Merge branch 'master' into issue_1684
commit
193165fb43
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@ -181,12 +181,16 @@ namespace glTF2
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#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
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#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
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#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
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#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
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#ifdef ASSIMP_API
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#include "./../include/assimp/Compiler/pushpack1.h"
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@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
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return &desc;
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}
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF2::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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@ -211,15 +211,27 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
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}
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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mScene->mNumMaterials = unsigned(r.materials.Size());
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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}
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}
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Material& mat = r.materials[i];
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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}
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}
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static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
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{
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aiMaterial* aimat = new aiMaterial();
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if (!mat.name.empty()) {
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aiString str(mat.name);
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@ -268,6 +280,21 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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return aimat;
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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{
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const unsigned int numImportedMaterials = unsigned(r.materials.Size());
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Material defaultMaterial;
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
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}
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}
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@ -479,6 +506,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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}
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else {
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aim->mMaterialIndex = mScene->mNumMaterials - 1;
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}
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}
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}
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@ -499,6 +530,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
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aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
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// cameras point in -Z by default, rest is specified in node transform
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aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
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if (cam.type == Camera::Perspective) {
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aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
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@ -98,14 +98,14 @@ const aiImporterDesc* glTFImporter::GetInfo() const
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return &desc;
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}
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bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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12
doc/dox.h
12
doc/dox.h
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@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
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for further information on how to use the library.
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By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
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this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
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+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
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this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen
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towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well
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(or a rotated variant of it).
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By contrast, some other environments use left-handed coordinate systems, a prominent example being
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DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
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#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
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@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step)
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The output UV coordinate system has its origin in the lower-left corner:
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@code
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0y|1y ---------- 1x|1y
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0x|1y ---------- 1x|1y
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@ -568,8 +569,7 @@ X2 Y2 Z2 T2
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X3 Y3 Z3 T3
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0 0 0 1
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@endcode
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... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
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with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
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being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
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in DirectX functions, you have to transpose them.
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@ -664,7 +664,7 @@ See the @link materials Material System Page. @endlink
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@section bones Bones
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A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh
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A mesh may have a set of bones in the form of aiBone objects. Bones are a means to deform a mesh
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according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
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Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
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