Merge branch 'master' into iosystem-patch
commit
2294390917
|
@ -1778,6 +1778,11 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars
|
|||
tex->pcData = (aiTexel*)new char[tex->mWidth];
|
||||
memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
|
||||
|
||||
// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
|
||||
// In FBX files textures are now stored internally by Assimp with their filename included
|
||||
// Now Assimp can lookup thru the loaded textures after all data is processed
|
||||
// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
|
||||
// This may occur on this case too, it has to be studied
|
||||
// setup texture reference string
|
||||
result.data[0] = '*';
|
||||
result.length = 1 + ASSIMP_itoa10(result.data+1,static_cast<unsigned int>(MAXLEN-1),static_cast<int32_t>(mTextures.size()));
|
||||
|
|
|
@ -436,18 +436,6 @@ private:
|
|||
|
||||
aiScene* const out;
|
||||
const FBX::Document& doc;
|
||||
|
||||
bool FindTextureIndexByFilename(const Video& video, unsigned int& index) {
|
||||
index = 0;
|
||||
const char* videoFileName = video.FileName().c_str();
|
||||
for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture) {
|
||||
if (!strcmp(texture->first->FileName().c_str(), videoFileName)) {
|
||||
index = texture->second;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
Converter::Converter( aiScene* out, const Document& doc )
|
||||
|
@ -1776,6 +1764,8 @@ unsigned int Converter::ConvertVideo( const Video& video )
|
|||
memcpy( out_tex->achFormatHint, ext.c_str(), ext.size() );
|
||||
}
|
||||
|
||||
out_tex->mFilename.Set(video.FileName().c_str());
|
||||
|
||||
return static_cast<unsigned int>( textures.size() - 1 );
|
||||
}
|
||||
|
||||
|
@ -1810,17 +1800,21 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
|
|||
textures_converted[media] = index;
|
||||
textureReady = true;
|
||||
}
|
||||
else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on
|
||||
textureReady = FindTextureIndexByFilename(*media, index);
|
||||
}
|
||||
}
|
||||
|
||||
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
|
||||
if (doc.Settings().useLegacyEmbeddedTextureNaming) {
|
||||
if (textureReady) {
|
||||
// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
|
||||
// In FBX files textures are now stored internally by Assimp with their filename included
|
||||
// Now Assimp can lookup thru the loaded textures after all data is processed
|
||||
// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
|
||||
// This may occur on this case too, it has to be studied
|
||||
path.data[0] = '*';
|
||||
path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
|
||||
|
||||
|
|
|
@ -619,10 +619,10 @@ std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t dest, const char* classname) const
|
||||
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t src, const char* classname) const
|
||||
{
|
||||
const char* arr[] = {classname};
|
||||
return GetConnectionsBySourceSequenced(dest, arr,1);
|
||||
return GetConnectionsBySourceSequenced(src, arr,1);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -63,7 +63,7 @@ struct ImportSettings
|
|||
, readWeights(true)
|
||||
, preservePivots(true)
|
||||
, optimizeEmptyAnimationCurves(true)
|
||||
, searchEmbeddedTextures(false)
|
||||
, useLegacyEmbeddedTextureNaming(false)
|
||||
{}
|
||||
|
||||
|
||||
|
@ -139,9 +139,9 @@ struct ImportSettings
|
|||
* The default value is true. */
|
||||
bool optimizeEmptyAnimationCurves;
|
||||
|
||||
/** search for embedded loaded textures, where no embedded texture data is provided.
|
||||
* The default value is false. */
|
||||
bool searchEmbeddedTextures;
|
||||
/** use legacy naming for embedded textures eg: (*0, *1, *2)
|
||||
**/
|
||||
bool useLegacyEmbeddedTextureNaming;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -135,7 +135,7 @@ void FBXImporter::SetupProperties(const Importer* pImp)
|
|||
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
|
||||
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
|
||||
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
|
||||
settings.searchEmbeddedTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES, false);
|
||||
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -62,6 +62,7 @@ namespace Assimp {
|
|||
|
||||
struct FIValue {
|
||||
virtual const std::string &toString() const = 0;
|
||||
virtual ~FIValue() {}
|
||||
};
|
||||
|
||||
struct FIStringValue: public FIValue {
|
||||
|
@ -121,6 +122,7 @@ struct FICDATAValue: public FIStringValue {
|
|||
|
||||
struct FIDecoder {
|
||||
virtual std::shared_ptr<const FIValue> decode(const uint8_t *data, size_t len) = 0;
|
||||
virtual ~FIDecoder() {}
|
||||
};
|
||||
|
||||
struct FIQName {
|
||||
|
|
|
@ -283,9 +283,8 @@ void MDCImporter::InternReadFile(
|
|||
pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
|
||||
|
||||
// store the name of the surface for use as node name.
|
||||
// FIX: make sure there is a 0 termination
|
||||
const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
|
||||
pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
|
||||
pcMesh->mName.Set(std::string(pcSurface->ucName
|
||||
, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
|
||||
|
||||
// go to the first shader in the file. ignore the others.
|
||||
if (pcSurface->ulNumShaders)
|
||||
|
@ -294,8 +293,8 @@ void MDCImporter::InternReadFile(
|
|||
pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
|
||||
|
||||
// create a new shader
|
||||
aszShaders.push_back(std::string( pcShader->ucName, std::min(
|
||||
::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
|
||||
aszShaders.push_back(std::string( pcShader->ucName,
|
||||
::strnlen(pcShader->ucName, sizeof(pcShader->ucName)) ));
|
||||
}
|
||||
// need to create a default material
|
||||
else if (UINT_MAX == iDefaultMatIndex)
|
||||
|
@ -432,7 +431,7 @@ void MDCImporter::InternReadFile(
|
|||
else if (1 == pScene->mNumMeshes)
|
||||
{
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
|
||||
pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
|
@ -447,17 +446,13 @@ void MDCImporter::InternReadFile(
|
|||
{
|
||||
aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
|
||||
pcNode->mName = pScene->mMeshes[i]->mName;
|
||||
pcNode->mNumMeshes = 1;
|
||||
pcNode->mMeshes = new unsigned int[1];
|
||||
pcNode->mMeshes[0] = i;
|
||||
}
|
||||
}
|
||||
|
||||
// make sure we invalidate the pointer to the mesh name
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
pScene->mMeshes[i]->mTextureCoords[3] = NULL;
|
||||
|
||||
// create materials
|
||||
pScene->mNumMaterials = (unsigned int)aszShaders.size();
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
|
|
|
@ -87,6 +87,7 @@ namespace pmx
|
|||
{
|
||||
public:
|
||||
virtual void Read(std::istream *stream, PmxSetting *setting) = 0;
|
||||
virtual ~PmxVertexSkinning() {}
|
||||
};
|
||||
|
||||
class PmxVertexSkinningBDEF1 : public PmxVertexSkinning
|
||||
|
|
|
@ -264,8 +264,12 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile
|
|||
{
|
||||
unsigned int meshId = pObject->m_Meshes[ i ];
|
||||
aiMesh *pMesh = createTopology( pModel, pObject, meshId );
|
||||
if( pMesh && pMesh->mNumFaces > 0 ) {
|
||||
if( pMesh ) {
|
||||
if (pMesh->mNumFaces > 0) {
|
||||
MeshArray.push_back( pMesh );
|
||||
} else {
|
||||
delete pMesh;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -317,7 +321,7 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj
|
|||
return NULL;
|
||||
}
|
||||
|
||||
aiMesh* pMesh = new aiMesh;
|
||||
std::unique_ptr<aiMesh> pMesh(new aiMesh);
|
||||
if( !pObjMesh->m_name.empty() ) {
|
||||
pMesh->mName.Set( pObjMesh->m_name );
|
||||
}
|
||||
|
@ -382,9 +386,9 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj
|
|||
}
|
||||
|
||||
// Create mesh vertices
|
||||
createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount);
|
||||
createVertexArray(pModel, pData, meshIndex, pMesh.get(), uiIdxCount);
|
||||
|
||||
return pMesh;
|
||||
return pMesh.release();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -447,6 +447,7 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
|
|||
pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
|
||||
pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
|
||||
|
||||
ai_assert( m_pCurrentFace );
|
||||
m_pCurrentFace->mIndices[ idx ] = rVertIdx;
|
||||
rVertIdx++;
|
||||
|
||||
|
|
|
@ -642,13 +642,13 @@ enum aiComponent
|
|||
"IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Set whether the fbx importer will search for embedded loaded textures, where no embedded texture data is provided.
|
||||
/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
|
||||
*
|
||||
* The default value is false (0)
|
||||
* Property type: bool
|
||||
*/
|
||||
#define AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES \
|
||||
"IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES"
|
||||
#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
|
||||
"AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Set the vertex animation keyframe to be imported
|
||||
|
|
|
@ -366,6 +366,27 @@ struct aiScene
|
|||
return mAnimations != NULL && mNumAnimations > 0;
|
||||
}
|
||||
|
||||
//! Returns a short filename from a full path
|
||||
static const char* GetShortFilename(const char* filename) {
|
||||
const char* lastSlash = strrchr(filename, '/');
|
||||
if (lastSlash == nullptr) {
|
||||
lastSlash = strrchr(filename, '\\');
|
||||
}
|
||||
const char* shortFilename = lastSlash != nullptr ? lastSlash + 1 : filename;
|
||||
return shortFilename;
|
||||
}
|
||||
|
||||
//! Returns an embedded texture
|
||||
const aiTexture* GetEmbeddedTexture(const char* filename) {
|
||||
const char* shortFilename = GetShortFilename(filename);
|
||||
for (unsigned int i = 0; i < mNumTextures; i++) {
|
||||
const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
|
||||
if (strcmp(shortTextureFilename, shortFilename) == 0) {
|
||||
return mTextures[i];
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
#endif // __cplusplus
|
||||
|
||||
/** Internal data, do not touch */
|
||||
|
|
|
@ -179,6 +179,12 @@ struct aiTexture
|
|||
*/
|
||||
C_STRUCT aiTexel* pcData;
|
||||
|
||||
/** Texture original filename
|
||||
*
|
||||
* Used to get the texture reference
|
||||
*/
|
||||
C_STRUCT aiString mFilename;
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
//! For compressed textures (mHeight == 0): compare the
|
||||
|
|
Loading…
Reference in New Issue