Merge branch 'master' into master

pull/3322/head
Kim Kulling 2020-07-16 21:37:46 +02:00 committed by GitHub
commit 147c5f7cd2
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GPG Key ID: 4AEE18F83AFDEB23
17 changed files with 9703 additions and 35 deletions

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@ -484,6 +484,12 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u; needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u;
break; break;
// triangle strip
case 0x4:
needMat[idx].first += (unsigned int)(*it).entries.size() - 2;
needMat[idx].second += ((unsigned int)(*it).entries.size() - 2) * 3;
break;
// 0 == polygon, else unknown // 0 == polygon, else unknown
default: default:
if ((*it).flags & 0xf) { if ((*it).flags & 0xf) {
@ -570,6 +576,64 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
} }
} }
} }
} else if (type == 0x4) {
for (unsigned int i = 0; i < (unsigned int)src.entries.size() - 2; ++i) {
const Surface::SurfaceEntry &entry1 = src.entries[i];
const Surface::SurfaceEntry &entry2 = src.entries[i + 1];
const Surface::SurfaceEntry &entry3 = src.entries[i + 2];
// skip degenerate triangles
if (object.vertices[entry1.first] == object.vertices[entry2.first] ||
object.vertices[entry1.first] == object.vertices[entry3.first] ||
object.vertices[entry2.first] == object.vertices[entry3.first]) {
mesh->mNumFaces--;
mesh->mNumVertices -= 3;
continue;
}
aiFace &face = *faces++;
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = cur++;
face.mIndices[1] = cur++;
face.mIndices[2] = cur++;
if (!(i & 1)) {
*vertices++ = object.vertices[entry1.first] + object.translation;
if (uv) {
uv->x = entry1.second.x;
uv->y = entry1.second.y;
++uv;
}
*vertices++ = object.vertices[entry2.first] + object.translation;
if (uv) {
uv->x = entry2.second.x;
uv->y = entry2.second.y;
++uv;
}
} else {
*vertices++ = object.vertices[entry2.first] + object.translation;
if (uv) {
uv->x = entry2.second.x;
uv->y = entry2.second.y;
++uv;
}
*vertices++ = object.vertices[entry1.first] + object.translation;
if (uv) {
uv->x = entry1.second.x;
uv->y = entry1.second.y;
++uv;
}
}
if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
throw DeadlyImportError("AC3D: Invalid number of vertices");
}
*vertices++ = object.vertices[entry3.first] + object.translation;
if (uv) {
uv->x = entry3.second.x;
uv->y = entry3.second.y;
++uv;
}
}
} else { } else {
it2 = (*it).entries.begin(); it2 = (*it).entries.begin();

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@ -1988,6 +1988,7 @@ void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const TextureMap &_
TrySetTextureProperties(out_mat, _textures, "ShininessExponent", aiTextureType_SHININESS, mesh); TrySetTextureProperties(out_mat, _textures, "ShininessExponent", aiTextureType_SHININESS, mesh);
TrySetTextureProperties(out_mat, _textures, "TransparencyFactor", aiTextureType_OPACITY, mesh); TrySetTextureProperties(out_mat, _textures, "TransparencyFactor", aiTextureType_OPACITY, mesh);
TrySetTextureProperties(out_mat, _textures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh); TrySetTextureProperties(out_mat, _textures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh);
TrySetTextureProperties(out_mat, _textures, "ReflectionFactor", aiTextureType_METALNESS, mesh);
//Maya counterparts //Maya counterparts
TrySetTextureProperties(out_mat, _textures, "Maya|DiffuseTexture", aiTextureType_DIFFUSE, mesh); TrySetTextureProperties(out_mat, _textures, "Maya|DiffuseTexture", aiTextureType_DIFFUSE, mesh);
TrySetTextureProperties(out_mat, _textures, "Maya|NormalTexture", aiTextureType_NORMALS, mesh); TrySetTextureProperties(out_mat, _textures, "Maya|NormalTexture", aiTextureType_NORMALS, mesh);

