commit
0e939cc450
|
@ -249,9 +249,15 @@ IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
|
|||
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||
ENDIF()
|
||||
# hide all not-exported symbols
|
||||
IF(CMAKE_HOST_SYSTEM_PROCESSOR MATCHES "mips64" )
|
||||
SET(CMAKE_CXX_FLAGS "-mxgot -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
|
||||
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
|
||||
SET(LIBSTDC++_LIBRARIES -lstdc++)
|
||||
ELSE()
|
||||
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
|
||||
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
|
||||
SET(LIBSTDC++_LIBRARIES -lstdc++)
|
||||
ENDIF()
|
||||
ELSEIF(MSVC)
|
||||
# enable multi-core compilation with MSVC
|
||||
IF( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) # clang-cl
|
||||
|
|
11
Readme.md
11
Readme.md
|
@ -16,13 +16,16 @@ A library to import and export various 3d-model-formats including scene-post-pro
|
|||
<br>
|
||||
|
||||
APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
|
||||
|
||||
[Check the latest doc](https://assimp-docs.readthedocs.io/en/latest/).
|
||||
|
||||
Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
|
||||
|
||||
This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
|
||||
### Latest Doc's ###
|
||||
Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/).
|
||||
|
||||
### Get involved ###
|
||||
This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
|
||||
<br>
|
||||
You find a bug in the docs? Use [Doc-Repo](https://github.com/assimp/assimp-docs).
|
||||
<br>
|
||||
Please check our Wiki as well: https://github.com/assimp/assimp/wiki
|
||||
|
||||
If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
|
||||
|
|
|
@ -9,8 +9,10 @@ For details, see http://sourceforge.net/projects/libb64
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|||
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||||
const int CHARS_PER_LINE = 72;
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||||
|
||||
#ifdef _MSC_VER
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||||
#pragma warning(push)
|
||||
#pragma warning(disable : 4244)
|
||||
#endif // _MSC_VER
|
||||
|
||||
void base64_init_encodestate(base64_encodestate* state_in)
|
||||
{
|
||||
|
@ -110,4 +112,6 @@ int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
|
|||
return (int)(codechar - code_out);
|
||||
}
|
||||
|
||||
#ifdef _MSC_VER
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#pragma warning(pop)
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#endif // _MSC_VER
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|
|
|
@ -185,6 +185,17 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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return unique_name;
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}
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/// This struct manages nodes which may or may not end up in the node hierarchy.
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/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
|
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struct FBXConverter::PotentialNode
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{
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PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
|
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PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
|
||||
aiNode* operator->() { return mNode; }
|
||||
std::unique_ptr<aiNode> mOwnership;
|
||||
aiNode* mNode;
|
||||
};
|
||||
|
||||
/// todo: pre-build node hierarchy
|
||||
/// todo: get bone from stack
|
||||
/// todo: make map of aiBone* to aiNode*
|
||||
|
@ -192,13 +203,12 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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|||
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
|
||||
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
|
||||
|
||||
std::vector<aiNode *> nodes;
|
||||
std::vector<PotentialNode> nodes;
|
||||
nodes.reserve(conns.size());
|
||||
|
||||
std::vector<aiNode *> nodes_chain;
|
||||
std::vector<aiNode *> post_nodes_chain;
|
||||
std::vector<PotentialNode> nodes_chain;
|
||||
std::vector<PotentialNode> post_nodes_chain;
|
||||
|
||||
try {
|
||||
for (const Connection *con : conns) {
|
||||
// ignore object-property links
|
||||
if (con->PropertyName().length()) {
|
||||
|
@ -237,31 +247,31 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
|
|||
ai_assert(nodes_chain.size());
|
||||
|
||||
if (need_additional_node) {
|
||||
nodes_chain.push_back(new aiNode(node_name));
