Merge branch 'master' into gltf2_targetNames_export
commit
15f11aec93
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -239,11 +238,13 @@ bool Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
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try {
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f = &(*this)[name];
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#ifdef _DEBUG
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// sanity check, should never happen if the genblenddna script is right
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if ((FieldFlag_Pointer|FieldFlag_Pointer) != (f->flags & (FieldFlag_Pointer|FieldFlag_Pointer))) {
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throw Error((Formatter::format(),"Field `",name,"` of structure `",
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this->name,"` ought to be a pointer AND an array"));
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}
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#endif // _DEBUG
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db.reader->IncPtr(f->offset);
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@ -1163,7 +1163,8 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
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const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
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const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
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animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
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//losing channel name if using shapeGeometry->Name()
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animMesh->mName.Set(FixAnimMeshName(blendShapeChannel->Name()));
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for (size_t j = 0; j < curIndices.size(); j++) {
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const unsigned int curIndex = curIndices.at(j);
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aiVector3D vertex = curVertices.at(j);
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@ -5071,7 +5071,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
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ptr += sprintf(ptr, "\r\n");
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}
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/* mathematical shapes face */
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if (model->numshape && model->numshape && !(flags & M3D_EXP_NOFACE)) {
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if (model->numshape !(flags & M3D_EXP_NOFACE)) {
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for (j = 0; j < model->numshape; j++) {
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sn = _m3d_safestr(model->shape[j].name, 0);
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if (!sn) {
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@ -62,6 +62,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <stdexcept>
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#define RAPIDJSON_HAS_STDSTRING 1
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#define RAPIDJSON_NOMEMBERITERATORCLASS
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#include <rapidjson/rapidjson.h>
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#include <rapidjson/document.h>
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#include <rapidjson/error/en.h>
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@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#define RAPIDJSON_HAS_STDSTRING 1
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#define RAPIDJSON_NOMEMBERITERATORCLASS
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#include <rapidjson/document.h>
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#include <rapidjson/error/en.h>
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#include <rapidjson/rapidjson.h>
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@ -64,6 +64,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#define RAPIDJSON_HAS_STDSTRING 1
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#define RAPIDJSON_NOMEMBERITERATORCLASS
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#include <rapidjson/document.h>
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#include <rapidjson/error/en.h>
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#include <rapidjson/rapidjson.h>
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@ -722,7 +722,7 @@ template <class T>
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void Accessor::ExtractData(T *&outData) {
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uint8_t *data = GetPointer();
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if (!data) {
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throw DeadlyImportError("GLTF: data is NULL");
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throw DeadlyImportError("GLTF2: data is nullptr.");
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}
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const size_t elemSize = GetElementSize();
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@ -416,6 +416,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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attr.color[c]->ExtractData(aim->mColors[c]);
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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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if (!attr.texcoord[tc]) {
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DefaultLogger::get()->warn("Texture coordinate accessor not found or non-contiguous texture coordinate sets.");
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continue;
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}
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
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"\" does not match the vertex count");
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@ -42,8 +42,8 @@ substituted by assertions ...):
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```python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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assert len(scene.meshes)
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mesh = scene.meshes[0]
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@ -51,9 +51,6 @@ mesh = scene.meshes[0]
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assert len(mesh.vertices)
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print(mesh.vertices[0])
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# don't forget this one, or you will leak!
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release(scene)
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```
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Another example to list the 'top nodes' in a
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@ -61,14 +58,12 @@ scene:
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```python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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for c in scene.rootnode.children:
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print(str(c))
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release(scene)
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```
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INSTALL
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@ -49,8 +49,8 @@ substituted by assertions ...):
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.. code:: python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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assert len(scene.meshes)
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mesh = scene.meshes[0]
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assert len(mesh.vertices)
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print(mesh.vertices[0])
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# don't forget this one, or you will leak!
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release(scene)
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Another example to list the 'top nodes' in a scene:
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.. code:: python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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for c in scene.rootnode.children:
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print(str(c))
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release(scene)
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INSTALL
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-------
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@ -14,10 +14,13 @@ if sys.version_info >= (3,0):
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xrange = range
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try: import numpy
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except ImportError: numpy = None
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try:
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import numpy
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except ImportError:
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numpy = None
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import logging
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import ctypes
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from contextlib import contextmanager
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logger = logging.getLogger("pyassimp")
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# attach default null handler to logger so it doesn't complain
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# even if you don't attach another handler to logger
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@ -272,6 +275,13 @@ def recur_pythonize(node, scene):
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for c in node.children:
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recur_pythonize(c, scene)
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def release(scene):
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'''
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Release resources of a loaded scene.
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'''
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_assimp_lib.release(ctypes.pointer(scene))
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@contextmanager
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def load(filename,
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file_type = None,
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processing = postprocess.aiProcess_Triangulate):
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@ -319,7 +329,10 @@ def load(filename,
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raise AssimpError('Could not import file!')
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scene = _init(model.contents)
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recur_pythonize(scene.rootnode, scene)
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return scene
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try:
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yield scene
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finally:
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release(scene)
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def export(scene,
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filename,
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raise AssimpError('Could not export scene to blob!')
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return exportBlobPtr
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def release(scene):
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_assimp_lib.release(ctypes.pointer(scene))
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def _finalize_texture(tex, target):
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setattr(target, "achformathint", tex.achFormatHint)
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if numpy:
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File diff suppressed because one or more lines are too long
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ASSERT_NE(scene, nullptr);
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ASSERT_NE(scene->mRootNode, nullptr);
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}
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// Shall not crash!
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TEST_F(utglTF2ImportExport, norootnode_issue_3269) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/issue_3269/texcoord_crash.gltf", aiProcess_ValidateDataStructure);
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ASSERT_EQ(scene, nullptr);
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}
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