Merge branch 'master' into master

pull/2973/head
Kim Kulling 2020-02-11 22:00:22 +01:00 committed by GitHub
commit 1c13c793f0
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25 changed files with 307 additions and 306 deletions

2
.github/FUNDING.yml vendored
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@ -1,2 +1,2 @@
patreon: assimp patreon: assimp
ko_fi: kimkulling Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4

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@ -41,13 +41,13 @@ CMAKE_MINIMUM_REQUIRED( VERSION 3.0 )
# Toggles the use of the hunter package manager # Toggles the use of the hunter package manager
option(HUNTER_ENABLED "Enable Hunter package manager support" OFF) option(HUNTER_ENABLED "Enable Hunter package manager support" OFF)
include("cmake/HunterGate.cmake") IF(HUNTER_ENABLED)
HunterGate( include("cmake/HunterGate.cmake")
HunterGate(
URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz" URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz"
SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a" SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a"
) )
IF(HUNTER_ENABLED)
add_definitions(-DASSIMP_USE_HUNTER) add_definitions(-DASSIMP_USE_HUNTER)
ENDIF(HUNTER_ENABLED) ENDIF(HUNTER_ENABLED)
@ -437,7 +437,9 @@ ELSE(HUNTER_ENABLED)
DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT}) DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
ENDIF(HUNTER_ENABLED) ENDIF(HUNTER_ENABLED)
FIND_PACKAGE( DirectX ) if (ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
FIND_PACKAGE(DirectX)
endif(ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
IF( BUILD_DOCS ) IF( BUILD_DOCS )
ADD_SUBDIRECTORY(doc) ADD_SUBDIRECTORY(doc)

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@ -198,6 +198,7 @@ SET( Common_SRCS
Common/CreateAnimMesh.cpp Common/CreateAnimMesh.cpp
Common/simd.h Common/simd.h
Common/simd.cpp Common/simd.cpp
Common/material.cpp
) )
SOURCE_GROUP(Common FILES ${Common_SRCS}) SOURCE_GROUP(Common FILES ${Common_SRCS})

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@ -250,7 +250,7 @@ aiNode* COBImporter::BuildNodes(const Node& root,const Scene& scin,aiScene* fill
const Mesh& ndmesh = (const Mesh&)(root); const Mesh& ndmesh = (const Mesh&)(root);
if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) { if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) {
typedef std::pair<unsigned int,Mesh::FaceRefList> Entry; typedef std::pair<const unsigned int,Mesh::FaceRefList> Entry;
for(const Entry& reflist : ndmesh.temp_map) { for(const Entry& reflist : ndmesh.temp_map) {
{ // create mesh { // create mesh
size_t n = 0; size_t n = 0;

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@ -1312,7 +1312,6 @@ void SceneCombiner::Copy(aiMetadata** _dest, const aiMetadata* src) {
aiMetadata* dest = *_dest = aiMetadata::Alloc( src->mNumProperties ); aiMetadata* dest = *_dest = aiMetadata::Alloc( src->mNumProperties );
std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys); std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
dest->mValues = new aiMetadataEntry[src->mNumProperties];
for (unsigned int i = 0; i < src->mNumProperties; ++i) { for (unsigned int i = 0; i < src->mNumProperties; ++i) {
aiMetadataEntry& in = src->mValues[i]; aiMetadataEntry& in = src->mValues[i];
aiMetadataEntry& out = dest->mValues[i]; aiMetadataEntry& out = dest->mValues[i];

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@ -37,7 +37,7 @@ The ASSBIN file format is composed of chunks to represent the hierarchical aiSce
This makes the format extensible and allows backward-compatibility with future data structure This makes the format extensible and allows backward-compatibility with future data structure
versions. The <tt>&lt;root&gt;/code/assbin_chunks.h</tt> header contains some magic constants versions. The <tt>&lt;root&gt;/code/assbin_chunks.h</tt> header contains some magic constants
for use by stand-alone ASSBIN loaders. Also, Assimp's own file writer can be found for use by stand-alone ASSBIN loaders. Also, Assimp's own file writer can be found
in <tt>&lt;root&gt;/tools/assimp_cmd/WriteDumb.cpp</tt> (yes, the 'b' is no typo ...). in <tt>&lt;root&gt;/tools/assimp_cmd/WriteDump.cpp</tt> (yes, the 'b' is no typo ...).
@verbatim @verbatim