|
||||
nodes_chain.emplace_back(PotentialNode(node_name));
|
||||
}
|
||||
|
||||
//setup metadata on newest node
|
||||
SetupNodeMetadata(*model, *nodes_chain.back());
|
||||
SetupNodeMetadata(*model, *nodes_chain.back().mNode);
|
||||
|
||||
// link all nodes in a row
|
||||
aiNode *last_parent = parent;
|
||||
for (aiNode *child : nodes_chain) {
|
||||
ai_assert(child);
|
||||
for (PotentialNode& child : nodes_chain) {
|
||||
ai_assert(child.mNode);
|
||||
|
||||
if (last_parent != parent) {
|
||||
last_parent->mNumChildren = 1;
|
||||
last_parent->mChildren = new aiNode *[1];
|
||||
last_parent->mChildren[0] = child;
|
||||
last_parent->mChildren[0] = child.mOwnership.release();
|
||||
}
|
||||
|
||||
child->mParent = last_parent;
|
||||
last_parent = child;
|
||||
last_parent = child.mNode;
|
||||
|
||||
new_abs_transform *= child->mTransformation;
|
||||
}
|
||||
|
||||
// attach geometry
|
||||
ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
|
||||
ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
|
||||
|
||||
// check if there will be any child nodes
|
||||
const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
|
||||
|
@ -269,27 +279,23 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
|
|||
// if so, link the geometric transform inverse nodes
|
||||
// before we attach any child nodes
|
||||
if (child_conns.size()) {
|
||||
for (aiNode *postnode : post_nodes_chain) {
|
||||
ai_assert(postnode);
|
||||
for (PotentialNode& postnode : post_nodes_chain) {
|
||||
ai_assert(postnode.mNode);
|
||||
|
||||
if (last_parent != parent) {
|
||||
last_parent->mNumChildren = 1;
|
||||
last_parent->mChildren = new aiNode *[1];
|
||||
last_parent->mChildren[0] = postnode;
|
||||
last_parent->mChildren[0] = postnode.mOwnership.release();
|
||||
}
|
||||
|
||||
postnode->mParent = last_parent;
|
||||
last_parent = postnode;
|
||||
last_parent = postnode.mNode;
|
||||
|
||||
new_abs_transform *= postnode->mTransformation;
|
||||
}
|
||||
} else {
|
||||
// free the nodes we allocated as we don't need them
|
||||
Util::delete_fun<aiNode> deleter;
|
||||
std::for_each(
|
||||
post_nodes_chain.begin(),
|
||||
post_nodes_chain.end(),
|
||||
deleter);
|
||||
post_nodes_chain.clear();
|
||||
}
|
||||
|
||||
// recursion call - child nodes
|
||||
|
@ -303,7 +309,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
|
|||
ConvertCameras(*model, node_name);
|
||||
}
|
||||
|
||||
nodes.push_back(nodes_chain.front());
|
||||
nodes.push_back(std::move(nodes_chain.front()));
|
||||
nodes_chain.clear();
|
||||
}
|
||||
}
|
||||
|
@ -312,18 +318,15 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
|
|||
parent->mChildren = new aiNode *[nodes.size()]();
|
||||
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
|
||||
|
||||
std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
|
||||
for (unsigned int i = 0; i < nodes.size(); ++i)
|
||||
{
|
||||
parent->mChildren[i] = nodes[i].mOwnership.release();
|
||||
}
|
||||
nodes.clear();
|
||||
} else {
|
||||
parent->mNumChildren = 0;
|
||||
parent->mChildren = nullptr;
|
||||
}
|
||||
|
||||
} catch (std::exception &) {
|
||||
Util::delete_fun<aiNode> deleter;
|
||||
std::for_each(nodes.begin(), nodes.end(), deleter);
|
||||
std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
|
||||
std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
|
||||
}
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertLights(const Model &model, const std::string &orig_name) {
|
||||
|
@ -681,8 +684,8 @@ std::string FBXConverter::NameTransformationChainNode(const std::string &name, T
|
|||
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
|
||||
}
|
||||
|
||||
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<aiNode *> &output_nodes,
|
||||
std::vector<aiNode *> &post_output_nodes) {
|
||||
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
|
||||
std::vector<PotentialNode> &post_output_nodes) {
|
||||
const PropertyTable &props = model.Props();
|
||||
const Model::RotOrder rot = model.RotationOrder();
|
||||
|
||||
|
@ -828,7 +831,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
|||
chain[i] = chain[i].Inverse();
|
||||
}
|
||||
|
||||
aiNode *nd = new aiNode();
|
||||
PotentialNode nd;
|
||||
nd->mName.Set(NameTransformationChainNode(name, comp));
|
||||
nd->mTransformation = chain[i];
|
||||
|
||||
|
@ -836,9 +839,9 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
|||
if (comp == TransformationComp_GeometricScalingInverse ||
|
||||
comp == TransformationComp_GeometricRotationInverse ||
|
||||