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@ -400,6 +400,65 @@ void FBXExporter::WriteHeaderExtension ()
); );
} }
// WriteGlobalSettings helpers
void WritePropInt(const aiScene* scene, FBX::Node& p, const std::string& key, int defaultValue)
{
int value;
if (scene->mMetaData->Get(key, value)) {
p.AddP70int(key, value);
} else {
p.AddP70int(key, defaultValue);
}
}
void WritePropDouble(const aiScene* scene, FBX::Node& p, const std::string& key, double defaultValue)
{
double value;
if (scene->mMetaData->Get(key, value)) {
p.AddP70double(key, value);
} else {
// fallback lookup float instead
float floatValue;
if (scene->mMetaData->Get(key, floatValue)) {
p.AddP70double(key, (double)floatValue);
} else {
p.AddP70double(key, defaultValue);
}
}
}
void WritePropEnum(const aiScene* scene, FBX::Node& p, const std::string& key, int defaultValue)
{
int value;
if (scene->mMetaData->Get(key, value)) {
p.AddP70enum(key, value);
} else {
p.AddP70enum(key, defaultValue);
}
}
void WritePropColor(const aiScene* scene, FBX::Node& p, const std::string& key, const aiVector3D& defaultValue)
{
aiVector3D value;
if (scene->mMetaData->Get(key, value)) {
// ai_real can be float or double, cast to avoid warnings
p.AddP70color(key, (double)value.x, (double)value.y, (double)value.z);
} else {
p.AddP70color(key, (double)defaultValue.x, (double)defaultValue.y, (double)defaultValue.z);
}
}
void WritePropString(const aiScene* scene, FBX::Node& p, const std::string& key, const std::string& defaultValue)
{
aiString value; // MetaData doesn't hold std::string
if (scene->mMetaData->Get(key, value)) {
p.AddP70string(key, value.C_Str());
} else {
p.AddP70string(key, defaultValue);
}
}
void FBXExporter::WriteGlobalSettings () void FBXExporter::WriteGlobalSettings ()
{ {
if (!binary) { if (!binary) {
@ -409,26 +468,26 @@ void FBXExporter::WriteGlobalSettings ()
gs.AddChild("Version", int32_t(1000)); gs.AddChild("Version", int32_t(1000));
FBX::Node p("Properties70"); FBX::Node p("Properties70");
p.AddP70int("UpAxis", 1); WritePropInt(mScene, p, "UpAxis", 1);
p.AddP70int("UpAxisSign", 1); WritePropInt(mScene, p, "UpAxisSign", 1);
p.AddP70int("FrontAxis", 2); WritePropInt(mScene, p, "FrontAxis", 2);
p.AddP70int("FrontAxisSign", 1); WritePropInt(mScene, p, "FrontAxisSign", 1);
p.AddP70int("CoordAxis", 0); WritePropInt(mScene, p, "CoordAxis", 0);
p.AddP70int("CoordAxisSign", 1); WritePropInt(mScene, p, "CoordAxisSign", 1);
p.AddP70int("OriginalUpAxis", 1); WritePropInt(mScene, p, "OriginalUpAxis", 1);
p.AddP70int("OriginalUpAxisSign", 1); WritePropInt(mScene, p, "OriginalUpAxisSign", 1);
p.AddP70double("UnitScaleFactor", 1.0); WritePropDouble(mScene, p, "UnitScaleFactor", 1.0);
p.AddP70double("OriginalUnitScaleFactor", 1.0); WritePropDouble(mScene, p, "OriginalUnitScaleFactor", 1.0);
p.AddP70color("AmbientColor", 0.0, 0.0, 0.0); WritePropColor(mScene, p, "AmbientColor", aiVector3D((ai_real)0.0, (ai_real)0.0, (ai_real)0.0));
p.AddP70string("DefaultCamera", "Producer Perspective"); WritePropString(mScene, p,"DefaultCamera", "Producer Perspective");
p.AddP70enum("TimeMode", 11); WritePropEnum(mScene, p, "TimeMode", 11);
p.AddP70enum("TimeProtocol", 2); WritePropEnum(mScene, p, "TimeProtocol", 2);
p.AddP70enum("SnapOnFrameMode", 0); WritePropEnum(mScene, p, "SnapOnFrameMode", 0);
p.AddP70time("TimeSpanStart", 0); // TODO: animation support p.AddP70time("TimeSpanStart", 0); // TODO: animation support
p.AddP70time("TimeSpanStop", FBX::SECOND); // TODO: animation support p.AddP70time("TimeSpanStop", FBX::SECOND); // TODO: animation support
p.AddP70double("CustomFrameRate", -1.0); WritePropDouble(mScene, p, "CustomFrameRate", -1.0);
p.AddP70("TimeMarker", "Compound", "", ""); // not sure what this is p.AddP70("TimeMarker", "Compound", "", ""); // not sure what this is
p.AddP70int("CurrentTimeMarker", -1); WritePropInt(mScene, p, "CurrentTimeMarker", -1);
gs.AddChild(p); gs.AddChild(p);
gs.Dump(outfile, binary, 0); gs.Dump(outfile, binary, 0);