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@ -0,0 +1,97 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, 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.
----------------------------------------------------------------------
*/
/// @file material.cpp
/** Implement common material related functions. */
#include <assimp/ai_assert.h>
#include <assimp/material.h>
// -------------------------------------------------------------------------------
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_BASE_COLOR:
return "BaseColor";
case aiTextureType_NORMAL_CAMERA:
return "NormalCamera";
case aiTextureType_EMISSION_COLOR:
return "EmissionColor";
case aiTextureType_METALNESS:
return "Metalness";
case aiTextureType_DIFFUSE_ROUGHNESS:
return "DiffuseRoughness";
case aiTextureType_AMBIENT_OCCLUSION:
return "AmbientOcclusion";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}

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@ -448,6 +448,12 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
std::vector<T> tempData; std::vector<T> tempData;
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
if (tempData.size() != vertex_count) {
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByVertice mapping: ")
<< tempData.size() << ", expected " << vertex_count);
return;
}
data_out.resize(vertex_count); data_out.resize(vertex_count);
for (size_t i = 0, e = tempData.size(); i < e; ++i) { for (size_t i = 0, e = tempData.size(); i < e; ++i) {
@ -461,10 +467,17 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
std::vector<T> tempData; std::vector<T> tempData;
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
data_out.resize(vertex_count);
std::vector<int> uvIndices; std::vector<int> uvIndices;
ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
if (uvIndices.size() != vertex_count) {
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByVertice mapping: ")
<< uvIndices.size() << ", expected " << vertex_count);
return;
}
data_out.resize(vertex_count);
for (size_t i = 0, e = uvIndices.size(); i < e; ++i) { for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i]; const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
@ -493,16 +506,17 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
std::vector<T> tempData; std::vector<T> tempData;
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
data_out.resize(vertex_count);
std::vector<int> uvIndices; std::vector<int> uvIndices;
ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
if (uvIndices.size() != vertex_count) { if (uvIndices.size() != vertex_count) {
FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping"); FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygonVertex mapping: ")
<< uvIndices.size() << ", expected " << vertex_count);
return; return;
} }
data_out.resize(vertex_count);
const T empty; const T empty;
unsigned int next = 0; unsigned int next = 0;
for(int i : uvIndices) { for(int i : uvIndices) {

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@ -367,9 +367,13 @@ float ParseTokenAsFloat(const Token& t, const char*& err_out)
// first - next in the fbx token stream comes ',', // first - next in the fbx token stream comes ',',
// which fast_atof could interpret as decimal point. // which fast_atof could interpret as decimal point.
#define MAX_FLOAT_LENGTH 31 #define MAX_FLOAT_LENGTH 31
char temp[MAX_FLOAT_LENGTH + 1];
const size_t length = static_cast<size_t>(t.end()-t.begin()); const size_t length = static_cast<size_t>(t.end()-t.begin());
std::copy(t.begin(),t.end(),temp); if (length > MAX_FLOAT_LENGTH) {
return 0.f;
}
char temp[MAX_FLOAT_LENGTH + 1];
std::copy(t.begin(), t.end(), temp);
temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH),length)] = '\0'; temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH),length)] = '\0';
return fast_atof(temp); return fast_atof(temp);

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@ -323,7 +323,7 @@ public:
// oh well. // oh well.
bool have_param = false, have_point = false; bool have_param = false, have_point = false;
IfcVector3 point; IfcVector3 point;
for(const Entry sel :entity.Trim1) { for(const Entry& sel :entity.Trim1) {
if (const ::Assimp::STEP::EXPRESS::REAL* const r = sel->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) { if (const ::Assimp::STEP::EXPRESS::REAL* const r = sel->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) {
range.first = *r; range.first = *r;
have_param = true; have_param = true;
@ -340,7 +340,7 @@ public:
} }
} }
have_param = false, have_point = false; have_param = false, have_point = false;
for(const Entry sel :entity.Trim2) { for(const Entry& sel :entity.Trim2) {
if (const ::Assimp::STEP::EXPRESS::REAL* const r = sel->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) { if (const ::Assimp::STEP::EXPRESS::REAL* const r = sel->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) {
range.second = *r; range.second = *r;
have_param = true; have_param = true;