comp == TransformationComp_GeometricTranslationInverse) {
|
||||
post_output_nodes.push_back(nd);
|
||||
post_output_nodes.emplace_back(std::move(nd));
|
||||
} else {
|
||||
output_nodes.push_back(nd);
|
||||
output_nodes.emplace_back(std::move(nd));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -847,8 +850,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
|||
}
|
||||
|
||||
// else, we can just multiply the matrices together
|
||||
aiNode *nd = new aiNode();
|
||||
output_nodes.push_back(nd);
|
||||
PotentialNode nd;
|
||||
|
||||
// name passed to the method is already unique
|
||||
nd->mName.Set(name);
|
||||
|
@ -857,6 +859,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
|||
for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
|
||||
nd->mTransformation = nd->mTransformation * chain[i];
|
||||
}
|
||||
output_nodes.push_back(std::move(nd));
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -2011,12 +2014,40 @@ void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const TextureMap &_
|
|||
TrySetTextureProperties(out_mat, _textures, "Maya|TEX_roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "Maya|TEX_ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
|
||||
|
||||
// 3DSMax PBR
|
||||
// 3DSMax Physical material
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
|
||||
|
||||
// 3DSMax PBR materials
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|base_color_map", aiTextureType_BASE_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|norm_map", aiTextureType_NORMAL_CAMERA, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|emit_color_map", aiTextureType_EMISSION_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|opacity_map", aiTextureType_OPACITY, mesh);
|
||||
// Metalness/Roughness material type
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|metalness_map", aiTextureType_METALNESS, mesh);
|
||||
// Specular/Gloss material type
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|specular_map", aiTextureType_SPECULAR, mesh);
|
||||
|
||||
// Glossiness vs roughness in 3ds Max Pbr Materials
|
||||
int useGlossiness;
|
||||
if (out_mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness) == aiReturn_SUCCESS) {
|
||||
// These textures swap meaning if ((useGlossiness == 1) != (material type is Specular/Gloss))
|
||||
if (useGlossiness == 1) {
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_SHININESS, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_SHININESS, mesh);
|
||||
}
|
||||
else if (useGlossiness == 2) {
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
|
||||
}
|
||||
else {
|
||||
FBXImporter::LogWarn("A 3dsMax Pbr Material must have a useGlossiness value to correctly interpret roughness and glossiness textures.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const LayeredTextureMap &layeredTextures, const MeshGeometry *const mesh) {
|
||||
|
|
|
@ -171,9 +171,10 @@ private:
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* note: memory for output_nodes will be managed by the caller
|
||||
* note: memory for output_nodes is managed by the caller, via the PotentialNode struct.
|
||||
*/
|
||||
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes);
|
||||
struct PotentialNode;
|
||||
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<PotentialNode>& output_nodes, std::vector<PotentialNode>& post_output_nodes);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||
|
|
|
@ -69,6 +69,20 @@ Property::~Property()
|
|||
|
||||
namespace {
|
||||
|
||||
void checkTokenCount(const TokenList& tok, unsigned int expectedCount)
|
||||
{
|
||||
ai_assert(expectedCount >= 2);
|
||||
if (tok.size() < expectedCount) {
|
||||
const std::string& s = ParseTokenAsString(*tok[1]);
|
||||
if (tok[1]->IsBinary()) {
|
||||
throw DeadlyImportError("Not enough tokens for property of type ", s, " at offset ", tok[1]->Offset());
|
||||
}
|
||||
else {
|
||||
throw DeadlyImportError("Not enough tokens for property of type ", s, " at line ", tok[1]->Line());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// read a typed property out of a FBX element. The return value is nullptr if the property cannot be read.
|
||||
Property* ReadTypedProperty(const Element& element)
|
||||
|
@ -83,23 +97,23 @@ Property* ReadTypedProperty(const Element& element)
|
|||
const std::string& s = ParseTokenAsString(*tok[1]);
|
||||
const char* const cs = s.c_str();
|
||||
if (!strcmp(cs,"KString")) {
|
||||
ai_assert(tok.size() >= 5);
|
||||
checkTokenCount(tok, 5);
|
||||
return new TypedProperty<std::string>(ParseTokenAsString(*tok[4]));