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@ -1,4 +1,4 @@
/* /*
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTFASSET_H_INC #ifndef GLTFASSET_H_INC
#define GLTFASSET_H_INC #define GLTFASSET_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include <assimp/Exceptional.h> #include <assimp/Exceptional.h>

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@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTFASSETWRITER_H_INC #ifndef GLTFASSETWRITER_H_INC
#define GLTFASSETWRITER_H_INC #define GLTFASSETWRITER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include "glTFAsset.h" #include "glTFAsset.h"

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@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_GLTFEXPORTER_H_INC #ifndef AI_GLTFEXPORTER_H_INC
#define AI_GLTFEXPORTER_H_INC #define AI_GLTFEXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_EXPORTER)
#include <assimp/types.h> #include <assimp/types.h>
#include <assimp/material.h> #include <assimp/material.h>

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@ -1,4 +1,4 @@
/* /*
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include "AssetLib/glTF/glTFImporter.h" #include "AssetLib/glTF/glTFImporter.h"
#include "AssetLib/glTF/glTFAsset.h" #include "AssetLib/glTF/glTFAsset.h"

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@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTF2ASSET_H_INC #ifndef GLTF2ASSET_H_INC
#define GLTF2ASSET_H_INC #define GLTF2ASSET_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include <assimp/Exceptional.h> #include <assimp/Exceptional.h>

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@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTF2ASSETWRITER_H_INC #ifndef GLTF2ASSETWRITER_H_INC
#define GLTF2ASSETWRITER_H_INC #define GLTF2ASSETWRITER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "glTF2Asset.h" #include "glTF2Asset.h"

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@ -739,10 +739,13 @@ namespace glTF2 {
// Binary chunk // Binary chunk
// //
int GLB_Chunk_count = 1;
uint32_t binaryChunkLength = 0; uint32_t binaryChunkLength = 0;
if (bodyBuffer->byteLength > 0) { if (bodyBuffer->byteLength > 0) {
binaryChunkLength = (bodyBuffer->byteLength + 3) & ~3; // Round up to next multiple of 4 binaryChunkLength = (bodyBuffer->byteLength + 3) & ~3; // Round up to next multiple of 4
//auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength;
auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength;
++GLB_Chunk_count;
GLB_Chunk binaryChunk; GLB_Chunk binaryChunk;
binaryChunk.chunkLength = binaryChunkLength; binaryChunk.chunkLength = binaryChunkLength;
@ -757,7 +760,7 @@ namespace glTF2 {
if (outfile->Write(bodyBuffer->GetPointer(), 1, bodyBuffer->byteLength) != bodyBuffer->byteLength) { if (outfile->Write(bodyBuffer->GetPointer(), 1, bodyBuffer->byteLength) != bodyBuffer->byteLength) {
throw DeadlyExportError("Failed to write body data!"); throw DeadlyExportError("Failed to write body data!");
} }
if (paddingLength && outfile->Write(&padding, 1, paddingLength) != paddingLength) { if (curPaddingLength && outfile->Write(&padding, 1, paddingLength) != paddingLength) {
throw DeadlyExportError("Failed to write body data padding!"); throw DeadlyExportError("Failed to write body data padding!");
} }
} }
@ -772,7 +775,7 @@ namespace glTF2 {
header.version = 2; header.version = 2;
AI_SWAP4(header.version); AI_SWAP4(header.version);
header.length = uint32_t(sizeof(GLB_Header) + 2 * sizeof(GLB_Chunk) + jsonChunkLength + binaryChunkLength); header.length = uint32_t(sizeof(GLB_Header) + GLB_Chunk_count * sizeof(GLB_Chunk) + jsonChunkLength + binaryChunkLength);
AI_SWAP4(header.length); AI_SWAP4(header.length);
outfile->Seek(0, aiOrigin_SET); outfile->Seek(0, aiOrigin_SET);