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@ -340,39 +340,13 @@ void HL1MDLLoader::load_sequence_groups_files() {
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
/** @brief Read an MDL texture. // Read an MDL texture.
*
* @note This method is taken from HL1 source code.
* source: file: studio_utils.c
* function(s): UploadTexture
*/
void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture, void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
uint8_t *data, uint8_t *pal, aiTexture *pResult, uint8_t *data, uint8_t *pal, aiTexture *pResult,
aiColor3D &last_palette_color) { aiColor3D &last_palette_color) {
int outwidth, outheight;
int i, j;
static const size_t BuffenLen = 256;
int row1[BuffenLen], row2[BuffenLen], col1[BuffenLen], col2[BuffenLen];
unsigned char *pix1, *pix2, *pix3, *pix4;
// convert texture to power of 2
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;
if ( outwidth > static_cast<int>(BuffenLen)) {
outwidth = BuffenLen;
}
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;
if (static_cast<size_t>(outheight) > BuffenLen) {
outheight = BuffenLen;
}
pResult->mFilename = ptexture->name; pResult->mFilename = ptexture->name;
pResult->mWidth = outwidth; pResult->mWidth = static_cast<unsigned int>(ptexture->width);
pResult->mHeight = outheight; pResult->mHeight = static_cast<unsigned int>(ptexture->height);
pResult->achFormatHint[0] = 'r'; pResult->achFormatHint[0] = 'r';
pResult->achFormatHint[1] = 'g'; pResult->achFormatHint[1] = 'g';
pResult->achFormatHint[2] = 'b'; pResult->achFormatHint[2] = 'b';
@ -383,31 +357,15 @@ void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
pResult->achFormatHint[7] = '8'; pResult->achFormatHint[7] = '8';
pResult->achFormatHint[8] = '\0'; pResult->achFormatHint[8] = '\0';
aiTexel *out = pResult->pcData = new aiTexel[outwidth * outheight]; const size_t num_pixels = pResult->mWidth * pResult->mHeight;
aiTexel *out = pResult->pcData = new aiTexel[num_pixels];
for (i = 0; i < outwidth; i++) { // Convert indexed 8 bit to 32 bit RGBA.
col1[i] = (int)((i + 0.25) * (ptexture->width / (float)outwidth)); for (size_t i = 0; i < num_pixels; ++i, ++out) {
col2[i] = (int)((i + 0.75) * (ptexture->width / (float)outwidth)); out->r = pal[data[i] * 3];
} out->g = pal[data[i] * 3 + 1];
out->b = pal[data[i] * 3 + 2];
for (i = 0; i < outheight; i++) { out->a = 255;
row1[i] = (int)((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
row2[i] = (int)((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
}
// scale down and convert to 32bit RGB
for (i = 0; i < outheight; i++) {
for (j = 0; j < outwidth; j++, out++) {
pix1 = &pal[data[row1[i] + col1[j]] * 3];
pix2 = &pal[data[row1[i] + col2[j]] * 3];
pix3 = &pal[data[row2[i] + col1[j]] * 3];
pix4 = &pal[data[row2[i] + col2[j]] * 3];
out->r = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
out->g = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
out->b = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
out->a = 0xFF;
}
} }
// Get the last palette color. // Get the last palette color.

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@ -1421,11 +1421,11 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
avOutList[i].reserve(3); avOutList[i].reserve(3);
// buffer to held the names of all groups in the file // buffer to held the names of all groups in the file
const size_t buffersize( AI_MDL7_MAX_GROUPNAMESIZE*pcHeader->groups_num ); const size_t buffersize(AI_MDL7_MAX_GROUPNAMESIZE*pcHeader->groups_num);
char* aszGroupNameBuffer = new char[ buffersize ]; char* aszGroupNameBuffer = new char[ buffersize ];
// read all groups // read all groups
for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num;++iGroup) { for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num; ++iGroup) {
MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7*)szCurrent,iGroup); MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7*)szCurrent,iGroup);
szCurrent = (const unsigned char*)(groupInfo.pcGroup+1); szCurrent = (const unsigned char*)(groupInfo.pcGroup+1);