|
||||
}
|
||||
else if (!strcmp(cs,"bool") || !strcmp(cs,"Bool")) {
|
||||
ai_assert(tok.size() >= 5);
|
||||
checkTokenCount(tok, 5);
|
||||
return new TypedProperty<bool>(ParseTokenAsInt(*tok[4]) != 0);
|
||||
}
|
||||
else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
|
||||
ai_assert(tok.size() >= 5);
|
||||
else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum") || !strcmp(cs, "Integer")) {
|
||||
checkTokenCount(tok, 5);
|
||||
return new TypedProperty<int>(ParseTokenAsInt(*tok[4]));
|
||||
}
|
||||
else if (!strcmp(cs, "ULongLong")) {
|
||||
ai_assert(tok.size() >= 5);
|
||||
checkTokenCount(tok, 5);
|
||||
return new TypedProperty<uint64_t>(ParseTokenAsID(*tok[4]));
|
||||
}
|
||||
else if (!strcmp(cs, "KTime")) {
|
||||
ai_assert(tok.size() >= 5);
|
||||
checkTokenCount(tok, 5);
|
||||
return new TypedProperty<int64_t>(ParseTokenAsInt64(*tok[4]));
|
||||
}
|
||||
else if (!strcmp(cs,"Vector3D") ||
|
||||
|
@ -110,7 +124,7 @@ Property* ReadTypedProperty(const Element& element)
|
|||
!strcmp(cs,"Lcl Rotation") ||
|
||||
!strcmp(cs,"Lcl Scaling")
|
||||
) {
|
||||
ai_assert(tok.size() >= 7);
|
||||
checkTokenCount(tok, 7);
|
||||
return new TypedProperty<aiVector3D>(aiVector3D(
|
||||
ParseTokenAsFloat(*tok[4]),
|
||||
ParseTokenAsFloat(*tok[5]),
|
||||
|
@ -118,9 +132,18 @@ Property* ReadTypedProperty(const Element& element)
|
|||
);
|
||||
}
|
||||
else if (!strcmp(cs,"double") || !strcmp(cs,"Number") || !strcmp(cs,"Float") || !strcmp(cs,"FieldOfView") || !strcmp( cs, "UnitScaleFactor" ) ) {
|
||||
ai_assert(tok.size() >= 5);
|
||||
checkTokenCount(tok, 5);
|
||||
return new TypedProperty<float>(ParseTokenAsFloat(*tok[4]));
|
||||
}
|
||||
else if (!strcmp(cs, "ColorAndAlpha")) {
|
||||
checkTokenCount(tok, 8);
|
||||
return new TypedProperty<aiColor4D>(aiColor4D(
|
||||
ParseTokenAsFloat(*tok[4]),
|
||||
ParseTokenAsFloat(*tok[5]),
|
||||
ParseTokenAsFloat(*tok[6]),
|
||||
ParseTokenAsFloat(*tok[7]))
|
||||
);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
|
|
@ -49,7 +49,9 @@ using namespace glTFCommon::Util;
|
|||
namespace Util {
|
||||
|
||||
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out) {
|
||||
ai_assert(inLength % 4 == 0);
|
||||
if (inLength % 4 != 0) {
|
||||
throw DeadlyImportError("Invalid base64 encoded data: \"", std::string(in, std::min(size_t(32), inLength)), "\", length:", inLength);
|
||||
}
|
||||
|
||||
if (inLength < 4) {
|
||||
out = 0;
|
||||
|
|
|
@ -249,7 +249,10 @@ inline char EncodeCharBase64(uint8_t b) {
|
|||
}
|
||||
|
||||
inline uint8_t DecodeCharBase64(char c) {
|
||||
return DATA<true>::tableDecodeBase64[size_t(c)]; // TODO faster with lookup table or ifs?
|
||||
if (c & 0x80) {
|
||||
throw DeadlyImportError("Invalid base64 char value: ", size_t(c));
|
||||
}
|
||||
return DATA<true>::tableDecodeBase64[size_t(c & 0x7F)]; // TODO faster with lookup table or ifs?
|
||||
}
|
||||
|
||||
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out);
|
||||
|
|
|
@ -1124,6 +1124,14 @@ private:
|
|||
IOStream *OpenFile(std::string path, const char *mode, bool absolute = false);
|
||||
};
|
||||
|
||||
inline std::string getContextForErrorMessages(const std::string &id, const std::string &name) {
|
||||
std::string context = id;
|
||||
if (!name.empty()) {
|
||||
context += " (\"" + name + "\")";
|
||||
}
|
||||
return context;
|
||||
}
|
||||
|
||||
} // namespace glTF2
|
||||
|
||||
// Include the implementation of the methods
|
||||
|
|
|
@ -273,17 +273,21 @@ Ref<T> LazyDict<T>::Retrieve(unsigned int i) {
|
|||
}
|
||||
|
||||
if (!mDict->IsArray()) {
|
||||
throw DeadlyImportError("GLTF: Field is not an array \"", mDictId, "\"");
|
||||
throw DeadlyImportError("GLTF: Field \"", mDictId, "\" is not an array");
|
||||
}
|
||||
|
||||
if (i >= mDict->Size()) {
|
||||
throw DeadlyImportError("GLTF: Array index ", i, " is out of bounds (", mDict->Size(), ") for \"", mDictId, "\"");
|
||||
}
|
||||
|
||||
Value &obj = (*mDict)[i];
|
||||
|
||||
if (!obj.IsObject()) {
|
||||
throw DeadlyImportError("GLTF: Object at index \"", to_string(i), "\" is not a JSON object");
|
||||
throw DeadlyImportError("GLTF: Object at index ", i, " in array \"", mDictId, "\" is not a JSON object");
|
||||
}
|
||||
|
||||
if (mRecursiveReferenceCheck.find(i) != mRecursiveReferenceCheck.end()) {
|
||||
throw DeadlyImportError("GLTF: Object at index \"", to_string(i), "\" has recursive reference to itself");
|
||||
throw DeadlyImportError("GLTF: Object at index ", i, " in array \"", mDictId, "\" has recursive reference to itself");
|
||||
}
|
||||