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@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_GLTF2EXPORTER_H_INC #ifndef AI_GLTF2EXPORTER_H_INC
#define AI_GLTF2EXPORTER_H_INC #define AI_GLTF2EXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include <assimp/types.h> #include <assimp/types.h>
#include <assimp/material.h> #include <assimp/material.h>

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h" #include "AssetLib/glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h" #include "PostProcessing/MakeVerboseFormat.h"

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@ -179,11 +179,14 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices)); aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices));
#endif #endif
#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_EXPORTER)
exporters.push_back(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));
exporters.push_back(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));
#endif
#if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_EXPORTER)
exporters.push_back(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));
exporters.push_back(Exporter::ExportFormatEntry("glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB, exporters.push_back(Exporter::ExportFormatEntry("glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB,

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@ -1174,7 +1174,7 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const {
// add all bone anims // add all bone anims
for (unsigned int a = 0; a < pc->mNumChannels; ++a) { for (unsigned int a = 0; a < pc->mNumChannels; ++a) {
const aiNodeAnim* pc2 = pc->mChannels[i]; const aiNodeAnim* pc2 = pc->mChannels[a];
in.animations += sizeof(aiNodeAnim); in.animations += sizeof(aiNodeAnim);
in.animations += pc2->mNumPositionKeys * sizeof(aiVectorKey); in.animations += pc2->mNumPositionKeys * sizeof(aiVectorKey);
in.animations += pc2->mNumScalingKeys * sizeof(aiVectorKey); in.animations += pc2->mNumScalingKeys * sizeof(aiVectorKey);

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@ -1,4 +1,4 @@
/* /*
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
@ -179,8 +179,10 @@ corresponding preprocessor flag to selectively disable formats.
#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER #ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
#include "AssetLib/Assbin/AssbinLoader.h" #include "AssetLib/Assbin/AssbinLoader.h"
#endif #endif
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include "AssetLib/glTF/glTFImporter.h" #include "AssetLib/glTF/glTFImporter.h"
#endif
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h" #include "AssetLib/glTF2/glTF2Importer.h"
#endif #endif
#ifndef ASSIMP_BUILD_NO_C4D_IMPORTER #ifndef ASSIMP_BUILD_NO_C4D_IMPORTER
@ -339,8 +341,10 @@ void GetImporterInstanceList(std::vector<BaseImporter *> &out) {
#if (!defined ASSIMP_BUILD_NO_ASSBIN_IMPORTER) #if (!defined ASSIMP_BUILD_NO_ASSBIN_IMPORTER)
out.push_back(new AssbinImporter()); out.push_back(new AssbinImporter());
#endif #endif
#if (!defined ASSIMP_BUILD_NO_GLTF_IMPORTER) #if (!defined ASSIMP_BUILD_NO_GLTF_IMPORTER && !defined ASSIMP_BUILD_NO_GLTF1_IMPORTER)
out.push_back(new glTFImporter()); out.push_back(new glTFImporter());
#endif
#if (!defined ASSIMP_BUILD_NO_GLTF_IMPORTER && !defined ASSIMP_BUILD_NO_GLTF2_IMPORTER)
out.push_back(new glTF2Importer()); out.push_back(new glTF2Importer());
#endif #endif
#if (!defined ASSIMP_BUILD_NO_C4D_IMPORTER) #if (!defined ASSIMP_BUILD_NO_C4D_IMPORTER)

File diff suppressed because it is too large Load Diff

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@ -101,6 +101,12 @@ TEST(utACImportExport, importWuson) {
ASSERT_NE(nullptr, scene); ASSERT_NE(nullptr, scene);
} }
TEST(utACImportExport, importWusonACC) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/Wuson.acc", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, scene);
}
TEST(utACImportExport, testFormatDetection) { TEST(utACImportExport, testFormatDetection) {
Assimp::Importer importer; Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/TestFormatDetection", aiProcess_ValidateDataStructure); const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/TestFormatDetection", aiProcess_ValidateDataStructure);