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, 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,
@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#include "ArmaturePopulate.h" #include "ArmaturePopulate.h"
@ -50,12 +48,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp { namespace Assimp {
/// The default class constructor. /// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess() ArmaturePopulate::ArmaturePopulate() :
{} BaseProcess() {
// do nothing
}
/// The class destructor. /// The class destructor.
ArmaturePopulate::~ArmaturePopulate() ArmaturePopulate::~ArmaturePopulate() {
{} // do nothing
}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const { bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0; return (pFlags & aiProcess_PopulateArmatureData) != 0;
@ -99,12 +100,12 @@ void ArmaturePopulate::Execute(aiScene *out) {
} }
/* Reprocess all nodes to calculate bone transforms properly based on the REAL // Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */ // mOffsetMatrix not the local.
/* Before this would use mesh transforms which is wrong for bone transforms */ // Before this would use mesh transforms which is wrong for bone transforms
/* Before this would work for simple character skeletons but not complex meshes // Before this would work for simple character skeletons but not complex meshes
* with multiple origins */ // with multiple origins
/* Source: sketch fab log cutter fbx */ // Source: sketch fab log cutter fbx
void ArmaturePopulate::BuildBoneList(aiNode *current_node, void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node, const aiNode *root_node,
const aiScene *scene, const aiScene *scene,
@ -125,7 +126,7 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
aiBone *bone = mesh->mBones[boneId]; aiBone *bone = mesh->mBones[boneId];
ai_assert(bone); ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :) // duplicate mehes exist with the same bones sometimes :)
// so this must be detected // so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) { if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once // add the element once
@ -141,7 +142,7 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
} }
} }
/* Prepare flat node list which can be used for non recursive lookups later */ // Prepare flat node list which can be used for non recursive lookups later
void ArmaturePopulate::BuildNodeList(const aiNode *current_node, void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) { std::vector<aiNode *> &nodes) {
ai_assert(current_node); ai_assert(current_node);
@ -150,16 +151,17 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
aiNode *child = current_node->mChildren[nodeId]; aiNode *child = current_node->mChildren[nodeId];
ai_assert(child); ai_assert(child);
if (child->mNumMeshes == 0) {
nodes.push_back(child); nodes.push_back(child);
}
BuildNodeList(child, nodes); BuildNodeList(child, nodes);
} }
} }
/* A bone stack allows us to have multiple armatures, with the same bone names // 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 // A bone stack allows us also to retrieve bones true transform even with
* duplicate names :) // duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node, void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node, const aiNode *root_node,
const aiScene *scene, const aiScene *scene,
@ -192,12 +194,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
} }
} }
// Returns the armature root node
/* Returns the armature root node */ // This is required to be detected for a bone initially, it will recurse up
/* 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
* until it cannot find another bone and return the node No known failure // points. (yet)
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) { std::vector<aiBone *> &bone_list) {
while (bone_node) { while (bone_node) {
@ -214,9 +214,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
return nullptr; return nullptr;
} }
// Simple IsBoneNode check if this could be a bone
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name, bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) { std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) { for (aiBone *bone : bones) {
@ -228,12 +226,11 @@ bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
return false; return false;
} }
/* Pop this node by name from the stack if found */ // Pop this node by name from the stack if found
/* Used in multiple armature situations with duplicate node / bone names */ // Used in multiple armature situations with duplicate node / bone names
/* Known flaw: cannot have nodes with bone names, will be fixed in later release // 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
/* (serious to be fixed) Known flaw: nodes which have more than one bone could // be prematurely dropped from stack
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name, aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) { std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter; std::vector<aiNode *>::iterator iter;
@ -262,7 +259,4 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
return nullptr; return nullptr;
} }
} // Namespace Assimp } // Namespace Assimp

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@ -230,46 +230,6 @@ VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
return avPerVertexWeights; return avPerVertexWeights;
} }
// -------------------------------------------------------------------------------
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}
// ------------------------------------------------------------------------------- // -------------------------------------------------------------------------------
const char* MappingTypeToString(aiTextureMapping in) const char* MappingTypeToString(aiTextureMapping in)
{ {

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@ -316,12 +316,6 @@ typedef std::vector <PerVertexWeight> VertexWeightTable;
// Compute a per-vertex bone weight table // Compute a per-vertex bone weight table
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh); VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
const char* TextureTypeToString(aiTextureType in);
// ------------------------------------------------------------------------------- // -------------------------------------------------------------------------------
// Get a string for a given aiTextureMapping // Get a string for a given aiTextureMapping
const char* MappingTypeToString(aiTextureMapping in); const char* MappingTypeToString(aiTextureMapping in);

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@ -685,7 +685,7 @@ bool XGLImporter::ReadMesh(TempScope& scope)
} }
// finally extract output meshes and add them to the scope // finally extract output meshes and add them to the scope
typedef std::pair<unsigned int, TempMaterialMesh> pairt; typedef std::pair<const unsigned int, TempMaterialMesh> pairt;
for(const pairt& p : bymat) { for(const pairt& p : bymat) {
aiMesh* const m = ToOutputMesh(p.second); aiMesh* const m = ToOutputMesh(p.second);
scope.meshes_linear.push_back(m); scope.meshes_linear.push_back(m);

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@ -353,6 +353,8 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
if (path[0] == '*') { // embedded if (path[0] == '*') { // embedded
aiTexture* tex = mScene->mTextures[atoi(&path[1])]; aiTexture* tex = mScene->mTextures[atoi(&path[1])];
prop.texture->source->name = tex->mFilename.C_Str();
uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData); uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
prop.texture->source->SetData(data, tex->mWidth, *mAsset); prop.texture->source->SetData(data, tex->mWidth, *mAsset);

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@ -680,6 +680,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
size_t length = img.GetDataLength(); size_t length = img.GetDataLength();
void* data = img.StealData(); void* data = img.StealData();
tex->mFilename = img.name;
tex->mWidth = static_cast<unsigned int>(length); tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0; tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel*>(data); tex->pcData = reinterpret_cast<aiTexel*>(data);

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@ -352,6 +352,8 @@ 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])];
texture->source->name = tex->mFilename.C_Str();
// The asset has its own buffer, see Image::SetData // The asset has its own buffer, see Image::SetData
texture->source->SetData(reinterpret_cast<uint8_t*> (tex->pcData), tex->mWidth, *mAsset); texture->source->SetData(reinterpret_cast<uint8_t*> (tex->pcData), tex->mWidth, *mAsset);

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@ -1248,6 +1248,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
size_t length = img.GetDataLength(); size_t length = img.GetDataLength();
void *data = img.StealData(); void *data = img.StealData();
tex->mFilename = img.name;
tex->mWidth = static_cast<unsigned int>(length); tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0; tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel *>(data); tex->pcData = reinterpret_cast<aiTexel *>(data);

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@ -312,6 +312,10 @@ enum aiTextureType
#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN #define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
ASSIMP_API const char* TextureTypeToString(enum aiTextureType in);
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Defines all shading models supported by the library /** @brief Defines all shading models supported by the library
* *

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@ -54,7 +54,7 @@ ADD_EXECUTABLE( assimp_cmd
Main.cpp Main.cpp
Main.h Main.h
resource.h resource.h
WriteDumb.cpp WriteDump.cpp
Info.cpp Info.cpp
Export.cpp Export.cpp
) )

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@ -444,6 +444,12 @@ int Assimp_Info (const char* const* params, unsigned int num) {
aiTextureType_DISPLACEMENT, aiTextureType_DISPLACEMENT,
aiTextureType_LIGHTMAP, aiTextureType_LIGHTMAP,
aiTextureType_REFLECTION, aiTextureType_REFLECTION,
aiTextureType_BASE_COLOR,
aiTextureType_NORMAL_CAMERA,
aiTextureType_EMISSION_COLOR,
aiTextureType_METALNESS,
aiTextureType_DIFFUSE_ROUGHNESS,
aiTextureType_AMBIENT_OCCLUSION,
aiTextureType_UNKNOWN aiTextureType_UNKNOWN
}; };
for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) { for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) {

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@ -168,7 +168,7 @@ bool ExportModel(const aiScene* pOut,
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
/** assimp_dump utility /** assimp_dump utility
* @param params Command line parameters to 'assimp dumb' * @param params Command line parameters to 'assimp dump'
* @param Number of params * @param Number of params
* @return An #AssimpCmdError value.*/ * @return An #AssimpCmdError value.*/
int Assimp_Dump ( int Assimp_Dump (

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@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file WriteTextDumb.cpp /** @file WriteDump.cpp
* @brief Implementation of the 'assimp dump' utility * @brief Implementation of the 'assimp dump' utility
*/ */
@ -69,44 +69,6 @@ const char* AICMD_MSG_DUMP_HELP =
FILE* out = NULL; FILE* out = NULL;
bool shortened = false; bool shortened = false;
// -------------------------------------------------------------------------------
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
int Assimp_Dump (const char* const* params, unsigned int num) int Assimp_Dump (const char* const* params, unsigned int num)
{ {