mRecursiveReferenceCheck.insert(i);
|
||||
|
||||
|
@ -741,14 +745,6 @@ inline void CopyData(size_t count,
|
|||
}
|
||||
}
|
||||
|
||||
inline std::string getContextForErrorMessages(const std::string& id, const std::string& name) {
|
||||
std::string context = id;
|
||||
if (!name.empty()) {
|
||||
context += " (\"" + name + "\")";
|
||||
}
|
||||
return context;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
template <class T>
|
||||
|
@ -766,11 +762,12 @@ void Accessor::ExtractData(T *&outData) {
|
|||
const size_t targetElemSize = sizeof(T);
|
||||
|
||||
if (elemSize > targetElemSize) {
|
||||
throw DeadlyImportError("GLTF: elemSize > targetElemSize");
|
||||
throw DeadlyImportError("GLTF: elemSize ", elemSize, " > targetElemSize ", targetElemSize, " in ", getContextForErrorMessages(id, name));
|
||||
}
|
||||
|
||||
if (count*stride > (bufferView ? bufferView->byteLength : sparse->data.size())) {
|
||||
throw DeadlyImportError("GLTF: count*stride out of range");
|
||||
const size_t maxSize = (bufferView ? bufferView->byteLength : sparse->data.size());
|
||||
if (count*stride > maxSize) {
|
||||
throw DeadlyImportError("GLTF: count*stride ", (count * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
|
||||
}
|
||||
|
||||
outData = new T[count];
|
||||
|
|
|
@ -1126,7 +1126,7 @@ void glTF2Exporter::MergeMeshes()
|
|||
unsigned int meshIndex = meshRef.GetIndex();
|
||||
|
||||
if (meshIndex == removedIndex) {
|
||||
node->meshes.erase(curNode->meshes.begin() + mm);
|
||||
curNode->meshes.erase(curNode->meshes.begin() + mm);
|
||||
} else if (meshIndex > removedIndex) {
|
||||
Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
|
||||
|
||||
|
|
|
@ -918,7 +918,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
|||
|
||||
if (!node.meshes.empty()) {
|
||||
// GLTF files contain at most 1 mesh per node.
|
||||
assert(node.meshes.size() == 1);
|
||||
if (node.meshes.size() > 1)
|
||||
{
|
||||
throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(), " meshes in ", getContextForErrorMessages(node.id, node.name), ", but only 1 mesh per node allowed.");
|
||||
}
|
||||
int mesh_idx = node.meshes[0].GetIndex();
|
||||
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
||||
|
||||
|
|
|
@ -1033,7 +1033,10 @@ ELSE()
|
|||
INCLUDE_DIRECTORIES( "../contrib" )
|
||||
INCLUDE_DIRECTORIES( "../contrib/pugixml/src" )
|
||||
ADD_DEFINITIONS( -DRAPIDJSON_HAS_STDSTRING=1 )
|
||||
option( ASSIMP_RAPIDJSON_NO_MEMBER_ITERATOR "Suppress rapidjson warning on MSVC (NOTE: breaks android build)" ON )
|
||||
if(ASSIMP_RAPIDJSON_NO_MEMBER_ITERATOR)
|
||||
ADD_DEFINITIONS( -DRAPIDJSON_NOMEMBERITERATORCLASS )
|
||||
endif()
|
||||
ENDIF()
|
||||
|
||||
# VC2010 fixes
|
||||
|
|
|
@ -96,8 +96,9 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
|||
if (!mesh->mTextureCoords[i]) {
|
||||
mesh->mNumUVComponents[i] = 0;
|
||||
} else {
|
||||
if (!mesh->mNumUVComponents[i])
|
||||
if (!mesh->mNumUVComponents[i]) {
|
||||
mesh->mNumUVComponents[i] = 2;
|
||||
}
|
||||
|
||||
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
|
||||
|
||||
|
@ -105,17 +106,20 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
|||
// as if they were 2D channels .. just in case an application doesn't handle
|
||||
// this case
|
||||
if (2 == mesh->mNumUVComponents[i]) {
|
||||
for (; p != end; ++p)
|
||||
for (; p != end; ++p) {
|
||||
p->z = 0.f;
|
||||
}
|
||||
} else if (1 == mesh->mNumUVComponents[i]) {
|
||||
for (; p != end; ++p)
|
||||
for (; p != end; ++p) {
|
||||
p->z = p->y = 0.f;
|
||||
}
|
||||
} else if (3 == mesh->mNumUVComponents[i]) {
|
||||
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
|
||||
for (; p != end; ++p) {
|
||||
if (p->z != 0)
|
||||
if (p->z != 0) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (p == end) {
|
||||
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
|
||||
mesh->mNumUVComponents[i] = 2;
|
||||
|
@ -151,7 +155,6 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
|||
|
||||
// If tangents and normals are given but no bitangents compute them
|
||||
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
|
||||
|
||||
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
|
||||
|
@ -165,11 +168,9 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
|||
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
|
||||
aiNodeAnim *channel = anim->mChannels[i];
|
||||
|
||||
/* If the exact duration of the animation is not given
|
||||
* compute it now.
|
||||
*/
|
||||
// If the exact duration of the animation is not given
|
||||
// compute it now.
