NO_STL_EXPORTER #ifndef ASSIMP_BUILD_NO_STL_EXPORTER
Exporter::ExportFormatEntry( "stl", "Stereolithography", "stl" , &ExportSceneSTL, exporters.push_back(Exporter::ExportFormatEntry("stl", "Stereolithography", "stl", &ExportSceneSTL,
aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices));
), exporters.push_back(Exporter::ExportFormatEntry("stlb", "Stereolithography (binary)", "stl", &ExportSceneSTLBinary,
Exporter::ExportFormatEntry( "stlb", "Stereolithography (binary)", "stl" , &ExportSceneSTLBinary, aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices));
aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices
),
#endif #endif
#ifndef ASSIMP_BUILD_NO_PLY_EXPORTER #ifndef ASSIMP_BUILD_NO_PLY_EXPORTER
Exporter::ExportFormatEntry( "ply", "Stanford Polygon Library", "ply" , &ExportScenePly, exporters.push_back(Exporter::ExportFormatEntry("ply", "Stanford Polygon Library", "ply", &ExportScenePly,
aiProcess_PreTransformVertices aiProcess_PreTransformVertices));
), exporters.push_back(Exporter::ExportFormatEntry("plyb", "Stanford Polygon Library (binary)", "ply", &ExportScenePlyBinary,
Exporter::ExportFormatEntry( "plyb", "Stanford Polygon Library (binary)", "ply", &ExportScenePlyBinary, aiProcess_PreTransformVertices));
aiProcess_PreTransformVertices
),
#endif #endif
#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER #ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
Exporter::ExportFormatEntry( "3ds", "Autodesk 3DS (legacy)", "3ds" , &ExportScene3DS, exporters.push_back(Exporter::ExportFormatEntry("3ds", "Autodesk 3DS (legacy)", "3ds", &ExportScene3DS,
aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices ), aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices));
#endif #endif
#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER #ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
Exporter::ExportFormatEntry( "gltf2", "GL Transmission Format v. 2", "gltf", &ExportSceneGLTF2, exporters.push_back(Exporter::ExportFormatEntry("gltf2", "GL Transmission Format v. 2", "gltf", &ExportSceneGLTF2,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType ), aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
Exporter::ExportFormatEntry( "glb2", "GL Transmission Format v. 2 (binary)", "glb", &ExportSceneGLB2, exporters.push_back(Exporter::ExportFormatEntry("glb2", "GL Transmission Format v. 2 (binary)", "glb", &ExportSceneGLB2,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType ), aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
Exporter::ExportFormatEntry( "gltf", "GL Transmission Format", "gltf", &ExportSceneGLTF, exporters.push_back(Exporter::ExportFormatEntry("gltf", "GL Transmission Format", "gltf", &ExportSceneGLTF,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType ), aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
Exporter::ExportFormatEntry( "glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB, exporters.push_back(Exporter::ExportFormatEntry("glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType ), aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
#endif #endif
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
Exporter::ExportFormatEntry( "assbin", "Assimp Binary File", "assbin" , &ExportSceneAssbin, 0 ), exporters.push_back(Exporter::ExportFormatEntry("assbin", "Assimp Binary File", "assbin", &ExportSceneAssbin, 0));
#endif #endif
#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
Exporter::ExportFormatEntry( "assxml", "Assimp XML Document", "assxml" , &ExportSceneAssxml, 0 ), exporters.push_back(Exporter::ExportFormatEntry("assxml", "Assimp XML Document", "assxml", &ExportSceneAssxml, 0));
#endif #endif
#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER #ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
Exporter::ExportFormatEntry( "x3d", "Extensible 3D", "x3d" , &ExportSceneX3D, 0 ), exporters.push_back(Exporter::ExportFormatEntry("x3d", "Extensible 3D", "x3d", &ExportSceneX3D, 0));
#endif #endif
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
Exporter::ExportFormatEntry( "fbx", "Autodesk FBX (binary)", "fbx", &ExportSceneFBX, 0 ), exporters.push_back(Exporter::ExportFormatEntry("fbx", "Autodesk FBX (binary)", "fbx", &ExportSceneFBX, 0));
Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ), exporters.push_back(Exporter::ExportFormatEntry("fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0));
#endif
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
exporters.push_back(Exporter::ExportFormatEntry("m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0));
#endif #endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER #ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 ), exporters.push_back(Exporter::ExportFormatEntry("3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0));
#endif #endif
#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER #ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
Exporter::ExportFormatEntry( "assjson", "Assimp JSON Document", "json", &ExportAssimp2Json, 0) exporters.push_back(Exporter::ExportFormatEntry("assjson", "Assimp JSON Document", "json", &ExportAssimp2Json, 0));
#endif #endif
}; }
#define ASSIMP_NUM_EXPORTERS (sizeof(gExporters)/sizeof(gExporters[0]))
class ExporterPimpl { class ExporterPimpl {
public: public:
@ -205,10 +203,7 @@ public:
GetPostProcessingStepInstanceList(mPostProcessingSteps); GetPostProcessingStepInstanceList(mPostProcessingSteps);
// grab all built-in exporters // grab all built-in exporters
if ( 0 != ( ASSIMP_NUM_EXPORTERS ) ) { setupExporterArray(mExporters);
mExporters.resize( ASSIMP_NUM_EXPORTERS );
std::copy( gExporters, gExporters + ASSIMP_NUM_EXPORTERS, mExporters.begin() );
}
} }
~ExporterPimpl() { ~ExporterPimpl() {
@ -252,24 +247,28 @@ Exporter :: Exporter()
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
Exporter::~Exporter() { Exporter::~Exporter() {
FreeBlob(); ai_assert(nullptr != pimpl);
FreeBlob();
delete pimpl; delete pimpl;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void Exporter::SetIOHandler( IOSystem* pIOHandler) { void Exporter::SetIOHandler( IOSystem* pIOHandler) {
pimpl->mIsDefaultIOHandler = !pIOHandler; ai_assert(nullptr != pimpl);
pimpl->mIsDefaultIOHandler = !pIOHandler;
pimpl->mIOSystem.reset(pIOHandler); pimpl->mIOSystem.reset(pIOHandler);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
IOSystem* Exporter::GetIOHandler() const { IOSystem* Exporter::GetIOHandler() const {
return pimpl->mIOSystem.get(); ai_assert(nullptr != pimpl);
return pimpl->mIOSystem.get();
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
bool Exporter::IsDefaultIOHandler() const { bool Exporter::IsDefaultIOHandler() const {
return pimpl->mIsDefaultIOHandler; ai_assert(nullptr != pimpl);
return pimpl->mIsDefaultIOHandler;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -295,6 +294,7 @@ void Exporter::SetProgressHandler(ProgressHandler* pHandler) {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const char* pFormatId, const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const char* pFormatId,
unsigned int pPreprocessing, const ExportProperties* pProperties) { unsigned int pPreprocessing, const ExportProperties* pProperties) {
ai_assert(nullptr != pimpl);
if (pimpl->blob) { if (pimpl->blob) {
delete pimpl->blob; delete pimpl->blob;
pimpl->blob = nullptr; pimpl->blob = nullptr;
@ -319,7 +319,7 @@ const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const cha
aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const char* pPath, aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const char* pPath,
unsigned int pPreprocessing, const ExportProperties* pProperties) { unsigned int pPreprocessing, const ExportProperties* pProperties) {
ASSIMP_BEGIN_EXCEPTION_REGION(); ASSIMP_BEGIN_EXCEPTION_REGION();
ai_assert(nullptr != pimpl);
// when they create scenes from scratch, users will likely create them not in verbose // when they create scenes from scratch, users will likely create them not in verbose
// format. They will likely not be aware that there is a flag in the scene to indicate // format. They will likely not be aware that there is a flag in the scene to indicate
// this, however. To avoid surprises and bug reports, we check for duplicates in // this, however. To avoid surprises and bug reports, we check for duplicates in
@ -466,11 +466,13 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const char* Exporter::GetErrorString() const { const char* Exporter::GetErrorString() const {
ai_assert(nullptr != pimpl);
return pimpl->mError.c_str(); return pimpl->mError.c_str();
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void Exporter::FreeBlob() { void Exporter::FreeBlob() {
ai_assert(nullptr != pimpl);
delete pimpl->blob; delete pimpl->blob;
pimpl->blob = nullptr; pimpl->blob = nullptr;
@ -479,30 +481,34 @@ void Exporter::FreeBlob() {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const aiExportDataBlob* Exporter::GetBlob() const { const aiExportDataBlob* Exporter::GetBlob() const {
return pimpl->blob; ai_assert(nullptr != pimpl);
return pimpl->blob;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const aiExportDataBlob* Exporter::GetOrphanedBlob() const { const aiExportDataBlob* Exporter::GetOrphanedBlob() const {
const aiExportDataBlob* tmp = pimpl->blob; ai_assert(nullptr != pimpl);
const aiExportDataBlob *tmp = pimpl->blob;
pimpl->blob = nullptr; pimpl->blob = nullptr;
return tmp; return tmp;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
size_t Exporter::GetExportFormatCount() const { size_t Exporter::GetExportFormatCount() const {
ai_assert(nullptr != pimpl);
return pimpl->mExporters.size(); return pimpl->mExporters.size();
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const aiExportFormatDesc* Exporter::GetExportFormatDescription( size_t index ) const { const aiExportFormatDesc* Exporter::GetExportFormatDescription( size_t index ) const {
if (index >= GetExportFormatCount()) { ai_assert(nullptr != pimpl);
if (index >= GetExportFormatCount()) {
return nullptr; return nullptr;
} }
// Return from static storage if the requested index is built-in. // Return from static storage if the requested index is built-in.
if (index < sizeof(gExporters) / sizeof(gExporters[0])) { if (index < pimpl->mExporters.size()) {
return &gExporters[index].mDescription; return &pimpl->mExporters[index].mDescription;
} }
return &pimpl->mExporters[index].mDescription; return &pimpl->mExporters[index].mDescription;
@ -510,7 +516,8 @@ const aiExportFormatDesc* Exporter::GetExportFormatDescription( size_t index ) c
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
aiReturn Exporter::RegisterExporter(const ExportFormatEntry& desc) { aiReturn Exporter::RegisterExporter(const ExportFormatEntry& desc) {
for(const ExportFormatEntry& e : pimpl->mExporters) { ai_assert(nullptr != pimpl);
for (const ExportFormatEntry &e : pimpl->mExporters) {
if (!strcmp(e.mDescription.id,desc.mDescription.id)) { if (!strcmp(e.mDescription.id,desc.mDescription.id)) {
return aiReturn_FAILURE; return aiReturn_FAILURE;
} }
@ -522,7 +529,8 @@ aiReturn Exporter::RegisterExporter(const ExportFormatEntry& desc) {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void Exporter::UnregisterExporter(const char* id) { void Exporter::UnregisterExporter(const char* id) {
for(std::vector<ExportFormatEntry>::iterator it = pimpl->mExporters.begin(); ai_assert(nullptr != pimpl);
for (std::vector<ExportFormatEntry>::iterator it = pimpl->mExporters.begin();
it != pimpl->mExporters.end(); ++it) { it != pimpl->mExporters.end(); ++it) {
if (!strcmp((*it).mDescription.id,id)) { if (!strcmp((*it).mDescription.id,id)) {
pimpl->mExporters.erase(it); pimpl->mExporters.erase(it);

View File

@ -197,6 +197,9 @@ corresponding preprocessor flag to selectively disable formats.
#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER #ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
# include "MMD/MMDImporter.h" # include "MMD/MMDImporter.h"
#endif #endif
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
# include "M3D/M3DImporter.h"
#endif
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER #ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
# include "Importer/StepFile/StepFileImporter.h" # include "Importer/StepFile/StepFileImporter.h"
#endif #endif
@ -223,6 +226,9 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
#if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER) #if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER)
out.push_back( new Discreet3DSImporter()); out.push_back( new Discreet3DSImporter());
#endif #endif
#if (!defined ASSIMP_BUILD_NO_M3D_IMPORTER)
out.push_back( new M3DImporter());
#endif
#if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER) #if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER)
out.push_back( new MD3Importer()); out.push_back( new MD3Importer());
#endif #endif

View File

@ -131,11 +131,15 @@ corresponding preprocessor flag to selectively disable steps.
#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS) #if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
# include "PostProcessing/ScaleProcess.h" # include "PostProcessing/ScaleProcess.h"
#endif #endif
#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
# include "PostProcessing/ArmaturePopulate.h"
#endif
#if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS) #if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS)
# include "PostProcessing/GenBoundingBoxesProcess.h" # include "PostProcessing/GenBoundingBoxesProcess.h"
#endif #endif
namespace Assimp { namespace Assimp {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -180,6 +184,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS) #if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
out.push_back( new ScaleProcess()); out.push_back( new ScaleProcess());
#endif #endif
#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
out.push_back( new ArmaturePopulate());
#endif
#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS) #if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
out.push_back( new PretransformVertices()); out.push_back( new PretransformVertices());
#endif #endif

View File

@ -46,8 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/scene.h> #include <assimp/scene.h>
#include "ScenePrivate.h" #include "ScenePrivate.h"
static const unsigned int MajorVersion = 5; #include "revision.h"
static const unsigned int MinorVersion = 0;
// -------------------------------------------------------------------------------- // --------------------------------------------------------------------------------
// Legal information string - don't remove this. // Legal information string - don't remove this.
@ -56,9 +55,9 @@ static const char* LEGAL_INFORMATION =
"Open Asset Import Library (Assimp).\n" "Open Asset Import Library (Assimp).\n"
"A free C/C++ library to import various 3D file formats into applications\n\n" "A free C/C++ library to import various 3D file formats into applications\n\n"
"(c) 2008-2017, assimp team\n" "(c) 2006-2019, assimp team\n"
"License under the terms and conditions of the 3-clause BSD license\n" "License under the terms and conditions of the 3-clause BSD license\n"
"http://assimp.sourceforge.net\n" "http://assimp.org\n"
; ;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -70,13 +69,13 @@ ASSIMP_API const char* aiGetLegalString () {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Get Assimp minor version // Get Assimp minor version
ASSIMP_API unsigned int aiGetVersionMinor () { ASSIMP_API unsigned int aiGetVersionMinor () {
return MinorVersion; return VER_MINOR;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Get Assimp major version // Get Assimp major version
ASSIMP_API unsigned int aiGetVersionMajor () { ASSIMP_API unsigned int aiGetVersionMajor () {
return MajorVersion; return VER_MAJOR;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -104,9 +103,6 @@ ASSIMP_API unsigned int aiGetCompileFlags () {
return flags; return flags;
} }
// include current build revision, which is even updated from time to time -- :-)
#include "revision.h"
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
ASSIMP_API unsigned int aiGetVersionRevision() { ASSIMP_API unsigned int aiGetVersionRevision() {
return GitVersion; return GitVersion;

View File

@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
aiNode::aiNode() aiNode::aiNode()
: mName("") : mName("")
, mParent(NULL) , mParent(nullptr)
, mNumChildren(0) , mNumChildren(0)
, mChildren(NULL) , mChildren(nullptr)
, mNumMeshes(0) , mNumMeshes(0)
, mMeshes(NULL) , mMeshes(nullptr)
, mMetaData(NULL) { , mMetaData(nullptr) {
// empty // empty
} }
aiNode::aiNode(const std::string& name) aiNode::aiNode(const std::string& name)
: mName(name) : mName(name)
, mParent(NULL) , mParent(nullptr)
, mNumChildren(0) , mNumChildren(0)
, mChildren(NULL) , mChildren(nullptr)
, mNumMeshes(0) , mNumMeshes(0)
, mMeshes(NULL) , mMeshes(nullptr)
, mMetaData(NULL) { , mMetaData(nullptr) {
// empty // empty
} }
@ -68,7 +68,7 @@ aiNode::aiNode(const std::string& name)
aiNode::~aiNode() { aiNode::~aiNode() {
// delete all children recursively // delete all children recursively
// to make sure we won't crash if the data is invalid ... // to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren) if (mNumChildren && mChildren)
{ {
for (unsigned int a = 0; a < mNumChildren; a++) for (unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a]; delete mChildren[a];

View File

@ -50,9 +50,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp { namespace Assimp {
namespace FBX namespace FBX
{ {
const std::string NULL_RECORD = { // 13 null bytes const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0' '\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0',
}; // who knows why '\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0'
}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
const std::string SEPARATOR = {'\x00', '\x01'}; // for use inside strings const std::string SEPARATOR = {'\x00', '\x01'}; // for use inside strings
const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
const int64_t SECOND = 46186158000; // FBX's kTime unit const int64_t SECOND = 46186158000; // FBX's kTime unit

View File

@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_FBX_COMPILECONFIG_H #define INCLUDED_AI_FBX_COMPILECONFIG_H
#include <map> #include <map>
#include <set>
// //
#if _MSC_VER > 1500 || (defined __GNUC___) #if _MSC_VER > 1500 || (defined __GNUC___)
@ -54,16 +55,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# else # else
# define fbx_unordered_map map # define fbx_unordered_map map
# define fbx_unordered_multimap multimap # define fbx_unordered_multimap multimap
# define fbx_unordered_set set
# define fbx_unordered_multiset multiset
#endif #endif
#ifdef ASSIMP_FBX_USE_UNORDERED_MULTIMAP #ifdef ASSIMP_FBX_USE_UNORDERED_MULTIMAP
# include <unordered_map> # include <unordered_map>
# include <unordered_set>
# if _MSC_VER > 1600 # if _MSC_VER > 1600
# define fbx_unordered_map unordered_map # define fbx_unordered_map unordered_map
# define fbx_unordered_multimap unordered_multimap # define fbx_unordered_multimap unordered_multimap
# define fbx_unordered_set unordered_set
# define fbx_unordered_multiset unordered_multiset
# else # else
# define fbx_unordered_map tr1::unordered_map # define fbx_unordered_map tr1::unordered_map
# define fbx_unordered_multimap tr1::unordered_multimap # define fbx_unordered_multimap tr1::unordered_multimap
# define fbx_unordered_set tr1::unordered_set
# define fbx_unordered_multiset tr1::unordered_multiset
# endif # endif
#endif #endif

View File

@ -68,7 +68,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream> #include <sstream>
#include <iomanip> #include <iomanip>
#include <cstdint> #include <cstdint>
#include <iostream>
#include <stdlib.h>
namespace Assimp { namespace Assimp {
namespace FBX { namespace FBX {
@ -77,7 +78,7 @@ namespace Assimp {
#define MAGIC_NODE_TAG "_$AssimpFbx$" #define MAGIC_NODE_TAG "_$AssimpFbx$"
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones ) FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
: defaultMaterialIndex() : defaultMaterialIndex()
@ -96,6 +97,14 @@ namespace Assimp {
// populate the node_anim_chain_bits map, which is needed // populate the node_anim_chain_bits map, which is needed
// to determine which nodes need to be generated. // to determine which nodes need to be generated.
ConvertAnimations(); ConvertAnimations();
// Embedded textures in FBX could be connected to nothing but to itself,
// for instance Texture -> Video connection only but not to the main graph,
// The idea here is to traverse all objects to find these Textures and convert them,
// so later during material conversion it will find converted texture in the textures_converted array.
if (doc.Settings().readTextures)
{
ConvertOrphantEmbeddedTextures();
}
ConvertRootNode(); ConvertRootNode();
if (doc.Settings().readAllMaterials) { if (doc.Settings().readAllMaterials) {
@ -145,7 +154,7 @@ namespace Assimp {
out->mRootNode->mName.Set(unique_name); out->mRootNode->mName.Set(unique_name);
// root has ID 0 // root has ID 0
ConvertNodes(0L, *out->mRootNode); ConvertNodes(0L, out->mRootNode, out->mRootNode);
} }
static std::string getAncestorBaseName(const aiNode* node) static std::string getAncestorBaseName(const aiNode* node)
@ -179,8 +188,11 @@ namespace Assimp {
GetUniqueName(original_name, unique_name); GetUniqueName(original_name, unique_name);
return unique_name; return unique_name;
} }
/// todo: pre-build node hierarchy
void FBXConverter::ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform) { /// todo: get bone from stack
/// todo: make map of aiBone* to aiNode*
/// then update convert clusters to the new format
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model"); const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<aiNode*> nodes; std::vector<aiNode*> nodes;
@ -191,62 +203,69 @@ namespace Assimp {
try { try {
for (const Connection* con : conns) { for (const Connection* con : conns) {
// ignore object-property links // ignore object-property links
if (con->PropertyName().length()) { if (con->PropertyName().length()) {
continue; // really important we document why this is ignored.
FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
continue; //?
} }
// convert connection source object into Object base class
const Object* const object = con->SourceObject(); const Object* const object = con->SourceObject();
if (nullptr == object) { if (nullptr == object) {
FBXImporter::LogWarn("failed to convert source object for Model link"); FBXImporter::LogError("failed to convert source object for Model link");
continue; continue;
} }
// FBX Model::Cube, Model::Bone001, etc elements
// This detects if we can cast the object into this model structure.
const Model* const model = dynamic_cast<const Model*>(object); const Model* const model = dynamic_cast<const Model*>(object);
if (nullptr != model) { if (nullptr != model) {
nodes_chain.clear(); nodes_chain.clear();
post_nodes_chain.clear(); post_nodes_chain.clear();
aiMatrix4x4 new_abs_transform = parent_transform; aiMatrix4x4 new_abs_transform = parent->mTransformation;
std::string node_name = FixNodeName(model->Name());
std::string unique_name = MakeUniqueNodeName(model, parent);
// even though there is only a single input node, the design of // even though there is only a single input node, the design of
// assimp (or rather: the complicated transformation chain that // assimp (or rather: the complicated transformation chain that
// is employed by fbx) means that we may need multiple aiNode's // is employed by fbx) means that we may need multiple aiNode's
// to represent a fbx node's transformation. // to represent a fbx node's transformation.
const bool need_additional_node = GenerateTransformationNodeChain(*model, unique_name, nodes_chain, post_nodes_chain);
// generate node transforms - this includes pivot data
// if need_additional_node is true then you t
const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
// assert that for the current node we must have at least a single transform
ai_assert(nodes_chain.size()); ai_assert(nodes_chain.size());
if (need_additional_node) { if (need_additional_node) {
nodes_chain.push_back(new aiNode(unique_name)); nodes_chain.push_back(new aiNode(node_name));
} }
//setup metadata on newest node //setup metadata on newest node
SetupNodeMetadata(*model, *nodes_chain.back()); SetupNodeMetadata(*model, *nodes_chain.back());
// link all nodes in a row // link all nodes in a row
aiNode* last_parent = &parent; aiNode* last_parent = parent;
for (aiNode* prenode : nodes_chain) { for (aiNode* child : nodes_chain) {
ai_assert(prenode); ai_assert(child);
if (last_parent != &parent) { if (last_parent != parent) {
last_parent->mNumChildren = 1; last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode*[1]; last_parent->mChildren = new aiNode*[1];
last_parent->mChildren[0] = prenode; last_parent->mChildren[0] = child;
} }
prenode->mParent = last_parent; child->mParent = last_parent;
last_parent = prenode; last_parent = child;
new_abs_transform *= prenode->mTransformation; new_abs_transform *= child->mTransformation;
} }
// attach geometry // attach geometry
ConvertModel(*model, *nodes_chain.back(), new_abs_transform); ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
// check if there will be any child nodes // check if there will be any child nodes
const std::vector<const Connection*>& child_conns const std::vector<const Connection*>& child_conns
@ -258,7 +277,7 @@ namespace Assimp {
for (aiNode* postnode : post_nodes_chain) { for (aiNode* postnode : post_nodes_chain) {
ai_assert(postnode); ai_assert(postnode);
if (last_parent != &parent) { if (last_parent != parent) {
last_parent->mNumChildren = 1; last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode*[1]; last_parent->mChildren = new aiNode*[1];
last_parent->mChildren[0] = postnode; last_parent->mChildren[0] = postnode;
@ -280,15 +299,15 @@ namespace Assimp {
); );
} }
// attach sub-nodes (if any) // recursion call - child nodes
ConvertNodes(model->ID(), *last_parent, new_abs_transform); ConvertNodes(model->ID(), last_parent, root_node);
if (doc.Settings().readLights) { if (doc.Settings().readLights) {
ConvertLights(*model, unique_name); ConvertLights(*model, node_name);
} }
if (doc.Settings().readCameras) { if (doc.Settings().readCameras) {
ConvertCameras(*model, unique_name); ConvertCameras(*model, node_name);
} }
nodes.push_back(nodes_chain.front()); nodes.push_back(nodes_chain.front());
@ -297,11 +316,17 @@ namespace Assimp {
} }
if (nodes.size()) { if (nodes.size()) {
parent.mChildren = new aiNode*[nodes.size()](); parent->mChildren = new aiNode*[nodes.size()]();
parent.mNumChildren = static_cast<unsigned int>(nodes.size()); parent->mNumChildren = static_cast<unsigned int>(nodes.size());
std::swap_ranges(nodes.begin(), nodes.end(), parent.mChildren); std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
} }
else
{
parent->mNumChildren = 0;
parent->mChildren = nullptr;
}
} }
catch (std::exception&) { catch (std::exception&) {
Util::delete_fun<aiNode> deleter; Util::delete_fun<aiNode> deleter;
@ -803,7 +828,7 @@ namespace Assimp {
// is_complex needs to be consistent with NeedsComplexTransformationChain() // is_complex needs to be consistent with NeedsComplexTransformationChain()
// or the interplay between this code and the animation converter would // or the interplay between this code and the animation converter would
// not be guaranteed. // not be guaranteed.
ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0)); //ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
// now, if we have more than just Translation, Scaling and Rotation, // now, if we have more than just Translation, Scaling and Rotation,
// we need to generate a full node chain to accommodate for assimp's // we need to generate a full node chain to accommodate for assimp's
@ -905,7 +930,8 @@ namespace Assimp {
} }
} }
void FBXConverter::ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform) void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{ {
const std::vector<const Geometry*>& geos = model.GetGeometry(); const std::vector<const Geometry*>& geos = model.GetGeometry();
@ -917,11 +943,12 @@ namespace Assimp {
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); 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, parent, root_node,
absolute_transform);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes)); std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
} }
else if (line) { else if (line) {
const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd); const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes)); std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
} }
else { else {
@ -930,15 +957,16 @@ namespace Assimp {
} }
if (meshes.size()) { if (meshes.size()) {
nd.mMeshes = new unsigned int[meshes.size()](); parent->mMeshes = new unsigned int[meshes.size()]();
nd.mNumMeshes = static_cast<unsigned int>(meshes.size()); parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
std::swap_ranges(meshes.begin(), meshes.end(), nd.mMeshes); std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
} }
} }
std::vector<unsigned int> FBXConverter::ConvertMesh(const MeshGeometry& mesh, const Model& model, std::vector<unsigned int>
const aiMatrix4x4& node_global_transform, aiNode& nd) FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{ {
std::vector<unsigned int> temp; std::vector<unsigned int> temp;
@ -962,18 +990,18 @@ namespace Assimp {
const MatIndexArray::value_type base = mindices[0]; const MatIndexArray::value_type base = mindices[0];
for (MatIndexArray::value_type index : mindices) { for (MatIndexArray::value_type index : mindices) {
if (index != base) { if (index != base) {
return ConvertMeshMultiMaterial(mesh, model, node_global_transform, nd); return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
} }
} }
} }
// faster code-path, just copy the data // faster code-path, just copy the data
temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform, nd)); temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
return temp; return temp;
} }
std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model, std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd) aiNode *parent, aiNode *root_node)
{ {
std::vector<unsigned int> temp; std::vector<unsigned int> temp;
@ -984,7 +1012,7 @@ namespace Assimp {
return temp; return temp;
} }
aiMesh* const out_mesh = SetupEmptyMesh(line, nd); aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
// copy vertices // copy vertices
@ -1019,7 +1047,7 @@ namespace Assimp {
return temp; return temp;
} }
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd) aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
{ {
aiMesh* const out_mesh = new aiMesh(); aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh); meshes.push_back(out_mesh);
@ -1036,17 +1064,18 @@ namespace Assimp {
} }
else else
{ {
out_mesh->mName = nd.mName; out_mesh->mName = parent->mName;
} }
return out_mesh; return out_mesh;
} }
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model, unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4& node_global_transform, aiNode& nd) const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node)
{ {
const MatIndexArray& mindices = mesh.GetMaterialIndices(); const MatIndexArray& mindices = mesh.GetMaterialIndices();
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd); aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
const std::vector<aiVector3D>& vertices = mesh.GetVertices(); const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts(); const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
@ -1113,7 +1142,7 @@ namespace Assimp {
binormals = &tempBinormals; binormals = &tempBinormals;
} }
else { else {
binormals = NULL; binormals = nullptr;
} }
} }
@ -1163,8 +1192,9 @@ namespace Assimp {
ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]); ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
} }
if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) { if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION); ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
nullptr);
} }
std::vector<aiAnimMesh*> animMeshes; std::vector<aiAnimMesh*> animMeshes;
@ -1209,8 +1239,10 @@ namespace Assimp {
return static_cast<unsigned int>(meshes.size() - 1); return static_cast<unsigned int>(meshes.size() - 1);
} }
std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, std::vector<unsigned int>
const aiMatrix4x4& node_global_transform, aiNode& nd) FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{ {
const MatIndexArray& mindices = mesh.GetMaterialIndices(); const MatIndexArray& mindices = mesh.GetMaterialIndices();
ai_assert(mindices.size()); ai_assert(mindices.size());
@ -1221,7 +1253,7 @@ namespace Assimp {
for (MatIndexArray::value_type index : mindices) { for (MatIndexArray::value_type index : mindices) {
if (had.find(index) == had.end()) { if (had.find(index) == had.end()) {
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform, nd)); indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
had.insert(index); had.insert(index);
} }
} }
@ -1229,18 +1261,18 @@ namespace Assimp {
return indices; return indices;
} }
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
MatIndexArray::value_type index, MatIndexArray::value_type index,
const aiMatrix4x4& node_global_transform, aiNode *parent, aiNode *root_node,
aiNode& nd) const aiMatrix4x4 &absolute_transform)
{ {
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd); aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
const MatIndexArray& mindices = mesh.GetMaterialIndices(); const MatIndexArray& mindices = mesh.GetMaterialIndices();
const std::vector<aiVector3D>& vertices = mesh.GetVertices(); const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts(); const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL; const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
unsigned int count_faces = 0; unsigned int count_faces = 0;
unsigned int count_vertices = 0; unsigned int count_vertices = 0;
@ -1300,7 +1332,7 @@ namespace Assimp {
binormals = &tempBinormals; binormals = &tempBinormals;
} }
else { else {
binormals = NULL; binormals = nullptr;
} }
} }
@ -1399,7 +1431,7 @@ namespace Assimp {
ConvertMaterialForMesh(out_mesh, model, mesh, index); ConvertMaterialForMesh(out_mesh, model, mesh, index);
if (process_weights) { if (process_weights) {
ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping); ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
} }
std::vector<aiAnimMesh*> animMeshes; std::vector<aiAnimMesh*> animMeshes;
@ -1449,10 +1481,10 @@ namespace Assimp {
return static_cast<unsigned int>(meshes.size() - 1); return static_cast<unsigned int>(meshes.size() - 1);
} }
void FBXConverter::ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo, void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
const aiMatrix4x4& node_global_transform, const aiMatrix4x4 &absolute_transform,
unsigned int materialIndex, aiNode *parent, aiNode *root_node, unsigned int materialIndex,
std::vector<unsigned int>* outputVertStartIndices) std::vector<unsigned int> *outputVertStartIndices)
{ {
ai_assert(geo.DeformerSkin()); ai_assert(geo.DeformerSkin());
@ -1463,13 +1495,12 @@ namespace Assimp {
const Skin& sk = *geo.DeformerSkin(); const Skin& sk = *geo.DeformerSkin();
std::vector<aiBone*> bones; std::vector<aiBone*> bones;
bones.reserve(sk.Clusters().size());
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION; const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
ai_assert(no_mat_check || outputVertStartIndices); ai_assert(no_mat_check || outputVertStartIndices);
try { try {
// iterate over the sub deformers
for (const Cluster* cluster : sk.Clusters()) { for (const Cluster* cluster : sk.Clusters()) {
ai_assert(cluster); ai_assert(cluster);
@ -1483,15 +1514,16 @@ namespace Assimp {
index_out_indices.clear(); index_out_indices.clear();
out_indices.clear(); out_indices.clear();
// now check if *any* of these weights is contained in the output mesh, // now check if *any* of these weights is contained in the output mesh,
// taking notes so we don't need to do it twice. // taking notes so we don't need to do it twice.
for (WeightIndexArray::value_type index : indices) { for (WeightIndexArray::value_type index : indices) {
unsigned int count = 0; unsigned int count = 0;
const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count); const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
// ToOutputVertexIndex only returns NULL if index is out of bounds // ToOutputVertexIndex only returns nullptr if index is out of bounds
// which should never happen // which should never happen
ai_assert(out_idx != NULL); ai_assert(out_idx != nullptr);
index_out_indices.push_back(no_index_sentinel); index_out_indices.push_back(no_index_sentinel);
count_out_indices.push_back(0); count_out_indices.push_back(0);
@ -1520,68 +1552,107 @@ namespace Assimp {
} }
} }
} }
// if we found at least one, generate the output bones // if we found at least one, generate the output bones
// XXX this could be heavily simplified by collecting the bone // XXX this could be heavily simplified by collecting the bone
// data in a single step. // data in a single step.
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices, ConvertCluster(bones, cluster, out_indices, index_out_indices,
count_out_indices, node_global_transform); count_out_indices, absolute_transform, parent, root_node);
} }
bone_map.clear();
} }
catch (std::exception&) { catch (std::exception&e) {
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>()); std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
throw; throw;
} }
if (bones.empty()) { if (bones.empty()) {
out->mBones = nullptr;
out->mNumBones = 0;
return; return;
} else {
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
} }
out->mBones = new aiBone*[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
} }
void FBXConverter::ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl, const aiNode* FBXConverter::GetNodeByName( const aiString& name, aiNode *current_node )
std::vector<size_t>& out_indices,
std::vector<size_t>& index_out_indices,
std::vector<size_t>& count_out_indices,
const aiMatrix4x4& node_global_transform)
{ {
aiNode * iter = current_node;
//printf("Child count: %d", iter->mNumChildren);
return iter;
}
aiBone* const bone = new aiBone(); void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
bones.push_back(bone); std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node) {
ai_assert(cl); // make sure cluster valid
std::string deformer_name = cl->TargetNode()->Name();
aiString bone_name = aiString(FixNodeName(deformer_name));
bone->mName = FixNodeName(cl.TargetNode()->Name()); aiBone *bone = nullptr;
bone->mOffsetMatrix = cl.TransformLink(); if (bone_map.count(deformer_name)) {
bone->mOffsetMatrix.Inverse(); std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
<< std::endl;
bone = bone_map[deformer_name];
} else {
std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl;
bone = new aiBone();
bone->mName = bone_name;
bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform; // store local transform link for post processing
bone->mOffsetMatrix = cl->TransformLink();
bone->mOffsetMatrix.Inverse();
bone->mNumWeights = static_cast<unsigned int>(out_indices.size()); aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
const size_t no_index_sentinel = std::numeric_limits<size_t>::max(); bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
const WeightArray& weights = cl.GetWeights();
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
const size_t index_index = index_out_indices[i];
if (index_index == no_index_sentinel) { //
continue; // Now calculate the aiVertexWeights
//
aiVertexWeight *cursor = nullptr;
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray& weights = cl->GetWeights();
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
const size_t index_index = index_out_indices[i];
if (index_index == no_index_sentinel) {
continue;
}
const size_t cc = count_out_indices[i];
for (size_t j = 0; j < cc; ++j) {
// cursor runs from first element relative to the start
// or relative to the start of the next indexes.
aiVertexWeight& out_weight = *cursor++;
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
out_weight.mWeight = weights[i];
}
} }
const size_t cc = count_out_indices[i]; bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
for (size_t j = 0; j < cc; ++j) {
aiVertexWeight& out_weight = *cursor++;
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
out_weight.mWeight = weights[i];
}
} }
std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl;
// lookup must be populated in case something goes wrong
// this also allocates bones to mesh instance outside
local_mesh_bones.push_back(bone);
} }
void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo, void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@ -1711,7 +1782,7 @@ namespace Assimp {
bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found) bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
unsigned int index; unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media); VideoMap::const_iterator it = textures_converted.find(*media);
if (it != textures_converted.end()) { if (it != textures_converted.end()) {
index = (*it).second; index = (*it).second;
textureReady = true; textureReady = true;
@ -1719,7 +1790,7 @@ namespace Assimp {
else { else {
if (media->ContentLength() > 0) { if (media->ContentLength() > 0) {
index = ConvertVideo(*media); index = ConvertVideo(*media);
textures_converted[media] = index; textures_converted[*media] = index;
textureReady = true; textureReady = true;
} }
} }
@ -2243,13 +2314,13 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
if (media != nullptr && media->ContentLength() > 0) { if (media != nullptr && media->ContentLength() > 0) {
unsigned int index; unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media); VideoMap::const_iterator it = textures_converted.find(*media);
if (it != textures_converted.end()) { if (it != textures_converted.end()) {
index = (*it).second; index = (*it).second;
} }
else { else {
index = ConvertVideo(*media); index = ConvertVideo(*media);
textures_converted[media] = index; textures_converted[*media] = index;
} }
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture) // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
@ -2677,7 +2748,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
// sanity check whether the input is ok // sanity check whether the input is ok
static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves, static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
bool strictMode) { bool strictMode) {
const Object* target(NULL); const Object* target(nullptr);
for (const AnimationCurveNode* node : curves) { for (const AnimationCurveNode* node : curves) {
if (!target) { if (!target) {
target = node->Target(); target = node->Target();
@ -2708,7 +2779,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
#ifdef ASSIMP_BUILD_DEBUG #ifdef ASSIMP_BUILD_DEBUG
validateAnimCurveNodes(curves, doc.Settings().strictMode); validateAnimCurveNodes(curves, doc.Settings().strictMode);
#endif #endif
const AnimationCurveNode* curve_node = NULL; const AnimationCurveNode* curve_node = nullptr;
for (const AnimationCurveNode* node : curves) { for (const AnimationCurveNode* node : curves) {
ai_assert(node); ai_assert(node);
@ -3556,7 +3627,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
ai_assert(!out->mMeshes); ai_assert(!out->mMeshes);
ai_assert(!out->mNumMeshes); ai_assert(!out->mNumMeshes);
// note: the trailing () ensures initialization with NULL - not // note: the trailing () ensures initialization with nullptr - not
// many C++ users seem to know this, so pointing it out to avoid // many C++ users seem to know this, so pointing it out to avoid
// confusion why this code works. // confusion why this code works.
@ -3603,6 +3674,47 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
} }
} }
void FBXConverter::ConvertOrphantEmbeddedTextures()
{
// in C++14 it could be:
// for (auto&& [id, object] : objects)
for (auto&& id_and_object : doc.Objects())
{
auto&& id = std::get<0>(id_and_object);
auto&& object = std::get<1>(id_and_object);
// If an object doesn't have parent
if (doc.ConnectionsBySource().count(id) == 0)
{
const Texture* realTexture = nullptr;
try
{
const auto& element = object->GetElement();
const Token& key = element.KeyToken();
const char* obtype = key.begin();
const size_t length = static_cast<size_t>(key.end() - key.begin());
if (strncmp(obtype, "Texture", length) == 0)
{
const Texture* texture = static_cast<const Texture*>(object->Get());
if (texture->Media() && texture->Media()->ContentLength() > 0)
{
realTexture = texture;
}
}
}
catch (...)
{
// do nothing
}
if (realTexture)
{
const Video* media = realTexture->Media();
unsigned int index = ConvertVideo(*media);
textures_converted[*media] = index;
}
}
}
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones) void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
{ {

View File

@ -123,7 +123,7 @@ private:
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// collect and assign child nodes // collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4()); void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model, const std::string &orig_name ); void ConvertLights(const Model& model, const std::string &orig_name );
@ -179,32 +179,35 @@ private:
void SetupNodeMetadata(const Model& model, aiNode& nd); void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform); void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed // MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model, std::vector<unsigned int>
const aiMatrix4x4& node_global_transform, aiNode& nd); ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model, std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd); aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd); aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model, unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4& node_global_transform, aiNode& nd); const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, std::vector<unsigned int>
const aiMatrix4x4& node_global_transform, aiNode& nd); ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
MatIndexArray::value_type index, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */ static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
@ -217,17 +220,17 @@ private:
* - outputVertStartIndices is only used when a material index is specified, it gives for * - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to. * each output vertex the DOM index it maps to.
*/ */
void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo, void ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
const aiMatrix4x4& node_global_transform = aiMatrix4x4(), aiNode *parent = NULL, aiNode *root_node = NULL,
unsigned int materialIndex = NO_MATERIAL_SEPARATION, unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int>* outputVertStartIndices = NULL); std::vector<unsigned int> *outputVertStartIndices = NULL);
// lookup
static const aiNode* GetNodeByName( const aiString& name, aiNode *current_node );
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl, void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t>& out_indices, std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t>& index_out_indices, std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
std::vector<size_t>& count_out_indices, aiNode *parent, aiNode *root_node);
const aiMatrix4x4& node_global_transform);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo, void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@ -424,6 +427,10 @@ private:
// copy generated meshes, animations, lights, cameras and textures to the output scene // copy generated meshes, animations, lights, cameras and textures to the output scene
void TransferDataToScene(); void TransferDataToScene();
// ------------------------------------------------------------------------------------------------
// FBX file could have embedded textures not connected to anything
void ConvertOrphantEmbeddedTextures();
private: private:
// 0: not assigned yet, others: index is value - 1 // 0: not assigned yet, others: index is value - 1
unsigned int defaultMaterialIndex; unsigned int defaultMaterialIndex;
@ -435,27 +442,47 @@ private:
std::vector<aiCamera*> cameras; std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures; std::vector<aiTexture*> textures;
using MaterialMap = std::map<const Material*, unsigned int>; using MaterialMap = std::fbx_unordered_map<const Material*, unsigned int>;
MaterialMap materials_converted; MaterialMap materials_converted;
using VideoMap = std::map<const Video*, unsigned int>; using VideoMap = std::fbx_unordered_map<const Video, unsigned int>;
VideoMap textures_converted; VideoMap textures_converted;
using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >; using MeshMap = std::fbx_unordered_map<const Geometry*, std::vector<unsigned int> >;
MeshMap meshes_converted; MeshMap meshes_converted;
// fixed node name -> which trafo chain components have animations? // fixed node name -> which trafo chain components have animations?
using NodeAnimBitMap = std::map<std::string, unsigned int> ; using NodeAnimBitMap = std::fbx_unordered_map<std::string, unsigned int> ;
NodeAnimBitMap node_anim_chain_bits; NodeAnimBitMap node_anim_chain_bits;
// number of nodes with the same name // number of nodes with the same name
using NodeNameCache = std::unordered_map<std::string, unsigned int>; using NodeNameCache = std::fbx_unordered_map<std::string, unsigned int>;
NodeNameCache mNodeNames; NodeNameCache mNodeNames;
// Deformer name is not the same as a bone name - it does contain the bone name though :)
// Deformer names in FBX are always unique in an FBX file.
std::map<const std::string, aiBone *> bone_map;
double anim_fps; double anim_fps;
aiScene* const out; aiScene* const out;
const FBX::Document& doc; const FBX::Document& doc;
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
std::vector<aiBone*>& bones);
void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode*> &node_stack );
static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
}; };
} }

View File

@ -637,6 +637,20 @@ public:
return ptr; return ptr;
} }
bool operator==(const Video& other) const
{
return (
type == other.type
&& relativeFileName == other.relativeFileName
&& fileName == other.fileName
);
}
bool operator<(const Video& other) const
{
return std::tie(type, relativeFileName, fileName) < std::tie(other.type, other.relativeFileName, other.fileName);
}
private: private:
std::string type; std::string type;
std::string relativeFileName; std::string relativeFileName;
@ -1005,10 +1019,10 @@ public:
// during their entire lifetime (Document). FBX files have // during their entire lifetime (Document). FBX files have
// up to many thousands of objects (most of which we never use), // up to many thousands of objects (most of which we never use),
// so the memory overhead for them should be kept at a minimum. // so the memory overhead for them should be kept at a minimum.
typedef std::map<uint64_t, LazyObject*> ObjectMap; typedef std::fbx_unordered_map<uint64_t, LazyObject*> ObjectMap;
typedef std::fbx_unordered_map<std::string, std::shared_ptr<const PropertyTable> > PropertyTemplateMap; typedef std::fbx_unordered_map<std::string, std::shared_ptr<const PropertyTable> > PropertyTemplateMap;
typedef std::multimap<uint64_t, const Connection*> ConnectionMap; typedef std::fbx_unordered_multimap<uint64_t, const Connection*> ConnectionMap;
/** DOM class for global document settings, a single instance per document can /** DOM class for global document settings, a single instance per document can
* be accessed via Document.Globals(). */ * be accessed via Document.Globals(). */
@ -1177,4 +1191,25 @@ private:
} // Namespace FBX } // Namespace FBX
} // Namespace Assimp } // Namespace Assimp
namespace std
{
template <>
struct hash<const Assimp::FBX::Video>
{
std::size_t operator()(const Assimp::FBX::Video& video) const
{
using std::size_t;
using std::hash;
using std::string;
size_t res = 17;
res = res * 31 + hash<string>()(video.Name());
res = res * 31 + hash<string>()(video.RelativeFilename());
res = res * 31 + hash<string>()(video.Type());
return res;
}
};
}
#endif // INCLUDED_AI_FBX_DOCUMENT_H #endif // INCLUDED_AI_FBX_DOCUMENT_H

View File

@ -325,9 +325,9 @@ void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
this->start_pos = s.Tell(); this->start_pos = s.Tell();
// placeholders for end pos and property section info // placeholders for end pos and property section info
s.PutU4(0); // end pos s.PutU8(0); // end pos
s.PutU4(0); // number of properties s.PutU8(0); // number of properties
s.PutU4(0); // total property section length s.PutU8(0); // total property section length
// node name // node name
s.PutU1(uint8_t(name.size())); // length of node name s.PutU1(uint8_t(name.size())); // length of node name
@ -352,9 +352,9 @@ void FBX::Node::EndPropertiesBinary(
size_t pos = s.Tell(); size_t pos = s.Tell();
ai_assert(pos > property_start); ai_assert(pos > property_start);
size_t property_section_size = pos - property_start; size_t property_section_size = pos - property_start;
s.Seek(start_pos + 4); s.Seek(start_pos + 8); // 8 bytes of uint64_t of end_pos
s.PutU4(uint32_t(num_properties)); s.PutU8(num_properties);
s.PutU4(uint32_t(property_section_size)); s.PutU8(property_section_size);
s.Seek(pos); s.Seek(pos);
} }
@ -375,7 +375,7 @@ void FBX::Node::EndBinary(
// now go back and write initial pos // now go back and write initial pos
this->end_pos = s.Tell(); this->end_pos = s.Tell();
s.Seek(start_pos); s.Seek(start_pos);
s.PutU4(uint32_t(end_pos)); s.PutU8(end_pos);
s.Seek(end_pos); s.Seek(end_pos);
} }

View File

@ -81,8 +81,8 @@ using namespace Assimp::FBX;
// some constants that we'll use for writing metadata // some constants that we'll use for writing metadata
namespace Assimp { namespace Assimp {
namespace FBX { namespace FBX {
const std::string EXPORT_VERSION_STR = "7.4.0"; const std::string EXPORT_VERSION_STR = "7.5.0";
const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015 const uint32_t EXPORT_VERSION_INT = 7500; // 7.5 == 2016+
// FBX files have some hashed values that depend on the creation time field, // FBX files have some hashed values that depend on the creation time field,
// but for now we don't actually know how to generate these. // but for now we don't actually know how to generate these.
// what we can do is set them to a known-working version. // what we can do is set them to a known-working version.

View File

@ -48,26 +48,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXImporter.h" #include "FBXImporter.h"
#include "FBXTokenizer.h"
#include "FBXParser.h"
#include "FBXUtil.h"
#include "FBXDocument.h"
#include "FBXConverter.h" #include "FBXConverter.h"
#include "FBXDocument.h"
#include "FBXParser.h"
#include "FBXTokenizer.h"
#include "FBXUtil.h"
#include <assimp/StreamReader.h>
#include <assimp/MemoryIOWrapper.h> #include <assimp/MemoryIOWrapper.h>
#include <assimp/Importer.hpp> #include <assimp/StreamReader.h>
#include <assimp/importerdesc.h> #include <assimp/importerdesc.h>
#include <assimp/Importer.hpp>
namespace Assimp { namespace Assimp {
template<> template <>
const char* LogFunctions<FBXImporter>::Prefix() { const char *LogFunctions<FBXImporter>::Prefix() {
static auto prefix = "FBX: "; static auto prefix = "FBX: ";
return prefix; return prefix;
} }
} } // namespace Assimp
using namespace Assimp; using namespace Assimp;
using namespace Assimp::Formatter; using namespace Assimp::Formatter;
@ -76,131 +76,123 @@ using namespace Assimp::FBX;
namespace { namespace {
static const aiImporterDesc desc = { static const aiImporterDesc desc = {
"Autodesk FBX Importer", "Autodesk FBX Importer",
"", "",
"", "",
"", "",
aiImporterFlags_SupportTextFlavour, aiImporterFlags_SupportTextFlavour,
0, 0,
0, 0,
0, 0,
0, 0,
"fbx" "fbx"
}; };
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor to be privately used by #Importer // Constructor to be privately used by #Importer
FBXImporter::FBXImporter() FBXImporter::FBXImporter() {
{
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Destructor, private as well // Destructor, private as well
FBXImporter::~FBXImporter() FBXImporter::~FBXImporter() {
{
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. // Returns whether the class can handle the format of the given file.
bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const bool FBXImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
{ const std::string &extension = GetExtension(pFile);
const std::string& extension = GetExtension(pFile); if (extension == std::string(desc.mFileExtensions)) {
if (extension == std::string( desc.mFileExtensions ) ) { return true;
return true; }
}
else if ((!extension.length() || checkSig) && pIOHandler) { else if ((!extension.length() || checkSig) && pIOHandler) {
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head // at least ASCII-FBX files usually have a 'FBX' somewhere in their head
const char* tokens[] = {"fbx"}; const char *tokens[] = { "fbx" };
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
} }
return false; return false;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// List all extensions handled by this loader // List all extensions handled by this loader
const aiImporterDesc* FBXImporter::GetInfo () const const aiImporterDesc *FBXImporter::GetInfo() const {
{ return &desc;
return &desc;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader // Setup configuration properties for the loader
void FBXImporter::SetupProperties(const Importer* pImp) void FBXImporter::SetupProperties(const Importer *pImp) {
{ settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true); settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false); settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true); settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true); settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true); settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true); settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true); settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false); settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true); settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true); settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false); settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true); settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. // Imports the given file into the given scene structure.
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
{ std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb")); if (!stream) {
if (!stream) { ThrowException("Could not open file for reading");
ThrowException("Could not open file for reading"); }
}
// read entire file into memory - no streaming for this, fbx // read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure // files can grow large, but the assimp output data structure
// then becomes very large, too. Assimp doesn't support // then becomes very large, too. Assimp doesn't support
// streaming for its output data structures so the net win with // streaming for its output data structures so the net win with
// streaming input data would be very low. // streaming input data would be very low.
std::vector<char> contents; std::vector<char> contents;
contents.resize(stream->FileSize()+1); contents.resize(stream->FileSize() + 1);
stream->Read( &*contents.begin(), 1, contents.size()-1 ); stream->Read(&*contents.begin(), 1, contents.size() - 1);
contents[ contents.size() - 1 ] = 0; contents[contents.size() - 1] = 0;
const char* const begin = &*contents.begin(); const char *const begin = &*contents.begin();
// broadphase tokenizing pass in which we identify the core // broadphase tokenizing pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings) // syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens; TokenList tokens;
try { try {
bool is_binary = false; bool is_binary = false;
if (!strncmp(begin,"Kaydara FBX Binary",18)) { if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
is_binary = true; is_binary = true;
TokenizeBinary(tokens,begin,contents.size()); TokenizeBinary(tokens, begin, contents.size());
} } else {
else { Tokenize(tokens, begin);
Tokenize(tokens,begin); }
}
// use this information to construct a very rudimentary // use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure // parse-tree representing the FBX scope structure
Parser parser(tokens, is_binary); Parser parser(tokens, is_binary);
// take the raw parse-tree and convert it to a FBX DOM // take the raw parse-tree and convert it to a FBX DOM
Document doc(parser,settings); Document doc(parser, settings);
// convert the FBX DOM to aiScene // convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones); ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
// size relative to cm // size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor(); float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
// Set FBX file scale is relative to CM must be converted to M for // Set FBX file scale is relative to CM must be converted to M for
// assimp universal format (M) // assimp universal format (M)
SetFileScale( size_relative_to_cm * 0.01f); SetFileScale(size_relative_to_cm * 0.01f);
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>()); std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
} } catch (std::exception &) {
catch(std::exception&) { std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>()); throw;
throw; }
}
} }
#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER #endif // !ASSIMP_BUILD_NO_FBX_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
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.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
#define M3D_IMPLEMENTATION
#define M3D_NOIMPORTER
#define M3D_EXPORTER
#define M3D_ASCII
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
#define M3D_NODUP
#endif
// Header files, standard library.
#include <memory> // shared_ptr
#include <string>
#include <vector>
#include <assimp/version.h> // aiGetVersion
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <assimp/material.h> // aiTextureType
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include "M3DExporter.h"
#include "M3DMaterials.h"
// RESOURCES:
// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
/*
* Currently supports static meshes, vertex colors, materials, textures
*
* For animation, it would require the following conversions:
* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion)
* - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
* triplets, instead of per bone timestamp + lists)
*/
using namespace Assimp;
namespace Assimp {
// ---------------------------------------------------------------------
// Worker function for exporting a scene to binary M3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneM3D (
const char* pFile,
IOSystem* pIOSystem,
const aiScene* pScene,
const ExportProperties* pProperties
){
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform binary export
exporter.doExport(pFile, pIOSystem, false);
}
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ASCII A3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneA3D (
const char* pFile,
IOSystem* pIOSystem,
const aiScene* pScene,
const ExportProperties* pProperties
){
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform ascii export
exporter.doExport(pFile, pIOSystem, true);
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
M3DExporter::M3DExporter ( const aiScene* pScene, const ExportProperties* pProperties )
: mScene(pScene)
, mProperties(pProperties)
, outfile()
, m3d(nullptr) { }
// ------------------------------------------------------------------------------------------------
void M3DExporter::doExport (
const char* pFile,
IOSystem* pIOSystem,
bool toAscii
){
// TODO: convert mProperties into M3D_EXP_* flags
(void)mProperties;
// open the indicated file for writing (in binary / ASCII mode)
outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
if (!outfile) {
throw DeadlyExportError( "could not open output .m3d file: " + std::string(pFile) );
}
// use malloc() here because m3d_free() will call free()
m3d = (m3d_t*)calloc(1, sizeof(m3d_t));
if(!m3d) {
throw DeadlyExportError( "memory allocation error" );
}
m3d->name = _m3d_safestr((char*)&mScene->mRootNode->mName.data, 2);
// Create a model from assimp structures
aiMatrix4x4 m;
NodeWalk(mScene->mRootNode, m);
// serialize the structures
unsigned int size;
unsigned char *output = m3d_save(m3d, M3D_EXP_FLOAT,
M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), &size);
m3d_free(m3d);
if(!output || size < 8) {
throw DeadlyExportError( "unable to serialize into Model 3D" );
}
// Write out serialized model
outfile->Write(output, size, 1);
// explicitly release file pointer,
// so we don't have to rely on class destruction.
outfile.reset();
}
// ------------------------------------------------------------------------------------------------
// recursive node walker
void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
{
aiMatrix4x4 nm = m * pNode->mTransformation;
for(unsigned int i = 0; i < pNode->mNumMeshes; i++) {
const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
unsigned int mi = (M3D_INDEX)-1U;
if(mScene->mMaterials) {
// get the material for this mesh
mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
}
// iterate through the mesh faces
for(unsigned int j = 0; j < mesh->mNumFaces; j++) {
unsigned int n;
const aiFace* face = &(mesh->mFaces[j]);
// only triangle meshes supported for now
if(face->mNumIndices != 3) {
throw DeadlyExportError( "use aiProcess_Triangulate before export" );
}
// add triangle to the output
n = m3d->numface++;
m3d->face = (m3df_t*)M3D_REALLOC(m3d->face,
m3d->numface * sizeof(m3df_t));
if(!m3d->face) {
throw DeadlyExportError( "memory allocation error" );
}
/* set all index to -1 by default */
m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
m3d->face[n].materialid = mi;
for(unsigned int k = 0; k < face->mNumIndices; k++) {
// get the vertex's index
unsigned int l = face->mIndices[k];
unsigned int idx;
m3dv_t vertex;
m3dti_t ti;
// multiply the position vector by the transformation matrix
aiVector3D v = mesh->mVertices[l];
v *= nm;
vertex.x = v.x;
vertex.y = v.y;
vertex.z = v.z;
vertex.w = 1.0;
vertex.color = 0;
vertex.skinid = -1U;
// add color if defined
if(mesh->HasVertexColors(0))
vertex.color = mkColor(&mesh->mColors[0][l]);
// save the vertex to the output
m3d->vertex = _m3d_addvrtx(m3d->vertex, &m3d->numvertex,
&vertex, &idx);
m3d->face[n].vertex[k] = (M3D_INDEX)idx;
// do we have texture coordinates?
if(mesh->HasTextureCoords(0)) {
ti.u = mesh->mTextureCoords[0][l].x;
ti.v = mesh->mTextureCoords[0][l].y;
m3d->tmap = _m3d_addtmap(m3d->tmap, &m3d->numtmap, &ti,
&idx);
m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
}
// do we have normal vectors?
if(mesh->HasNormals()) {
vertex.color = 0;
vertex.x = mesh->mNormals[l].x;
vertex.y = mesh->mNormals[l].y;
vertex.z = mesh->mNormals[l].z;
m3d->vertex = _m3d_addnorm(m3d->vertex, &m3d->numvertex,
&vertex, &idx);
m3d->face[n].normal[k] = (M3D_INDEX)idx;
}
}
}
}
// repeat for the children nodes
for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
NodeWalk(pNode->mChildren[i], nm);
}
}
// ------------------------------------------------------------------------------------------------
// convert aiColor4D into uint32_t
uint32_t M3DExporter::mkColor(aiColor4D* c)
{
return ((uint8_t)(c->a*255) << 24L) |
((uint8_t)(c->b*255) << 16L) |
((uint8_t)(c->g*255) << 8L) |
((uint8_t)(c->r*255) << 0L);
}
// ------------------------------------------------------------------------------------------------
// add a material to the output
M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
{
unsigned int mi = -1U;
aiColor4D c;
aiString name;
ai_real f;
char *fn;
if(mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
strcmp((char*)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
// check if we have saved a material by this name. This has to be done
// because only the referenced materials should be added to the output
for(unsigned int i = 0; i < m3d->nummaterial; i++)
if(!strcmp((char*)&name.data, m3d->material[i].name)) {
mi = i;
break;
}
// if not found, add the material to the output
if(mi == -1U) {
unsigned int k;
mi = m3d->nummaterial++;
m3d->material = (m3dm_t*)M3D_REALLOC(m3d->material, m3d->nummaterial
* sizeof(m3dm_t));
if(!m3d->material) {
throw DeadlyExportError( "memory allocation error" );
}
m3d->material[mi].name = _m3d_safestr((char*)&name.data, 0);
m3d->material[mi].numprop = 0;
m3d->material[mi].prop = NULL;
// iterate through the material property table and see what we got
for(k = 0; k < 15; k++) {
unsigned int j;
if(m3d_propertytypes[k].format == m3dpf_map)
continue;
if(aiProps[k].pKey) {
switch(m3d_propertytypes[k].format) {
case m3dpf_color:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, c) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, mkColor(&c));
break;
case m3dpf_float:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, f) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id,
/* not (uint32_t)f, because we don't want to convert
* it, we want to see it as 32 bits of memory */
*((uint32_t*)&f));
break;
case m3dpf_uint8:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, j) == AI_SUCCESS) {
// special conversion for illumination model property
if(m3d_propertytypes[k].id == m3dp_il) {
switch(j) {
case aiShadingMode_NoShading: j = 0; break;
case aiShadingMode_Phong: j = 2; break;
default: j = 1; break;
}
}
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, j);
}
break;
default:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, j) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, j);
break;
}
}
if(aiTxProps[k].pKey &&
mat->GetTexture((aiTextureType)aiTxProps[k].type,
aiTxProps[k].index, &name, NULL, NULL, NULL,
NULL, NULL) == AI_SUCCESS) {
unsigned int i;
for(j = name.length-1; j > 0 && name.data[j]!='.'; j++);
if(j && name.data[j]=='.' &&
(name.data[j+1]=='p' || name.data[j+1]=='P') &&
(name.data[j+1]=='n' || name.data[j+1]=='N') &&
(name.data[j+1]=='g' || name.data[j+1]=='G'))
name.data[j]=0;
// do we have this texture saved already?
fn = _m3d_safestr((char*)&name.data, 0);
for(j = 0, i = -1U; j < m3d->numtexture; j++)
if(!strcmp(fn, m3d->texture[j].name)) {
i = j;
free(fn);
break;
}
if(i == -1U) {
i = m3d->numtexture++;
m3d->texture = (m3dtx_t*)M3D_REALLOC(
m3d->texture,
m3d->numtexture * sizeof(m3dtx_t));
if(!m3d->texture) {
throw DeadlyExportError( "memory allocation error" );
}
// we don't need the texture itself, only its name
m3d->texture[i].name = fn;
m3d->texture[i].w = 0;
m3d->texture[i].h = 0;
m3d->texture[i].d = NULL;
}
addProp(&m3d->material[mi],
m3d_propertytypes[k].id + 128, i);
}
}
}
}
return mi;
}
// ------------------------------------------------------------------------------------------------
// add a material property to the output
void M3DExporter::addProp(m3dm_t *m, uint8_t type, uint32_t value)
{
unsigned int i;
i = m->numprop++;
m->prop = (m3dp_t*)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
if(!m->prop) { throw DeadlyExportError( "memory allocation error" ); }
m->prop[i].type = type;
m->prop[i].value.num = value;
}
#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file M3DExporter.h
* @brief Declares the exporter class to write a scene to a Model 3D file
*/
#ifndef AI_M3DEXPORTER_H_INC
#define AI_M3DEXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
#include "m3d.h"
#include <assimp/types.h>
//#include <assimp/material.h>
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <memory> // shared_ptr
struct aiScene;
struct aiNode;
struct aiMaterial;
struct aiFace;
namespace Assimp
{
class IOSystem;
class IOStream;
class ExportProperties;
// ---------------------------------------------------------------------
/** Helper class to export a given scene to an M3D file. */
// ---------------------------------------------------------------------
class M3DExporter
{
public:
/// Constructor for a specific scene to export
M3DExporter(const aiScene* pScene, const ExportProperties* pProperties);
// call this to do the actual export
void doExport(const char* pFile, IOSystem* pIOSystem, bool toAscii);
private:
const aiScene* mScene; // the scene to export
const ExportProperties* mProperties; // currently unused
std::shared_ptr<IOStream> outfile; // file to write to
m3d_t *m3d; // model for the C library to convert to
// helper to do the recursive walking
void NodeWalk(const aiNode* pNode, aiMatrix4x4 m);
uint32_t mkColor(aiColor4D* c);
M3D_INDEX addMaterial(const aiMaterial *mat);
void addProp(m3dm_t *m, uint8_t type, uint32_t value);
};
}
#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
#endif // AI_M3DEXPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
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.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
#define M3D_IMPLEMENTATION
#define M3D_ASCII
#include <assimp/IOStreamBuffer.h>
#include <memory>
#include <assimp/DefaultIOSystem.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include "M3DImporter.h"
#include "M3DMaterials.h"
// RESOURCES:
// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
/*
Unfortunately aiNode has bone structures and meshes too, yet we can't assign
the mesh to a bone aiNode as a skin may refer to several aiNodes. Therefore
I've decided to import into this structure:
aiScene->mRootNode
| |->mMeshes (all the meshes)
| \->children (empty if there's no skeleton imported, no meshes)
| \->skeleton root aiNode*
| |->bone aiNode
| | \->subbone aiNode
| |->bone aiNode
| | ...
| \->bone aiNode
\->mMeshes[]
\->aiBone, referencing mesh-less aiNodes from above
* - normally one, but if a model has several skeleton roots, then all of them
are listed in aiScene->mRootNode->children, but all without meshes
*/
static const aiImporterDesc desc = {
"Model 3D Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"m3d a3d"
};
// workaround: the SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
extern "C" {
void* m3dimporter_pIOHandler;
unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
ai_assert( nullptr != fn );
ai_assert( nullptr != size );
std::string file(fn);
std::unique_ptr<Assimp::IOStream> pStream(
(reinterpret_cast<Assimp::IOSystem*>(m3dimporter_pIOHandler))->Open( file, "rb"));
size_t fileSize = pStream->FileSize();
// should be allocated with malloc(), because the library will call free() to deallocate
unsigned char *data = (unsigned char*)malloc(fileSize);
if( !data || !pStream.get() || !fileSize || fileSize != pStream->Read(data,1,fileSize)) {
pStream.reset();
*size = 0;
// don't throw a deadly exception, it's not fatal if we can't read an external asset
return nullptr;
}
pStream.reset();
*size = (int)fileSize;
return data;
}
}
namespace Assimp {
using namespace std;
// ------------------------------------------------------------------------------------------------
// Default constructor
M3DImporter::M3DImporter()
: mScene(nullptr)
, m3d(nullptr) { }
// ------------------------------------------------------------------------------------------------
// Destructor.
M3DImporter::~M3DImporter() {}
// ------------------------------------------------------------------------------------------------
// Returns true, if file is a binary or ASCII Model 3D file.
bool M3DImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler , bool checkSig) const {
const std::string extension = GetExtension(pFile);
if (extension == "m3d" || extension == "a3d")
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler) {
return true;
}
/*
* don't use CheckMagicToken because that checks with swapped bytes too, leading to false
* positives. This magic is not uint32_t, but char[4], so memcmp is the best way
const char* tokens[] = {"3DMO", "3dmo"};
return CheckMagicToken(pIOHandler,pFile,tokens,2,0,4);
*/
std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile, "rb"));
unsigned char data[4];
if(4 != pStream->Read(data,1,4)) {
return false;
}
return !memcmp(data, "3DMO", 4) /* bin */ || !memcmp(data, "3dmo", 4) /* ASCII */;
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* M3DImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Model 3D import implementation
void M3DImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
// Read file into memory
std::unique_ptr<IOStream> pStream( pIOHandler->Open( file, "rb"));
if( !pStream.get() ) {
throw DeadlyImportError( "Failed to open file " + file + "." );
}
// Get the file-size and validate it, throwing an exception when fails
size_t fileSize = pStream->FileSize();
if( fileSize < 8 ) {
throw DeadlyImportError( "M3D-file " + file + " is too small." );
}
std::unique_ptr<unsigned char[]> _buffer (new unsigned char[fileSize]);
unsigned char *data( _buffer.get() );
if(fileSize != pStream->Read(data,1,fileSize)) {
throw DeadlyImportError( "Failed to read the file " + file + "." );
}
// Get the path for external assets
std::string folderName( "./" );
std::string::size_type pos = file.find_last_of( "\\/" );
if ( pos != std::string::npos ) {
folderName = file.substr( 0, pos );
if ( !folderName.empty() ) {
pIOHandler->PushDirectory( folderName );
}
}
// pass this IOHandler to the C callback
m3dimporter_pIOHandler = pIOHandler;
//DefaultLogger::create("/dev/stderr", Logger::VERBOSE);
ASSIMP_LOG_DEBUG_F("M3D: loading ", file);
// let the C SDK do the hard work for us
m3d = m3d_load(&data[0], m3dimporter_readfile, free, nullptr);
m3dimporter_pIOHandler = nullptr;
if( !m3d ) {
throw DeadlyImportError( "Unable to parse " + file + " as M3D." );
}
// create the root node
pScene->mRootNode = new aiNode;
pScene->mRootNode->mName = aiString(std::string(std::string(m3d->name)));
pScene->mRootNode->mTransformation = aiMatrix4x4();
pScene->mRootNode->mNumChildren = 0;
mScene = pScene;
ASSIMP_LOG_DEBUG("M3D: root node " + std::string(m3d->name));
// now we just have to fill up the Assimp structures in pScene
importMaterials();
importTextures();
importBones(-1U, pScene->mRootNode);
importMeshes();
importAnimations();
// we don't need the SDK's version any more
m3d_free(m3d);
// Pop directory stack
if ( pIOHandler->StackSize() > 0 ) {
pIOHandler->PopDirectory();
}
}
// ------------------------------------------------------------------------------------------------
// convert materials. properties are converted using a static table in M3DMaterials.h
void M3DImporter::importMaterials()
{
unsigned int i, j, k, l, n;
m3dm_t *m;
aiString name = aiString(AI_DEFAULT_MATERIAL_NAME);
aiColor4D c;
ai_real f;
ai_assert(mScene != nullptr);
ai_assert(m3d != nullptr);
mScene->mNumMaterials = m3d->nummaterial + 1;
mScene->mMaterials = new aiMaterial*[ m3d->nummaterial + 1 ];
ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials);
// add a default material as first
aiMaterial* mat = new aiMaterial;
mat->AddProperty( &name, AI_MATKEY_NAME );
c.a = 1.0; c.b = c.g = c.r = 0.6;
mat->AddProperty( &c, 1, AI_MATKEY_COLOR_DIFFUSE);
mScene->mMaterials[0] = mat;
for(i = 0; i < m3d->nummaterial; i++) {
m = &m3d->material[i];
aiMaterial* mat = new aiMaterial;
name.Set(std::string(m->name));
mat->AddProperty( &name, AI_MATKEY_NAME );
for(j = 0; j < m->numprop; j++) {
// look up property type
// 0 - 127 scalar values,
// 128 - 255 the same properties but for texture maps
k = 256;
for(l = 0; l < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]); l++)
if(m->prop[j].type == m3d_propertytypes[l].id ||
m->prop[j].type == m3d_propertytypes[l].id + 128) {
k = l;
break;
}
// should never happen, but be safe than sorry
if(k == 256) continue;
// scalar properties
if(m->prop[j].type < 128 && aiProps[k].pKey) {
switch(m3d_propertytypes[k].format) {
case m3dpf_color:
c = mkColor(m->prop[j].value.color);
mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
break;
case m3dpf_float:
f = m->prop[j].value.fnum;
mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
break;
default:
n = m->prop[j].value.num;
if(m->prop[j].type == m3dp_il) {
switch(n) {
case 0: n = aiShadingMode_NoShading; break;
case 2: n = aiShadingMode_Phong; break;
default: n = aiShadingMode_Gouraud; break;
}
}
mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
break;
}
}
// texture map properties
if(m->prop[j].type >= 128 && aiTxProps[k].pKey &&
// extra check, should never happen, do we have the refered texture?
m->prop[j].value.textureid < m3d->numtexture &&
m3d->texture[m->prop[j].value.textureid].name) {
name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
mat->AddProperty(&name, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
n = 0;
mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
}
}
mScene->mMaterials[i + 1] = mat;
}
}
// ------------------------------------------------------------------------------------------------
// import textures, this is the simplest of all
void M3DImporter::importTextures()
{
unsigned int i;
m3dtx_t *t;
ai_assert(mScene != nullptr);
ai_assert(m3d != nullptr);
mScene->mNumTextures = m3d->numtexture;
ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
if(!m3d->numtexture)
return;
mScene->mTextures = new aiTexture*[m3d->numtexture];
for(i = 0; i < m3d->numtexture; i++) {
t = &m3d->texture[i];
aiTexture *tx = new aiTexture;
strcpy(tx->achFormatHint, "rgba8888");
tx->mFilename = aiString(std::string(t->name) + ".png");
tx->mWidth = t->w;
tx->mHeight = t->h;
tx->pcData = new aiTexel[ tx->mWidth*tx->mHeight ];
memcpy(tx->pcData, t->d, tx->mWidth*tx->mHeight*4);
mScene->mTextures[i] = tx;
}
}
// ------------------------------------------------------------------------------------------------
// this is tricky. M3D has a global vertex and UV list, and faces are indexing them
// individually. In assimp there're per mesh vertex and UV lists, and they must be
// indexed simultaneously.
void M3DImporter::importMeshes()
{
unsigned int i, j, k, l, numpoly = 3, lastMat = -2U;
std::vector<aiMesh*> *meshes = new std::vector<aiMesh*>();
std::vector<aiFace> *faces = nullptr;
std::vector<aiVector3D> *vertices = nullptr;
std::vector<aiVector3D> *normals = nullptr;
std::vector<aiVector3D> *texcoords = nullptr;
std::vector<aiColor4D> *colors = nullptr;
std::vector<unsigned int> *vertexids = nullptr;
aiMesh *pMesh = nullptr;
ai_assert(mScene != nullptr);
ai_assert(m3d != nullptr);
ai_assert(mScene->mRootNode != nullptr);
ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
for(i = 0; i < m3d->numface; i++) {
// we must switch mesh if material changes
if(lastMat != m3d->face[i].materialid) {
lastMat = m3d->face[i].materialid;
if(pMesh && vertices->size() && faces->size()) {
populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
meshes->push_back(pMesh);
delete vertexids; // this is not stored in pMesh, just to collect bone vertices
}
pMesh = new aiMesh;
pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pMesh->mMaterialIndex = lastMat + 1;
faces = new std::vector<aiFace>();
vertices = new std::vector<aiVector3D>();
normals = new std::vector<aiVector3D>();
texcoords = new std::vector<aiVector3D>();
colors = new std::vector<aiColor4D>();
vertexids = new std::vector<unsigned int>();
}
// add a face to temporary vector
aiFace *pFace = new aiFace;
pFace->mNumIndices = numpoly;
pFace->mIndices = new unsigned int[numpoly];
for(j = 0; j < numpoly; j++) {
aiVector3D pos, uv, norm;
k = vertices->size();
pFace->mIndices[j] = k;
l = m3d->face[i].vertex[j];
pos.x = m3d->vertex[l].x;
pos.y = m3d->vertex[l].y;
pos.z = m3d->vertex[l].z;
vertices->push_back(pos);
colors->push_back(mkColor(m3d->vertex[l].color));
// add a bone to temporary vector
if(m3d->vertex[l].skinid != -1U &&m3d->vertex[l].skinid != -2U && m3d->skin && m3d->bone) {
// this is complicated, because M3D stores a list of bone id / weight pairs per
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
vertexids->push_back(l);
}
l = m3d->face[i].texcoord[j];
if(l != -1U) {
uv.x = m3d->tmap[l].u;
uv.y = m3d->tmap[l].v;
uv.z = 0.0;
texcoords->push_back(uv);
}
l = m3d->face[i].normal[j];
if(l != -1U) {
norm.x = m3d->vertex[l].x;
norm.y = m3d->vertex[l].y;
norm.z = m3d->vertex[l].z;
normals->push_back(norm);
}
}
faces->push_back(*pFace);
delete pFace;
}
// if there's data left in the temporary vectors, flush them
if(pMesh && vertices->size() && faces->size()) {
populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
meshes->push_back(pMesh);
}
// create global mesh list in scene
mScene->mNumMeshes = meshes->size();
mScene->mMeshes = new aiMesh*[mScene->mNumMeshes];
std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
// create mesh indeces in root node
mScene->mRootNode->mNumMeshes = meshes->size();
mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
for(i = 0; i < meshes->size(); i++) {
mScene->mRootNode->mMeshes[i] = i;
}
delete meshes;
if(faces) delete faces;
if(vertices) delete vertices;
if(normals) delete normals;
if(texcoords) delete texcoords;
if(colors) delete colors;
if(vertexids) delete vertexids;
}
// ------------------------------------------------------------------------------------------------
// a reentrant node parser. Otherwise this is simple
void M3DImporter::importBones(unsigned int parentid, aiNode *pParent)
{
unsigned int i, n;
ai_assert(pParent != nullptr);
ai_assert(mScene != nullptr);
ai_assert(m3d != nullptr);
ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
for(n = 0, i = parentid + 1; i < m3d->numbone; i++)
if(m3d->bone[i].parent == parentid) n++;
pParent->mChildren = new aiNode*[n];
for(i = parentid + 1; i < m3d->numbone; i++) {
if(m3d->bone[i].parent == parentid) {
aiNode *pChild = new aiNode;
pChild->mParent = pParent;
pChild->mName = aiString(std::string(m3d->bone[i].name));
convertPose(&pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori);
pChild->mNumChildren = 0;
pParent->mChildren[pParent->mNumChildren] = pChild;
pParent->mNumChildren++;
importBones(i, pChild);
}
}
}
// ------------------------------------------------------------------------------------------------
// this is another headache. M3D stores list of changed bone id/position/orientation triplets and
// a timestamp per frame, but assimp needs timestamp and lists of position, orientation lists per
// bone, so we have to convert between the two conceptually different representation forms
void M3DImporter::importAnimations()
{
unsigned int i, j, k, l, pos, ori;
double t;
m3da_t *a;
ai_assert(mScene != nullptr);
ai_assert(m3d != nullptr);
mScene->mNumAnimations = m3d->numaction;
ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
if(!m3d->numaction || !m3d->numbone)
return;
mScene->mAnimations = new aiAnimation*[m3d->numaction];
for(i = 0; i < m3d->numaction; i++) {
a = &m3d->action[i];
aiAnimation *pAnim = new aiAnimation;
pAnim->mName = aiString(std::string(a->name));
pAnim->mDuration = ((double)a->durationmsec) / 10;
pAnim->mTicksPerSecond = 100;
// now we know how many bones are referenced in this animation
pAnim->mNumChannels = m3d->numbone;
pAnim->mChannels = new aiNodeAnim*[pAnim->mNumChannels];
for(l = 0; l < m3d->numbone; l++) {
unsigned int n;
pAnim->mChannels[l] = new aiNodeAnim;
pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name));
// now n is the size of positions / orientations arrays
pAnim->mChannels[l]->mNumPositionKeys = pAnim->mChannels[l]->mNumRotationKeys = a->numframe;
pAnim->mChannels[l]->mPositionKeys = new aiVectorKey[a->numframe];
pAnim->mChannels[l]->mRotationKeys = new aiQuatKey[a->numframe];
pos = m3d->bone[l].pos;
ori = m3d->bone[l].ori;
for(j = n = 0; j < a->numframe; j++) {
t = ((double)a->frame[j].msec) / 10;
for(k = 0; k < a->frame[j].numtransform; k++) {
if(a->frame[j].transform[k].boneid == l) {
pos = a->frame[j].transform[k].pos;
ori = a->frame[j].transform[k].ori;
}
}
m3dv_t *v = &m3d->vertex[pos];
m3dv_t *q = &m3d->vertex[ori];
pAnim->mChannels[l]->mPositionKeys[j].mTime = t;
pAnim->mChannels[l]->mPositionKeys[j].mValue.x = v->x;
pAnim->mChannels[l]->mPositionKeys[j].mValue.y = v->y;
pAnim->mChannels[l]->mPositionKeys[j].mValue.z = v->z;
pAnim->mChannels[l]->mRotationKeys[j].mTime = t;
pAnim->mChannels[l]->mRotationKeys[j].mValue.w = q->w;
pAnim->mChannels[l]->mRotationKeys[j].mValue.x = q->x;
pAnim->mChannels[l]->mRotationKeys[j].mValue.y = q->y;
pAnim->mChannels[l]->mRotationKeys[j].mValue.z = q->z;
}// foreach frame
}// foreach bones
mScene->mAnimations[i] = pAnim;
}
}
// ------------------------------------------------------------------------------------------------
// convert uint32_t into aiColor4D
aiColor4D M3DImporter::mkColor(uint32_t c) {
aiColor4D color;
color.a = ((float)((c >> 24)&0xff)) / 255;
color.b = ((float)((c >> 16)&0xff)) / 255;
color.g = ((float)((c >> 8)&0xff)) / 255;
color.r = ((float)((c >> 0)&0xff)) / 255;
return color;
}
// ------------------------------------------------------------------------------------------------
// convert a position id and orientation id into a 4 x 4 transformation matrix
void M3DImporter::convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid)
{
ai_assert(m != nullptr);
ai_assert(m3d != nullptr);
ai_assert(posid != -1U && posid < m3d->numvertex);
ai_assert(orientid != -1U && orientid < m3d->numvertex);
m3dv_t *p = &m3d->vertex[posid];
m3dv_t *q = &m3d->vertex[orientid];
/* quaternion to matrix. Do NOT use aiQuaternion to aiMatrix3x3, gives bad results */
if(q->x == 0.0 && q->y == 0.0 && q->z >= 0.7071065 && q->z <= 0.7071075 && q->w == 0.0) {
m->a2 = m->a3 = m->b1 = m->b3 = m->c1 = m->c2 = 0.0;
m->a1 = m->b2 = m->c3 = -1.0;
} else {
m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z); if(m->a1 > -1e-7 && m->a1 < 1e-7) m->a1 = 0.0;
m->a2 = 2 * (q->x * q->y - q->z * q->w); if(m->a2 > -1e-7 && m->a2 < 1e-7) m->a2 = 0.0;
m->a3 = 2 * (q->x * q->z + q->y * q->w); if(m->a3 > -1e-7 && m->a3 < 1e-7) m->a3 = 0.0;
m->b1 = 2 * (q->x * q->y + q->z * q->w); if(m->b1 > -1e-7 && m->b1 < 1e-7) m->b1 = 0.0;
m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z); if(m->b2 > -1e-7 && m->b2 < 1e-7) m->b2 = 0.0;
m->b3 = 2 * (q->y * q->z - q->x * q->w); if(m->b3 > -1e-7 && m->b3 < 1e-7) m->b3 = 0.0;
m->c1 = 2 * (q->x * q->z - q->y * q->w); if(m->c1 > -1e-7 && m->c1 < 1e-7) m->c1 = 0.0;
m->c2 = 2 * (q->y * q->z + q->x * q->w); if(m->c2 > -1e-7 && m->c2 < 1e-7) m->c2 = 0.0;
m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y); if(m->c3 > -1e-7 && m->c3 < 1e-7) m->c3 = 0.0;
}
/* set translation */
m->a4 = p->x; m->b4 = p->y; m->c4 = p->z;
m->d1 = 0; m->d2 = 0; m->d3 = 0; m->d4 = 1;
}
// ------------------------------------------------------------------------------------------------
// find a node by name
aiNode *M3DImporter::findNode(aiNode *pNode, aiString name)
{
unsigned int i;
ai_assert(pNode != nullptr);
ai_assert(mScene != nullptr);
if(pNode->mName == name)
return pNode;
for(i = 0; i < pNode->mNumChildren; i++) {
aiNode *pChild = findNode(pNode->mChildren[i], name);
if(pChild) return pChild;
}
return nullptr;
}
// ------------------------------------------------------------------------------------------------
// fills up offsetmatrix in mBones
void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m)
{
ai_assert(pNode != nullptr);
ai_assert(mScene != nullptr);
if(pNode->mParent) {
calculateOffsetMatrix(pNode->mParent, m);
*m *= pNode->mTransformation;
} else {
*m = pNode->mTransformation;
}
}
// ------------------------------------------------------------------------------------------------
// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
// temporary lists to collect data for an aiMesh, which requires local arrays and local indeces
// this function fills up an aiMesh with those temporary lists
void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
std::vector<unsigned int> *vertexids) {
ai_assert(pMesh != nullptr);
ai_assert(faces != nullptr);
ai_assert(vertices != nullptr);
ai_assert(normals != nullptr);
ai_assert(texcoords != nullptr);
ai_assert(colors != nullptr);
ai_assert(vertexids != nullptr);
ai_assert(m3d != nullptr);
ASSIMP_LOG_DEBUG_F("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(),
" numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone);
if(vertices->size() && faces->size()) {
pMesh->mNumFaces = faces->size();
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
std::copy(faces->begin(), faces->end(), pMesh->mFaces);
pMesh->mNumVertices = vertices->size();
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
std::copy(vertices->begin(), vertices->end(), pMesh->mVertices);
if(normals->size() == vertices->size()) {
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
std::copy(normals->begin(), normals->end(), pMesh->mNormals);
}
if(texcoords->size() == vertices->size()) {
pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
std::copy(texcoords->begin(), texcoords->end(), pMesh->mTextureCoords[0]);
pMesh->mNumUVComponents[0] = 2;
}
if(colors->size() == vertices->size()) {
pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
std::copy(colors->begin(), colors->end(), pMesh->mColors[0]);
}
// this is complicated, because M3D stores a list of bone id / weight pairs per
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
pMesh->mNumBones = m3d->numbone;
/* we need aiBone with mOffsetMatrix for bones without weights as well */
if(pMesh->mNumBones) {
pMesh->mBones = new aiBone*[pMesh->mNumBones];
for(unsigned int i = 0; i < m3d->numbone; i++) {
aiNode *pNode;
pMesh->mBones[i] = new aiBone;
pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
pMesh->mBones[i]->mNumWeights = 0;
pNode = findNode(mScene->mRootNode, pMesh->mBones[i]->mName);
if(pNode) {
calculateOffsetMatrix(pNode, &pMesh->mBones[i]->mOffsetMatrix);
pMesh->mBones[i]->mOffsetMatrix.Inverse();
} else
pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
}
if(vertexids->size()) {
unsigned int i, j;
// first count how many vertices we have per bone
for(i = 0; i < vertexids->size(); i++) {
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
if(s != -1U && s!= -2U) {
for(unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
for(j = 0; j < pMesh->mNumBones; j++) {
if(pMesh->mBones[j]->mName == name) {
pMesh->mBones[j]->mNumWeights++;
break;
}
}
}
}
}
// allocate mWeights
for(j = 0; j < pMesh->mNumBones; j++) {
aiBone *pBone = pMesh->mBones[j];
if(pBone->mNumWeights) {
pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
pBone->mNumWeights = 0;
}
}
// fill up with data
for(i = 0; i < vertexids->size(); i++) {
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
if(s != -1U && s!= -2U) {
for(unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
for(j = 0; j < pMesh->mNumBones; j++) {
if(pMesh->mBones[j]->mName == name) {
aiBone *pBone = pMesh->mBones[j];
pBone->mWeights[pBone->mNumWeights].mVertexId = i;
pBone->mWeights[pBone->mNumWeights].mWeight = m3d->skin[s].weight[k];
pBone->mNumWeights++;
break;
}
}
} // foreach skin
}
} // foreach vertexids
}
}
}
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER

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@ -0,0 +1,106 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file M3DImporter.h
* @brief Declares the importer class to read a scene from a Model 3D file
*/
#ifndef AI_M3DIMPORTER_H_INC
#define AI_M3DIMPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
#include "m3d.h"
#include <assimp/BaseImporter.h>
#include <assimp/material.h>
#include <vector>
struct aiMesh;
struct aiNode;
struct aiMaterial;
struct aiFace;
namespace Assimp {
class M3DImporter : public BaseImporter {
public:
/// \brief Default constructor
M3DImporter();
/// \brief Destructor
~M3DImporter();
public:
/// \brief Returns whether the class can handle the format of the given file.
/// \remark See BaseImporter::CanRead() for details.
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
private:
aiScene* mScene; // the scene to import to
m3d_t *m3d; // model for the C library to convert from
//! \brief Appends the supported extension.
const aiImporterDesc* GetInfo () const;
//! \brief File import implementation.
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
void importMaterials();
void importTextures();
void importMeshes();
void importBones(unsigned int parentid, aiNode *pParent);
void importAnimations();
// helper functions
aiColor4D mkColor(uint32_t c);
void convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid);
aiNode *findNode(aiNode *pNode, aiString name);
void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m);
void populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces,
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
std::vector<unsigned int> *vertexids);
};
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
#endif // AI_M3DIMPORTER_H_INC

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@ -0,0 +1,106 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file M3DMaterials.h
* @brief Declares the Assimp and Model 3D file material type relations
*/
#ifndef AI_M3DMATERIALS_H_INC
#define AI_M3DMATERIALS_H_INC
/*
* In the m3d.h header, there's a static array which defines the material
* properties, called m3d_propertytypes. These must have the same size, and
* list the matching Assimp materials for those properties. Used by both the
* M3DImporter and the M3DExporter, so you have to define these relations
* only once. D.R.Y. and K.I.S.S.
*/
typedef struct {
const char *pKey;
unsigned int type;
unsigned int index;
} aiMatProp;
/* --- Scalar Properties --- !!!!! must match m3d_propertytypes !!!!! */
static const aiMatProp aiProps[] = {
{ AI_MATKEY_COLOR_DIFFUSE }, /* m3dp_Kd */
{ AI_MATKEY_COLOR_AMBIENT }, /* m3dp_Ka */
{ AI_MATKEY_COLOR_SPECULAR }, /* m3dp_Ks */
{ AI_MATKEY_SHININESS }, /* m3dp_Ns */
{ AI_MATKEY_COLOR_EMISSIVE }, /* m3dp_Ke */
{ AI_MATKEY_COLOR_REFLECTIVE }, /* m3dp_Tf */
{ AI_MATKEY_BUMPSCALING }, /* m3dp_Km */
{ AI_MATKEY_OPACITY }, /* m3dp_d */
{ AI_MATKEY_SHADING_MODEL }, /* m3dp_il */
{ NULL, 0, 0 }, /* m3dp_Pr */
{ AI_MATKEY_REFLECTIVITY }, /* m3dp_Pm */
{ NULL, 0, 0 }, /* m3dp_Ps */
{ AI_MATKEY_REFRACTI }, /* m3dp_Ni */
{ NULL, 0, 0 },
{ NULL, 0, 0 },
{ NULL, 0, 0 },
{ NULL, 0, 0 }
};
/* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */
static const aiMatProp aiTxProps[] = {
{ AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */
{ AI_MATKEY_TEXTURE_AMBIENT(0) }, /* m3dp_map_Ka */
{ AI_MATKEY_TEXTURE_SPECULAR(0) }, /* m3dp_map_Ks */
{ AI_MATKEY_TEXTURE_SHININESS(0) }, /* m3dp_map_Ns */
{ AI_MATKEY_TEXTURE_EMISSIVE(0) }, /* m3dp_map_Ke */
{ NULL, 0, 0 }, /* m3dp_map_Tf */
{ AI_MATKEY_TEXTURE_HEIGHT(0) }, /* m3dp_bump */
{ AI_MATKEY_TEXTURE_OPACITY(0) }, /* m3dp_map_d */
{ AI_MATKEY_TEXTURE_REFLECTION(0) }, /* m3dp_refl */
{ AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS,0) },/* m3dp_map_Pr */
{ AI_MATKEY_TEXTURE(aiTextureType_METALNESS,0) }, /* m3dp_map_Pm */
{ NULL, 0, 0 }, /* m3dp_map_Ps */
{ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,0) },/* m3dp_map_Ni */
{ NULL, 0, 0 },
{ NULL, 0, 0 },
{ NULL, 0, 0 },
{ NULL, 0, 0 }
};
#endif // AI_M3DMATERIALS_H_INC

4565
code/M3D/m3d.h 100644

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,268 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, 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 "ArmaturePopulate.h"
#include <assimp/BaseImporter.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <iostream>
namespace Assimp {
/// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess()
{}
/// The class destructor.
ArmaturePopulate::~ArmaturePopulate()
{}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0;
}
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
// do nothing
}
void ArmaturePopulate::Execute(aiScene *out) {
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones;
std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
}
/* Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */
/* Before this would use mesh transforms which is wrong for bone transforms */
/* Before this would work for simple character skeletons but not complex meshes
* with multiple origins */
/* Source: sketch fab log cutter fbx */
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones) {
ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
// check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
}
BuildBoneList(child, root_node, scene, bones);
}
}
/* Prepare flat node list which can be used for non recursive lookups later */
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
nodes.push_back(child);
BuildNodeList(child, nodes);
}
}
/* A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with
* duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == nullptr) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
}
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
}
/* Returns the armature root node */
/* This is required to be detected for a bone initially, it will recurse up
* until it cannot find another bone and return the node No known failure
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
}
bone_node = bone_node->mParent;
}
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
return nullptr;
}
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
return false;
}
/* Pop this node by name from the stack if found */
/* Used in multiple armature situations with duplicate node / bone names */
/* Known flaw: cannot have nodes with bone names, will be fixed in later release
*/
/* (serious to be fixed) Known flaw: nodes which have more than one bone could
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter;
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;
break;
}
}
if (found != nullptr) {
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
// now pop the element from the node list
nodes.erase(iter);
return found;
}
// unique names can cause this problem
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
return nullptr;
}
} // Namespace Assimp

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@ -0,0 +1,112 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, 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.
----------------------------------------------------------------------
*/
#ifndef ARMATURE_POPULATE_H_
#define ARMATURE_POPULATE_H_
#include "Common/BaseProcess.h"
#include <assimp/BaseImporter.h>
#include <vector>
#include <map>
struct aiNode;
struct aiBone;
namespace Assimp {
// ---------------------------------------------------------------------------
/** Armature Populate: This is a post process designed
* To save you time when importing models into your game engines
* This was originally designed only for fbx but will work with other formats
* it is intended to auto populate aiBone data with armature and the aiNode
* This is very useful when dealing with skinned meshes
* or when dealing with many different skeletons
* It's off by default but recommend that you try it and use it
* It should reduce down any glue code you have in your
* importers
* You can contact RevoluPowered <gordon@gordonite.tech>
* For more info about this
*/
class ASSIMP_API ArmaturePopulate : public BaseProcess {
public:
/// The default class constructor.
ArmaturePopulate();
/// The class destructor.
virtual ~ArmaturePopulate();
/// 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 );
static aiNode *GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list);
static bool IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones);
static aiNode *GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes);
static void BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes);
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones);
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack);
};
} // Namespace Assimp
#endif // SCALE_PROCESS_H_

View File

@ -358,7 +358,7 @@ namespace glTF2 {
WriteVec(pbrSpecularGlossiness, pbrSG.specularFactor, "specularFactor", defaultSpecularFactor, w.mAl); WriteVec(pbrSpecularGlossiness, pbrSG.specularFactor, "specularFactor", defaultSpecularFactor, w.mAl);
if (pbrSG.glossinessFactor != 1) { if (pbrSG.glossinessFactor != 1) {
WriteFloat(obj, pbrSG.glossinessFactor, "glossinessFactor", w.mAl); WriteFloat(pbrSpecularGlossiness, pbrSG.glossinessFactor, "glossinessFactor", w.mAl);
} }
WriteTex(pbrSpecularGlossiness, pbrSG.diffuseTexture, "diffuseTexture", w.mAl); WriteTex(pbrSpecularGlossiness, pbrSG.diffuseTexture, "diffuseTexture", w.mAl);

View File

@ -320,7 +320,9 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTe
if (path[0] == '*') { // embedded if (path[0] == '*') { // embedded
aiTexture* tex = mScene->mTextures[atoi(&path[1])]; aiTexture* tex = mScene->mTextures[atoi(&path[1])];
uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData); // copy data since lifetime control is handed over to the asset
uint8_t* data = new uint8_t[tex->mWidth];
memcpy(data, tex->pcData, tex->mWidth);
texture->source->SetData(data, tex->mWidth, *mAsset); texture->source->SetData(data, tex->mWidth, *mAsset);
if (tex->achFormatHint[0]) { if (tex->achFormatHint[0]) {

View File

@ -15,6 +15,9 @@
#include <cstdint> #include <cstdint>
//using namespace Assimp; //using namespace Assimp;
// For locale independent number conversion
#include <sstream>
#include <locale>
#ifdef _DEBUG #ifdef _DEBUG
#define IRR_DEBUGPRINT(x) printf((x)); #define IRR_DEBUGPRINT(x) printf((x));
@ -178,8 +181,11 @@ public:
return 0; return 0;
core::stringc c = attrvalue; core::stringc c = attrvalue;
return static_cast<float>(atof(c.c_str())); std::istringstream sstr(c.c_str());
//return fast_atof(c.c_str()); sstr.imbue(std::locale("C")); // Locale free number convert
float fNum;
sstr >> fNum;
return fNum;
} }

View File

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2019, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

@ -128,16 +128,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* GENBOUNDINGBOXES */ * GENBOUNDINGBOXES */
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER #ifdef _WIN32
# undef ASSIMP_API # undef ASSIMP_API
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */ /* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
# ifdef ASSIMP_BUILD_DLL_EXPORT # ifdef ASSIMP_BUILD_DLL_EXPORT
# define ASSIMP_API __declspec(dllexport) # define ASSIMP_API __declspec(dllexport)
# define ASSIMP_API_WINONLY __declspec(dllexport) # define ASSIMP_API_WINONLY __declspec(dllexport)
# pragma warning (disable : 4251)
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in /* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
@ -150,7 +148,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# define ASSIMP_API # define ASSIMP_API
# define ASSIMP_API_WINONLY # define ASSIMP_API_WINONLY
# endif # endif
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
#endif
#ifdef _MSC_VER
# ifdef ASSIMP_BUILD_DLL_EXPORT
# pragma warning (disable : 4251)
# endif
/* Force the compiler to inline a function, if possible /* Force the compiler to inline a function, if possible
*/ */
# define AI_FORCE_INLINE __forceinline # define AI_FORCE_INLINE __forceinline
@ -158,17 +168,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/* Tells the compiler that a function never returns. Used in code analysis /* Tells the compiler that a function never returns. Used in code analysis
* to skip dead paths (e.g. after an assertion evaluated to false). */ * to skip dead paths (e.g. after an assertion evaluated to false). */
# define AI_WONT_RETURN __declspec(noreturn) # define AI_WONT_RETURN __declspec(noreturn)
#elif defined(SWIG) #elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */ /* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else #else
# define AI_WONT_RETURN # define AI_WONT_RETURN
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
# define AI_FORCE_INLINE inline # define AI_FORCE_INLINE inline
#endif // (defined _MSC_VER) #endif // (defined _MSC_VER)

View File

@ -252,6 +252,9 @@ struct aiVertexWeight {
}; };
// Forward declare aiNode (pointer use only)
struct aiNode;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief A single bone of a mesh. /** @brief A single bone of a mesh.
* *
@ -268,6 +271,16 @@ struct aiBone {
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS. //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
unsigned int mNumWeights; unsigned int mNumWeights;
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
// The bone armature node - used for skeleton conversion
// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode* mArmature;
// The bone node in the scene - used for skeleton conversion
// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode* mNode;
#endif
//! The influence weights of this bone, by vertex index. //! The influence weights of this bone, by vertex index.
C_STRUCT aiVertexWeight* mWeights; C_STRUCT aiVertexWeight* mWeights;
@ -422,11 +435,11 @@ struct aiAnimMesh
/**Anim Mesh name */ /**Anim Mesh name */
C_STRUCT aiString mName; C_STRUCT aiString mName;
/** Replacement for aiMesh::mVertices. If this array is non-NULL, /** Replacement for aiMesh::mVertices. If this array is non-nullptr,
* it *must* contain mNumVertices entries. The corresponding * it *must* contain mNumVertices entries. The corresponding
* array in the host mesh must be non-NULL as well - animation * array in the host mesh must be non-nullptr as well - animation
* meshes may neither add or nor remove vertex components (if * meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source * a replacement array is nullptr and the corresponding source
* array is not, the source data is taken instead)*/ * array is not, the source data is taken instead)*/
C_STRUCT aiVector3D* mVertices; C_STRUCT aiVector3D* mVertices;
@ -600,7 +613,7 @@ struct aiMesh
C_STRUCT aiVector3D* mVertices; C_STRUCT aiVector3D* mVertices;
/** Vertex normals. /** Vertex normals.
* The array contains normalized vectors, NULL if not present. * The array contains normalized vectors, nullptr if not present.
* The array is mNumVertices in size. Normals are undefined for * The array is mNumVertices in size. Normals are undefined for
* point and line primitives. A mesh consisting of points and * point and line primitives. A mesh consisting of points and
* lines only may not have normal vectors. Meshes with mixed * lines only may not have normal vectors. Meshes with mixed
@ -623,7 +636,7 @@ struct aiMesh
/** Vertex tangents. /** Vertex tangents.
* The tangent of a vertex points in the direction of the positive * The tangent of a vertex points in the direction of the positive
* X texture axis. The array contains normalized vectors, NULL if * X texture axis. The array contains normalized vectors, nullptr if
* not present. The array is mNumVertices in size. A mesh consisting * not present. The array is mNumVertices in size. A mesh consisting
* of points and lines only may not have normal vectors. Meshes with * of points and lines only may not have normal vectors. Meshes with
* mixed primitive types (i.e. lines and triangles) may have * mixed primitive types (i.e. lines and triangles) may have
@ -637,7 +650,7 @@ struct aiMesh
/** Vertex bitangents. /** Vertex bitangents.
* The bitangent of a vertex points in the direction of the positive * The bitangent of a vertex points in the direction of the positive
* Y texture axis. The array contains normalized vectors, NULL if not * Y texture axis. The array contains normalized vectors, nullptr if not
* present. The array is mNumVertices in size. * present. The array is mNumVertices in size.
* @note If the mesh contains tangents, it automatically also contains * @note If the mesh contains tangents, it automatically also contains
* bitangents. * bitangents.
@ -646,14 +659,14 @@ struct aiMesh
/** Vertex color sets. /** Vertex color sets.
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. NULL if not present. Each array is * colors per vertex. nullptr if not present. Each array is
* mNumVertices in size if present. * mNumVertices in size if present.
*/ */
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Vertex texture coords, also known as UV channels. /** Vertex texture coords, also known as UV channels.
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. NULL if not present. The array is mNumVertices in size. * vertex. nullptr if not present. The array is mNumVertices in size.
*/ */
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
@ -675,7 +688,7 @@ struct aiMesh
C_STRUCT aiFace* mFaces; C_STRUCT aiFace* mFaces;
/** The number of bones this mesh contains. /** The number of bones this mesh contains.
* Can be 0, in which case the mBones array is NULL. * Can be 0, in which case the mBones array is nullptr.
*/ */
unsigned int mNumBones; unsigned int mNumBones;
@ -773,7 +786,10 @@ struct aiMesh
// DO NOT REMOVE THIS ADDITIONAL CHECK // DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumBones && mBones) { if (mNumBones && mBones) {
for( unsigned int a = 0; a < mNumBones; a++) { for( unsigned int a = 0; a < mNumBones; a++) {
delete mBones[a]; if(mBones[a])
{
delete mBones[a];
}
} }
delete [] mBones; delete [] mBones;
} }

View File

@ -320,6 +320,19 @@ enum aiPostProcessSteps
*/ */
aiProcess_FixInfacingNormals = 0x2000, aiProcess_FixInfacingNormals = 0x2000,
// -------------------------------------------------------------------------
/**
* This step generically populates aiBone->mArmature and aiBone->mNode generically
* The point of these is it saves you later having to calculate these elements
* This is useful when handling rest information or skin information
* If you have multiple armatures on your models we strongly recommend enabling this
* Instead of writing your own multi-root, multi-armature lookups we have done the
* hard work for you :)
*/
aiProcess_PopulateArmatureData = 0x4000,
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
/** <hr>This step splits meshes with more than one primitive type in /** <hr>This step splits meshes with more than one primitive type in
* homogeneous sub-meshes. * homogeneous sub-meshes.
@ -537,6 +550,8 @@ enum aiPostProcessSteps
*/ */
aiProcess_Debone = 0x4000000, aiProcess_Debone = 0x4000000,
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
/** <hr>This step will perform a global scale of the model. /** <hr>This step will perform a global scale of the model.
* *

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@ -110,13 +110,13 @@ struct ASSIMP_API aiNode
/** The transformation relative to the node's parent. */ /** The transformation relative to the node's parent. */
C_STRUCT aiMatrix4x4 mTransformation; C_STRUCT aiMatrix4x4 mTransformation;
/** Parent node. NULL if this node is the root node. */ /** Parent node. nullptr if this node is the root node. */
C_STRUCT aiNode* mParent; C_STRUCT aiNode* mParent;
/** The number of child nodes of this node. */ /** The number of child nodes of this node. */
unsigned int mNumChildren; unsigned int mNumChildren;
/** The child nodes of this node. NULL if mNumChildren is 0. */ /** The child nodes of this node. nullptr if mNumChildren is 0. */
C_STRUCT aiNode** mChildren; C_STRUCT aiNode** mChildren;
/** The number of meshes of this node. */ /** The number of meshes of this node. */
@ -127,7 +127,7 @@ struct ASSIMP_API aiNode
*/ */
unsigned int* mMeshes; unsigned int* mMeshes;
/** Metadata associated with this node or NULL if there is no metadata. /** Metadata associated with this node or nullptr if there is no metadata.
* Whether any metadata is generated depends on the source file format. See the * Whether any metadata is generated depends on the source file format. See the
* @link importer_notes @endlink page for more information on every source file * @link importer_notes @endlink page for more information on every source file
* format. Importers that don't document any metadata don't write any. * format. Importers that don't document any metadata don't write any.
@ -149,7 +149,7 @@ struct ASSIMP_API aiNode
* of the scene. * of the scene.
* *
* @param name Name to search for * @param name Name to search for
* @return NULL or a valid Node if the search was successful. * @return nullptr or a valid Node if the search was successful.
*/ */
inline inline
const aiNode* FindNode(const aiString& name) const { const aiNode* FindNode(const aiString& name) const {
@ -344,7 +344,7 @@ struct aiScene
#ifdef __cplusplus #ifdef __cplusplus
//! Default constructor - set everything to 0/NULL //! Default constructor - set everything to 0/nullptr
ASSIMP_API aiScene(); ASSIMP_API aiScene();
//! Destructor //! Destructor
@ -353,33 +353,33 @@ struct aiScene
//! Check whether the scene contains meshes //! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true. //! Unless no special scene flags are set this will always be true.
inline bool HasMeshes() const { inline bool HasMeshes() const {
return mMeshes != NULL && mNumMeshes > 0; return mMeshes != nullptr && mNumMeshes > 0;
} }
//! Check whether the scene contains materials //! Check whether the scene contains materials
//! Unless no special scene flags are set this will always be true. //! Unless no special scene flags are set this will always be true.
inline bool HasMaterials() const { inline bool HasMaterials() const {
return mMaterials != NULL && mNumMaterials > 0; return mMaterials != nullptr && mNumMaterials > 0;
} }
//! Check whether the scene contains lights //! Check whether the scene contains lights
inline bool HasLights() const { inline bool HasLights() const {
return mLights != NULL && mNumLights > 0; return mLights != nullptr && mNumLights > 0;
} }
//! Check whether the scene contains textures //! Check whether the scene contains textures
inline bool HasTextures() const { inline bool HasTextures() const {
return mTextures != NULL && mNumTextures > 0; return mTextures != nullptr && mNumTextures > 0;
} }
//! Check whether the scene contains cameras //! Check whether the scene contains cameras
inline bool HasCameras() const { inline bool HasCameras() const {
return mCameras != NULL && mNumCameras > 0; return mCameras != nullptr && mNumCameras > 0;
} }
//! Check whether the scene contains animations //! Check whether the scene contains animations
inline bool HasAnimations() const { inline bool HasAnimations() const {
return mAnimations != NULL && mNumAnimations > 0; return mAnimations != nullptr && mNumAnimations > 0;
} }
//! Returns a short filename from a full path //! Returns a short filename from a full path

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@ -118,6 +118,7 @@ SET( IMPORTERS
unit/utColladaImportExport.cpp unit/utColladaImportExport.cpp
unit/utCSMImportExport.cpp unit/utCSMImportExport.cpp
unit/utB3DImportExport.cpp unit/utB3DImportExport.cpp
unit/utM3DImportExport.cpp
unit/utMDCImportExport.cpp unit/utMDCImportExport.cpp
unit/utAssbinImportExport.cpp unit/utAssbinImportExport.cpp
unit/ImportExport/utAssjsonImportExport.cpp unit/ImportExport/utAssjsonImportExport.cpp
@ -148,6 +149,7 @@ SET( POST_PROCESSES
unit/utRemoveRedundantMaterials.cpp unit/utRemoveRedundantMaterials.cpp
unit/utRemoveVCProcess.cpp unit/utRemoveVCProcess.cpp
unit/utScaleProcess.cpp unit/utScaleProcess.cpp
unit/utArmaturePopulate.cpp
unit/utJoinVertices.cpp unit/utJoinVertices.cpp
unit/utRemoveComments.cpp unit/utRemoveComments.cpp
unit/utRemoveComponent.cpp unit/utRemoveComponent.cpp

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@ -0,0 +1,33 @@
3dmodel 1
cube_with_vertexcolors.obj
MIT
bzt
comment
Vertex
0 0 0 1 #ff786d7b
0 0 -1 1
1 1 0 1 #ff320a4d
1 0 0 1 #ff19c718
0 1 0 1 #ff2c0004
-1 0 0 1
0 1 1 1 #ff0a00df
0 0 1 1 #ff790018
1 1 1 1 #ffc70017
1 0 1 1 #ff380a7b
0 -1 0 1
Mesh
0//1 2//1 3//1
0//1 4//1 2//1
0//5 6//5 4//5
0//5 7//5 6//5
4//4 8//4 2//4
4//4 6//4 8//4
3//3 2//3 8//3
3//3 8//3 9//3
0//10 3//10 9//10
0//10 9//10 7//10
7//7 9//7 8//7
7//7 8//7 6//7

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@ -16,7 +16,7 @@ int main(int argc, char* argv[])
// create a logger from both CPP // create a logger from both CPP
Assimp::DefaultLogger::create("AssimpLog_Cpp.txt",Assimp::Logger::VERBOSE, Assimp::DefaultLogger::create("AssimpLog_Cpp.txt",Assimp::Logger::VERBOSE,
aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE); aiDefaultLogStream_STDOUT | aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE);
// .. and C. They should smoothly work together // .. and C. They should smoothly work together
aiEnableVerboseLogging(AI_TRUE); aiEnableVerboseLogging(AI_TRUE);

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@ -0,0 +1,83 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include "TestModelFactory.h"
#include "SceneDiffer.h"
#include "AbstractImportExportBase.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/types.h>
#include "PostProcessing/ArmaturePopulate.h"
namespace Assimp {
namespace UnitTest {
class utArmaturePopulate : public ::testing::Test {
// empty
};
TEST_F( utArmaturePopulate, importCheckForArmatureTest) {
Assimp::Importer importer;
unsigned int mask = aiProcess_PopulateArmatureData | aiProcess_ValidateDataStructure;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/huesitos.fbx", mask);
EXPECT_NE( nullptr, scene );
EXPECT_EQ(scene->mNumMeshes, 1u);
aiMesh* mesh = scene->mMeshes[0];
EXPECT_EQ(mesh->mNumFaces, 68u);
EXPECT_EQ(mesh->mNumVertices, 256u);
EXPECT_GT(mesh->mNumBones, 0u);
aiBone* exampleBone = mesh->mBones[0];
EXPECT_NE(exampleBone, nullptr);
EXPECT_NE(exampleBone->mArmature, nullptr);
EXPECT_NE(exampleBone->mNode, nullptr);
}
} // Namespace UnitTest
} // Namespace Assimp

View File

@ -44,6 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AbstractImportExportBase.h" #include "AbstractImportExportBase.h"
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
using namespace Assimp; using namespace Assimp;
@ -52,8 +53,19 @@ class utColladaImportExport : public AbstractImportExportBase {
public: public:
virtual bool importerTest() { virtual bool importerTest() {
Assimp::Importer importer; Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure ); const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
return nullptr != scene; if (scene == nullptr)
return false;
// Expected number of items
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mNumMaterials, 1u);
EXPECT_EQ(scene->mNumAnimations, 0u);
EXPECT_EQ(scene->mNumTextures, 0u);
EXPECT_EQ(scene->mNumLights, 1u);
EXPECT_EQ(scene->mNumCameras, 1u);
return true;
} }
}; };
@ -64,9 +76,37 @@ TEST_F(utColladaImportExport, importBlenFromFileTest) {
class utColladaZaeImportExport : public AbstractImportExportBase { class utColladaZaeImportExport : public AbstractImportExportBase {
public: public:
virtual bool importerTest() { virtual bool importerTest() {
Assimp::Importer importer; {
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure); Assimp::Importer importer;
return nullptr != scene; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure);
if (scene == nullptr)
return false;
// Expected number of items
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mNumMaterials, 1u);
EXPECT_EQ(scene->mNumAnimations, 0u);
EXPECT_EQ(scene->mNumTextures, 1u);
EXPECT_EQ(scene->mNumLights, 1u);
EXPECT_EQ(scene->mNumCameras, 1u);
}
{
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck_nomanifest.zae", aiProcess_ValidateDataStructure);
if (scene == nullptr)
return false;
// Expected number of items
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mNumMaterials, 1u);
EXPECT_EQ(scene->mNumAnimations, 0u);
EXPECT_EQ(scene->mNumTextures, 1u);
EXPECT_EQ(scene->mNumLights, 1u);
EXPECT_EQ(scene->mNumCameras, 1u);
}
return true;
} }
}; };

View File

@ -76,6 +76,7 @@ TEST_F( utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords ) {
EXPECT_EQ(mesh->mNumVertices, 36u); EXPECT_EQ(mesh->mNumVertices, 36u);
} }
TEST_F(utFBXImporterExporter, importCubesWithNoNames) { TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
Assimp::Importer importer; Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_nonames.fbx", aiProcess_ValidateDataStructure); const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_nonames.fbx", aiProcess_ValidateDataStructure);
@ -86,26 +87,6 @@ TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
ASSERT_STREQ(root->mName.C_Str(), "RootNode"); ASSERT_STREQ(root->mName.C_Str(), "RootNode");
ASSERT_TRUE(root->mChildren); ASSERT_TRUE(root->mChildren);
ASSERT_EQ(root->mNumChildren, 2u); ASSERT_EQ(root->mNumChildren, 2u);
const auto child0 = root->mChildren[0];
ASSERT_TRUE(child0);
ASSERT_STREQ(child0->mName.C_Str(), "RootNode001");
ASSERT_TRUE(child0->mChildren);
ASSERT_EQ(child0->mNumChildren, 1u);
const auto child00 = child0->mChildren[0];
ASSERT_TRUE(child00);
ASSERT_STREQ(child00->mName.C_Str(), "RootNode001001");
const auto child1 = root->mChildren[1];
ASSERT_TRUE(child1);
ASSERT_STREQ(child1->mName.C_Str(), "RootNode002");
ASSERT_TRUE(child1->mChildren);
ASSERT_EQ(child1->mNumChildren, 1u);
const auto child10 = child1->mChildren[0];
ASSERT_TRUE(child10);
ASSERT_STREQ(child10->mName.C_Str(), "RootNode002001");
} }
TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) { TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
@ -137,7 +118,7 @@ TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
const auto child10 = child1->mChildren[0]; const auto child10 = child1->mChildren[0];
ASSERT_TRUE(child10); ASSERT_TRUE(child10);
ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31""001"); ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
} }
TEST_F(utFBXImporterExporter, importCubesComplexTransform) { TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
@ -168,14 +149,14 @@ TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
auto parent = child1; auto parent = child1;
const size_t chain_length = 8u; const size_t chain_length = 8u;
const char* chainStr[chain_length] = { const char* chainStr[chain_length] = {
"Cube1001_$AssimpFbx$_Translation", "Cube1_$AssimpFbx$_Translation",
"Cube1001_$AssimpFbx$_RotationPivot", "Cube1_$AssimpFbx$_RotationPivot",
"Cube1001_$AssimpFbx$_RotationPivotInverse", "Cube1_$AssimpFbx$_RotationPivotInverse",
"Cube1001_$AssimpFbx$_ScalingOffset", "Cube1_$AssimpFbx$_ScalingOffset",
"Cube1001_$AssimpFbx$_ScalingPivot", "Cube1_$AssimpFbx$_ScalingPivot",
"Cube1001_$AssimpFbx$_Scaling", "Cube1_$AssimpFbx$_Scaling",
"Cube1001_$AssimpFbx$_ScalingPivotInverse", "Cube1_$AssimpFbx$_ScalingPivotInverse",
"Cube1001" "Cube1"
}; };
for (size_t i = 0; i < chain_length; ++i) { for (size_t i = 0; i < chain_length; ++i) {
ASSERT_TRUE(parent->mChildren); ASSERT_TRUE(parent->mChildren);
@ -282,3 +263,23 @@ TEST_F(utFBXImporterExporter, fbxTokenizeTestTest) {
//const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/transparentTest2.fbx", aiProcess_ValidateDataStructure); //const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/transparentTest2.fbx", aiProcess_ValidateDataStructure);
//EXPECT_NE(nullptr, scene); //EXPECT_NE(nullptr, scene);
} }
TEST_F(utFBXImporterExporter, importOrphantEmbeddedTextureTest) {
// see https://github.com/assimp/assimp/issues/1957
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box_orphant_embedded_texture.fbx", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(1u, scene->mNumMaterials);
aiMaterial *mat = scene->mMaterials[0];
ASSERT_NE(nullptr, mat);
aiString path;
aiTextureMapMode modes[2];
ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
ASSERT_STREQ(path.C_Str(), "..\\Primitives\\GridGrey.tga");
ASSERT_EQ(1u, scene->mNumTextures);
ASSERT_TRUE(scene->mTextures[0]->pcData);
ASSERT_EQ(9026u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression used for a texture.";
}

View File

@ -0,0 +1,68 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include "SceneDiffer.h"
#include "AbstractImportExportBase.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
using namespace Assimp;
class utM3DImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/M3D/WusonBlitz0.m3d", aiProcess_ValidateDataStructure );
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
return nullptr != scene;
#else
return nullptr == scene;
#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
}
};
TEST_F( utM3DImportExport, importM3DFromFileTest ) {
EXPECT_TRUE( importerTest() );
}

View File

@ -48,7 +48,7 @@ TEST_F( utVersion, aiGetLegalStringTest ) {
EXPECT_NE( lv, nullptr ); EXPECT_NE( lv, nullptr );
std::string text( lv ); std::string text( lv );
size_t pos( text.find( std::string( "2017" ) ) ); size_t pos( text.find( std::string( "2019" ) ) );
EXPECT_NE( pos, std::string::npos ); EXPECT_NE( pos, std::string::npos );
} }