|
||||
if (anim->mDuration == -1.) {
|
||||
|
||||
// Position keys
|
||||
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
|
||||
aiVectorKey &key = channel->mPositionKeys[j];
|
||||
|
@ -192,11 +193,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
|||
}
|
||||
}
|
||||
|
||||
/* Check whether the animation channel has no rotation
|
||||
* or position tracks. In this case we generate a dummy
|
||||
* track from the information we have in the transformation
|
||||
* matrix of the corresponding node.
|
||||
*/
|
||||
// Check whether the animation channel has no rotation
|
||||
// or position tracks. In this case we generate a dummy
|
||||
// track from the information we have in the transformation
|
||||
// matrix of the corresponding node.
|
||||
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
|
||||
// Find the node that belongs to this animation
|
||||
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
|
||||
|
@ -210,6 +210,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
|||
|
||||
// No rotation keys? Generate a dummy track
|
||||
if (!channel->mNumRotationKeys) {
|
||||
if (channel->mRotationKeys) {
|
||||
delete[] channel->mRotationKeys;
|
||||
channel->mRotationKeys = nullptr;
|
||||
}
|
||||
ai_assert(!channel->mRotationKeys);
|
||||
channel->mNumRotationKeys = 1;
|
||||
channel->mRotationKeys = new aiQuatKey[1];
|
||||
|
@ -225,6 +229,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
|||
|
||||
// No scaling keys? Generate a dummy track
|
||||
if (!channel->mNumScalingKeys) {
|
||||
if (channel->mScalingKeys) {
|
||||
delete[] channel->mScalingKeys;
|
||||
channel->mScalingKeys = nullptr;
|
||||
}
|
||||
ai_assert(!channel->mScalingKeys);
|
||||
channel->mNumScalingKeys = 1;
|
||||
channel->mScalingKeys = new aiVectorKey[1];
|
||||
|
@ -240,6 +248,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
|||
|
||||
// No position keys? Generate a dummy track
|
||||
if (!channel->mNumPositionKeys) {
|
||||
if (channel->mPositionKeys) {
|
||||
delete[] channel->mPositionKeys;
|
||||
channel->mPositionKeys = nullptr;
|
||||
}
|
||||
ai_assert(!channel->mPositionKeys);
|
||||
channel->mNumPositionKeys = 1;
|
||||
channel->mPositionKeys = new aiVectorKey[1];
|
||||
|
|
|
@ -408,6 +408,45 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
}
|
||||
}
|
||||
|
||||
// ... and copy all the morph targets for all the vertices which made it into the new submesh
|
||||
if (pMesh->mNumAnimMeshes > 0) {
|
||||
newMesh->mNumAnimMeshes = pMesh->mNumAnimMeshes;
|
||||
newMesh->mAnimMeshes = new aiAnimMesh*[newMesh->mNumAnimMeshes];
|
||||
|
||||
for (unsigned int morphIdx = 0; morphIdx < newMesh->mNumAnimMeshes; ++morphIdx) {
|
||||
aiAnimMesh* origTarget = pMesh->mAnimMeshes[morphIdx];
|
||||
aiAnimMesh* newTarget = new aiAnimMesh;
|
||||
newTarget->mName = origTarget->mName;
|
||||
newTarget->mWeight = origTarget->mWeight;
|
||||
newTarget->mNumVertices = numSubMeshVertices;
|
||||
newTarget->mVertices = new aiVector3D[numSubMeshVertices];
|
||||
newMesh->mAnimMeshes[morphIdx] = newTarget;
|
||||
|
||||
if (origTarget->HasNormals()) {
|
||||
newTarget->mNormals = new aiVector3D[numSubMeshVertices];
|
||||
}
|
||||
|
||||
if (origTarget->HasTangentsAndBitangents()) {
|
||||
newTarget->mTangents = new aiVector3D[numSubMeshVertices];
|
||||
newTarget->mBitangents = new aiVector3D[numSubMeshVertices];
|
||||
}
|
||||
|
||||
for( unsigned int vi = 0; vi < numSubMeshVertices; ++vi) {
|
||||
// find the source vertex for it in the source mesh
|
||||
unsigned int previousIndex = previousVertexIndices[vi];
|
||||
newTarget->mVertices[vi] = origTarget->mVertices[previousIndex];
|
||||
|
||||
if (newTarget->HasNormals()) {
|
||||
newTarget->mNormals[vi] = origTarget->mNormals[previousIndex];
|
||||
}
|
||||
if (newTarget->HasTangentsAndBitangents()) {
|
||||
newTarget->mTangents[vi] = origTarget->mTangents[previousIndex];
|
||||
newTarget->mBitangents[vi] = origTarget->mBitangents[previousIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// I have the strange feeling that this will break apart at some point in time...
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,10 +27,10 @@ THE SOFTWARE.
|
|||
#include "o3dgcArithmeticCodec.h"
|
||||
#include "o3dgcTimer.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifdef _MSC_VER
|
||||
# pragma warning(push)
|
||||
# pragma warning( disable : 4456)
|
||||
#endif // _WIN32
|
||||
#endif // _MSC_VER
|
||||
|
||||
//#define DEBUG_VERBOSE
|
||||
|
||||
|
@ -852,9 +852,9 @@ namespace o3dgc
|
|||
}
|
||||
} // namespace o3dgc
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifdef _MSC_VER
|
||||
# pragma warning( pop )
|
||||
#endif // _WIN32
|
||||
#endif // _MSC_VER
|
||||
|
||||
#endif // O3DGC_SC3DMC_DECODER_INL
|
||||
|
||||
|
|
|
@ -32,10 +32,10 @@ THE SOFTWARE.
|
|||
|
||||
//#define DEBUG_VERBOSE
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifdef _MSC_VER
|
||||
# pragma warning(push)
|
||||
# pragma warning(disable : 4456)
|
||||
#endif // _WIN32
|
||||
#endif // _MSC_VER
|
||||
|
||||
namespace o3dgc
|
||||
{
|
||||
|
@ -927,9 +927,9 @@ namespace o3dgc
|
|||
}
|
||||
} // namespace o3dgc
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifdef _MSC_VER
|
||||
# pragma warning(pop)
|
||||
#endif // _WIN32
|
||||
#endif // _MSC_VER
|
||||
|
||||
#endif // O3DGC_SC3DMC_ENCODER_INL
|
||||
|
||||
|
|
|
@ -28,7 +28,9 @@ THE SOFTWARE.
|
|||
|
||||
#ifdef _WIN32
|
||||
/* Thank you, Microsoft, for file WinDef.h with min/max redefinition. */
|
||||
#ifndef NOMINMAX
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#elif __APPLE__
|
||||
#include <mach/clock.h>
|
||||
|
|
|
@ -18,8 +18,10 @@
|
|||
/* Win32, DOS, MSVC, MSVS */
|
||||
#include <direct.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable : 4706)
|
||||
#endif // _MSC_VER
|
||||
|
||||
#define MKDIR(DIRNAME) _mkdir(DIRNAME)
|
||||
#define STRCLONE(STR) ((STR) ? _strdup(STR) : NULL)
|
||||
|
@ -968,4 +970,6 @@ out:
|
|||
return status;
|
||||
}
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif // _MSC_VER
|
||||
|
|
|
@ -52,9 +52,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#pragma GCC system_header
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4351)
|
||||
#endif // _WIN32
|
||||
#endif // _MSC_VER
|
||||
|
||||
#include <assimp/aabb.h>
|
||||
#include <assimp/types.h>
|
||||
|
|
|
@ -14,6 +14,11 @@ To use this module please provide following cmake defines:
|
|||
|
||||
"SOME_PATH" is a path to your cmake android toolchain script.
|
||||
|
||||
|
||||
The build script for this port is based on [android-cmake](https://github.com/taka-no-me/android-cmake).
|
||||
See its documentation for more Android-specific cmake options (e.g. -DANDROID_ABI for the target ABI).
|
||||
Check [Asset-Importer-Docs](https://assimp-docs.readthedocs.io/en/latest/) for more information.
|
||||
|
||||
### Code ###
|
||||
A small example how to wrap assimp for Android:
|
||||
```cpp
|
||||
|
|
|
@ -31,10 +31,16 @@
|
|||
#include <dxgiformat.h>
|
||||
#include <assert.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable : 4005)
|
||||
#endif // _MSC_VER
|
||||
|
||||
#include <wincodec.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif // _MSC_VER
|
||||
|
||||
#include <memory>
|
||||
|
||||
|
|
|
@ -31,10 +31,16 @@
|
|||
|
||||
#include <d3d11.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable : 4005)
|
||||
#endif // _MSC_VER
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif // _MSC_VER
|
||||
|
||||
HRESULT CreateWICTextureFromMemory(_In_ ID3D11Device* d3dDevice,
|
||||
_In_opt_ ID3D11DeviceContext* d3dContext,
|
||||
|
|
|
@ -25,10 +25,12 @@
|
|||
#include "UTFConverter.h"
|
||||
#include "SafeRelease.hpp"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment (lib, "d3d11.lib")
|
||||
#pragma comment (lib, "Dxgi.lib")
|
||||
#pragma comment(lib,"d3dcompiler.lib")
|
||||
#pragma comment (lib, "dxguid.lib")
|
||||
#endif // _MSC_VER
|
||||
|
||||
using namespace DirectX;
|
||||
using namespace AssimpSamples::SharedCode;
|
||||
|
|
|
@ -18,10 +18,16 @@
|
|||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable: 4100) // Disable warning 'unreferenced formal parameter'
|
||||
#endif // _MSC_VER
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "contrib/stb_image/stb_image.h"
|
||||
|
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|
||||
C: "OP",2188262482752,2188661245104, "3dsMax|main|norm_map"
|
||||
|
||||
;Texture::Emission, Material::02 - Default
|
||||
C: "OP",2188262481312,2188661245104, "3dsMax|main|emit_color_map"
|
||||
|
||||
;Texture::Opacity, Material::02 - Default
|
||||
C: "OP",2188262469792,2188661245104, "3dsMax|main|opacity_map"
|
||||
|
||||
;Video::Albedo, Texture::Albedo
|
||||
C: "OO",2188262470272,2188262484672
|
||||
|
||||
;Video::Specular, Texture::Specular
|
||||
C: "OO",2188262470752,2188262499552
|
||||
|
||||
;Video::Glossiness, Texture::Glossiness
|
||||
C: "OO",2188262476032,2188262475552
|
||||
|
||||
;Video::Occlusion, Texture::Occlusion
|
||||
C: "OO",2188262483232,2188262480352
|
||||
|
||||
;Video::Normal, Texture::Normal
|
||||
C: "OO",2188262486112,2188262482752
|
||||
|
||||
;Video::Emission, Texture::Emission
|
||||
C: "OO",2188262486592,2188262481312
|
||||
|
||||
;Video::Opacity, Texture::Opacity
|
||||
C: "OO",2188262687712,2188262469792
|
||||
}
|
|
@ -317,3 +317,109 @@ TEST_F(utFBXImporterExporter, importCubesWithOutOfRangeFloat) {
|
|||
ASSERT_NE(nullptr, scene);
|
||||
ASSERT_TRUE(scene->mRootNode);
|
||||
}
|
||||
|
||||
TEST_F(utFBXImporterExporter, importMaxPbrMaterialsMetalRoughness) {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_metalRough.fbx", aiProcess_ValidateDataStructure);
|
||||
ASSERT_NE(nullptr, scene);
|
||||
ASSERT_TRUE(scene->mRootNode);
|
||||
|
||||
ASSERT_EQ(scene->mNumMaterials, 1);
|
||||
const aiMaterial* mat = scene->mMaterials[0];
|
||||
aiString texture;
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_METALNESS, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\metalness.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\emission.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\normal.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\roughness.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
|
||||
|
||||
// The material contains values for standard properties (e.g. SpecularColor), where 3ds Max has presumably
|
||||
// used formulas to map the Pbr values into the standard material model. However, the pbr values themselves
|
||||
// are available in the material as untyped "raw" properties. We check that these are correctly parsed:
|
||||
|
||||
aiColor4D baseColor;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
|
||||
|
||||
float metalness;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|metalness", aiTextureType_NONE, 0, metalness), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(metalness, 0.25f);
|
||||
|
||||
float roughness;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|roughness", aiTextureType_NONE, 0, roughness), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(roughness, 0.5f);
|
||||
|
||||
int useGlossiness;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(useGlossiness, 2); // 1 = Roughness map is glossiness, 2 = Roughness map is roughness.
|
||||
|
||||
float bumpMapAmt; // Presumably amount.
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(bumpMapAmt, 0.75f);
|
||||
|
||||
aiColor4D emitColor;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(emitColor, aiColor4D(1, 1, 0, 1));
|
||||
}
|
||||
|
||||
TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_specGloss.fbx", aiProcess_ValidateDataStructure);
|
||||
ASSERT_NE(nullptr, scene);
|
||||
ASSERT_TRUE(scene->mRootNode);
|
||||
|
||||
ASSERT_EQ(scene->mNumMaterials, 1);
|
||||
const aiMaterial* mat = scene->mMaterials[0];
|
||||
aiString texture;
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\specular.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\emission.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\normal.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\glossiness.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
|
||||
ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
|
||||
EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
|
||||
|
||||
// The material contains values for standard properties (e.g. SpecularColor), where 3ds Max has presumably
|
||||
// used formulas to map the Pbr values into the standard material model. However, the pbr values themselves
|
||||
// are available in the material as untyped "raw" properties. We check that these are correctly parsed:
|
||||
|
||||
aiColor4D baseColor;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
|
||||
|
||||
aiColor4D specular;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|Specular", aiTextureType_NONE, 0, specular), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(specular, aiColor4D(1, 1, 0, 1));
|
||||
|
||||
float glossiness;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|glossiness", aiTextureType_NONE, 0, glossiness), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(glossiness, 0.33f);
|
||||
|
||||
int useGlossiness;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(useGlossiness, 1); // 1 = Glossiness map is glossiness, 2 = Glossiness map is roughness.
|
||||
|
||||
float bumpMapAmt; // Presumably amount.
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(bumpMapAmt, 0.66f);
|
||||
|
||||
aiColor4D emitColor;
|
||||
ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
|
||||
EXPECT_EQ(emitColor, aiColor4D(1, 0, 1, 1));
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue