Merge branch 'master' into master

pull/3195/head
David M. Golembiowski 2020-05-01 18:34:29 -04:00 committed by GitHub
commit 314bdf196b
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24 changed files with 468 additions and 1557 deletions

1
.github/FUNDING.yml vendored
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@ -1,2 +1,3 @@
patreon: assimp
custom: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4
open_collective: assimp

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@ -7,40 +7,53 @@ on:
branches: [ master ]
jobs:
linux:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: configure
run: cmake CMakeLists.txt
- name: build
run: cmake --build .
- name: test
run: cd bin && ./unit
mac:
runs-on: macos-latest
steps:
- uses: actions/checkout@v2
- name: configure
run: cmake CMakeLists.txt
- name: build
run: cmake --build .
- name: test
run: cd bin && ./unit
job:
name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
name: [ubuntu-gcc, macos-clang, windows-msvc, ubuntu-clang]
# For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux.
include:
- name: windows-msvc
os: windows-latest
cxx: cl.exe
cc: cl.exe
- name: ubuntu-clang
os: ubuntu-latest
cxx: clang++
cc: clang
- name: macos-clang
os: macos-latest
cxx: clang++
cc: clang
- name: ubuntu-gcc
os: ubuntu-latest
cxx: g++
cc: gcc
windows:
runs-on: windows-latest
steps:
- uses: actions/checkout@v2
- name: configure
run: cmake CMakeLists.txt
- name: build
run: cmake --build . --config Release
- uses: lukka/get-cmake@latest
- uses: ilammy/msvc-dev-cmd@v1
- uses: lukka/set-shell-env@v1
with:
CXX: ${{ matrix.cxx }}
CC: ${{ matrix.cc }}
- name: configure and build
uses: lukka/run-cmake@v2
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release'
buildWithCMakeArgs: '-- -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: test
run: |
cd bin\Release
.\unit
run: cd build/bin && ./unit
shell: bash

56
.github/workflows/sanitizer.yml vendored 100644
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@ -0,0 +1,56 @@
name: C/C++ Sanitizer
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
job1:
name: adress-sanitizer
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: lukka/get-cmake@latest
- uses: lukka/set-shell-env@v1
with:
CXX: clang++
CC: clang
- name: configure and build
uses: lukka/run-cmake@v2
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_ASAN=ON'
buildWithCMakeArgs: '-- -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: test
run: cd build/bin && ./unit
shell: bash
job2:
name: undefined-behavior-sanitizer
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: lukka/get-cmake@latest
- uses: lukka/set-shell-env@v1
with:
CXX: clang++
CC: clang
- name: configure and build
uses: lukka/run-cmake@v2
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_UBSAN=ON'
buildWithCMakeArgs: '-- -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: test
run: cd build/bin && ./unit
shell: bash

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@ -239,22 +239,14 @@ IF( UNIX )
INCLUDE(GNUInstallDirs)
ENDIF()
# enable warnings as errors ########################################
IF (MSVC)
ADD_COMPILE_OPTIONS(/WX)
ELSE()
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror")
ENDIF()
# Grouped compiler settings ########################################
IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
IF(NOT ASSIMP_HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++0x ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}")
SET(CMAKE_CXX_STANDARD 11)
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
ENDIF()
# hide all not-exported symbols
SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
SET(LIBSTDC++_LIBRARIES -lstdc++)
ELSEIF(MSVC)
@ -267,10 +259,10 @@ ELSEIF(MSVC)
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT ASSIMP_HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}")
SET(CMAKE_CXX_STANDARD 11)
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
ENDIF()
SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long ${CMAKE_CXX_FLAGS}" )
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long ${CMAKE_CXX_FLAGS}" )
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
ELSEIF( CMAKE_COMPILER_IS_MINGW )
IF (CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.0)

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@ -2,6 +2,7 @@ Open Asset Import Library (assimp)
==================================
A library to import and export various 3d-model-formats including scene-post-processing to generate missing render data.
### Current project status ###
[![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp)
![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
[![Linux Build Status](https://travis-ci.org/assimp/assimp.svg)](https://travis-ci.org/assimp/assimp)
[![Windows Build Status](https://ci.appveyor.com/api/projects/status/tmo433wax6u6cjp4?svg=true)](https://ci.appveyor.com/project/kimkulling/assimp)
@ -179,6 +180,28 @@ And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/a
Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
a pull request with your changes against the main repository's `master` branch.
## Contributors
### Code Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="https://github.com/assimp/assimp/graphs/contributors"><img src="https://opencollective.com/assimp/contributors.svg?width=890&button=false" /></a>
### Financial Contributors
Become a financial contributor and help us sustain our community. [[Contribute](https://opencollective.com/assimp/contribute)]
#### Individuals
<a href="https://opencollective.com/assimp"><img src="https://opencollective.com/assimp/individuals.svg?width=890"></a>
#### Organizations
Support this project with your organization. Your logo will show up here with a link to your website. [[Contribute](https://opencollective.com/assimp/contribute)]
<a href="https://opencollective.com/assimp/organization/0/website"><img src="https://opencollective.com/assimp/organization/0/avatar.svg"></a>
### License ###
Our license is based on the modified, __3-clause BSD__-License.

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@ -142,11 +142,11 @@ void Parser::LogWarning(const char* szWarn)
{
ai_assert(NULL != szWarn);
char szTemp[1024];
char szTemp[2048];
#if _MSC_VER >= 1400
sprintf_s(szTemp, "Line %u: %s",iLineNumber,szWarn);
#else
ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn);
ai_snprintf(szTemp,sizeof(szTemp),"Line %u: %s",iLineNumber,szWarn);
#endif
// output the warning to the logger ...

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@ -42,7 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Conversion of Blender's new BMesh stuff
*/
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderDNA.h"
@ -181,6 +180,7 @@ void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 )
face.v2 = v2;
face.v3 = v3;
face.v4 = v4;
face.flag = 0;
// TODO - Work out how materials work
face.mat_nr = 0;
triMesh->mface.push_back( face );

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@ -73,11 +73,11 @@ ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t index)
aiExportFormatDesc *desc = new aiExportFormatDesc;
desc->description = new char[ strlen( orig->description ) + 1 ]();
::strncpy( (char*) desc->description, orig->description, strlen( orig->description ) );
::memcpy( (char*) desc->description, orig->description, strlen( orig->description ) );
desc->fileExtension = new char[ strlen( orig->fileExtension ) + 1 ]();
::strncpy( ( char* ) desc->fileExtension, orig->fileExtension, strlen( orig->fileExtension ) );
::memcpy( ( char* ) desc->fileExtension, orig->fileExtension, strlen( orig->fileExtension ) );
desc->id = new char[ strlen( orig->id ) + 1 ]();
::strncpy( ( char* ) desc->id, orig->id, strlen( orig->id ) );
::memcpy( ( char* ) desc->id, orig->id, strlen( orig->id ) );
return desc;
}

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@ -1134,6 +1134,13 @@ ENDIF ()
ADD_LIBRARY( assimp ${assimp_src} )
ADD_LIBRARY(assimp::assimp ALIAS assimp)
# enable warnings as errors ########################################
IF (MSVC)
TARGET_COMPILE_OPTIONS(assimp PRIVATE /WX)
ELSE()
TARGET_COMPILE_OPTIONS(assimp PRIVATE -Werror)
ENDIF()
TARGET_INCLUDE_DIRECTORIES ( assimp PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/../include>
$<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}/../include>

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@ -994,8 +994,7 @@ void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) {
} else {
*_dest = new aiScene();
}
::memcpy(*_dest,src,sizeof(aiScene));
CopyScene(_dest, src, false);
}
// ------------------------------------------------------------------------------------------------
@ -1066,7 +1065,7 @@ void SceneCombiner::Copy( aiMesh** _dest, const aiMesh* src ) {
aiMesh* dest = *_dest = new aiMesh();
// get a flat copy
::memcpy(dest,src,sizeof(aiMesh));
*dest = *src;
// and reallocate all arrays
GetArrayCopy( dest->mVertices, dest->mNumVertices );
@ -1105,7 +1104,7 @@ void SceneCombiner::Copy(aiAnimMesh** _dest, const aiAnimMesh* src) {
aiAnimMesh* dest = *_dest = new aiAnimMesh();
// get a flat copy
::memcpy(dest, src, sizeof(aiAnimMesh));
*dest = *src;
// and reallocate all arrays
GetArrayCopy(dest->mVertices, dest->mNumVertices);
@ -1162,7 +1161,7 @@ void SceneCombiner::Copy(aiTexture** _dest, const aiTexture* src) {
aiTexture* dest = *_dest = new aiTexture();
// get a flat copy
::memcpy(dest,src,sizeof(aiTexture));
*dest = *src;
// and reallocate all arrays. We must do it manually here
const char* old = (const char*)dest->pcData;
@ -1192,7 +1191,7 @@ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) {
aiAnimation* dest = *_dest = new aiAnimation();
// get a flat copy
::memcpy(dest,src,sizeof(aiAnimation));
*dest = *src;
// and reallocate all arrays
CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
@ -1208,7 +1207,7 @@ void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) {
aiNodeAnim* dest = *_dest = new aiNodeAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiNodeAnim));
*dest = *src;
// and reallocate all arrays
GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
@ -1224,7 +1223,7 @@ void SceneCombiner::Copy(aiMeshMorphAnim** _dest, const aiMeshMorphAnim* src) {
aiMeshMorphAnim* dest = *_dest = new aiMeshMorphAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiMeshMorphAnim));
*dest = *src;
// and reallocate all arrays
GetArrayCopy( dest->mKeys, dest->mNumKeys );
@ -1245,7 +1244,7 @@ void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) {
aiCamera* dest = *_dest = new aiCamera();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiCamera));
*dest = *src;
}
// ------------------------------------------------------------------------------------------------
@ -1257,7 +1256,7 @@ void SceneCombiner::Copy(aiLight** _dest, const aiLight* src) {
aiLight* dest = *_dest = new aiLight();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiLight));
*dest = *src;
}
// ------------------------------------------------------------------------------------------------
@ -1269,10 +1268,7 @@ void SceneCombiner::Copy(aiBone** _dest, const aiBone* src) {
aiBone* dest = *_dest = new aiBone();
// get a flat copy
::memcpy(dest,src,sizeof(aiBone));
// and reallocate all arrays
GetArrayCopy( dest->mWeights, dest->mNumWeights );
*dest = *src;
}
// ------------------------------------------------------------------------------------------------
@ -1283,7 +1279,7 @@ void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
aiNode* dest = *_dest = new aiNode();
// get a flat copy
::memcpy(dest,src,sizeof(aiNode));
*dest = *src;
if (src->mMetaData) {
Copy(&dest->mMetaData, src->mMetaData);

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@ -5,8 +5,6 @@ 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,
@ -50,71 +48,60 @@ using namespace Assimp;
// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8.
#ifndef CHAR_BIT
# define CHAR_BIT 8
#define CHAR_BIT 8
#endif
#ifdef _WIN32
# pragma warning(disable : 4127)
#endif // _WIN32
const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
// ------------------------------------------------------------------------------------------------
// Constructs a spatially sorted representation from the given position array.
SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset)
// define the reference plane. We choose some arbitrary vector away from all basic axises
// in the hope that no model spreads all its vertices along this plane.
: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
{
// define the reference plane. We choose some arbitrary vector away from all basic axises
// in the hope that no model spreads all its vertices along this plane.
SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
mPlaneNormal(PlaneInit) {
mPlaneNormal.Normalize();
Fill(pPositions,pNumPositions,pElementOffset);
Fill(pPositions, pNumPositions, pElementOffset);
}
// ------------------------------------------------------------------------------------------------
SpatialSort :: SpatialSort()
: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
{
SpatialSort::SpatialSort() :
mPlaneNormal(PlaneInit) {
mPlaneNormal.Normalize();
}
// ------------------------------------------------------------------------------------------------
// Destructor
SpatialSort::~SpatialSort()
{
// nothing to do here, everything destructs automatically
SpatialSort::~SpatialSort() {
// empty
}
// ------------------------------------------------------------------------------------------------
void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize /*= true */)
{
void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize /*= true */) {
mPositions.clear();
Append(pPositions,pNumPositions,pElementOffset,pFinalize);
Append(pPositions, pNumPositions, pElementOffset, pFinalize);
}
// ------------------------------------------------------------------------------------------------
void SpatialSort :: Finalize()
{
std::sort( mPositions.begin(), mPositions.end());
void SpatialSort::Finalize() {
std::sort(mPositions.begin(), mPositions.end());
}
// ------------------------------------------------------------------------------------------------
void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize /*= true */)
{
void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize /*= true */) {
// store references to all given positions along with their distance to the reference plane
const size_t initial = mPositions.size();
mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2));
for( unsigned int a = 0; a < pNumPositions; a++)
{
const char* tempPointer = reinterpret_cast<const char*> (pPositions);
const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
mPositions.reserve(initial + (pFinalize ? pNumPositions : pNumPositions * 2));
for (unsigned int a = 0; a < pNumPositions; a++) {
const char *tempPointer = reinterpret_cast<const char *>(pPositions);
const aiVector3D *vec = reinterpret_cast<const aiVector3D *>(tempPointer + a * pElementOffset);
// store position by index and distance
ai_real distance = *vec * mPlaneNormal;
mPositions.push_back( Entry( static_cast<unsigned int>(a+initial), *vec, distance));
mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec, distance));
}
if (pFinalize) {
@ -125,9 +112,8 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio
// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
void SpatialSort::FindPositions( const aiVector3D& pPosition,
ai_real pRadius, std::vector<unsigned int>& poResults) const
{
void SpatialSort::FindPositions(const aiVector3D &pPosition,
ai_real pRadius, std::vector<unsigned int> &poResults) const {
const ai_real dist = pPosition * mPlaneNormal;
const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
@ -135,19 +121,18 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
poResults.clear();
// quick check for positions outside the range
if( mPositions.size() == 0)
if (mPositions.size() == 0)
return;
if( maxDist < mPositions.front().mDistance)
if (maxDist < mPositions.front().mDistance)
return;
if( minDist > mPositions.back().mDistance)
if (minDist > mPositions.back().mDistance)
return;
// do a binary search for the minimal distance to start the iteration there
unsigned int index = (unsigned int)mPositions.size() / 2;
unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
while( binaryStepSize > 1)
{
if( mPositions[index].mDistance < minDist)
while (binaryStepSize > 1) {
if (mPositions[index].mDistance < minDist)
index += binaryStepSize;
else
index -= binaryStepSize;
@ -157,21 +142,20 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
// depending on the direction of the last step we need to single step a bit back or forth
// to find the actual beginning element of the range
while( index > 0 && mPositions[index].mDistance > minDist)
while (index > 0 && mPositions[index].mDistance > minDist)
index--;
while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
while (index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
index++;
// Mow start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the given radius to the result aray
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
const ai_real pSquared = pRadius*pRadius;
while( it->mDistance < maxDist)
{
if( (it->mPosition - pPosition).SquareLength() < pSquared)
poResults.push_back( it->mIndex);
const ai_real pSquared = pRadius * pRadius;
while (it->mDistance < maxDist) {
if ((it->mPosition - pPosition).SquareLength() < pSquared)
poResults.push_back(it->mIndex);
++it;
if( it == mPositions.end())
if (it == mPositions.end())
break;
}
@ -180,70 +164,74 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
namespace {
// Binary, signed-integer representation of a single-precision floating-point value.
// IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
// ordered the same way when their bits are reinterpreted as sign-magnitude integers."
// This allows us to convert all floating-point numbers to signed integers of arbitrary size
// and then use them to work with ULPs (Units in the Last Place, for high-precision
// computations) or to compare them (integer comparisons are faster than floating-point
// comparisons on many platforms).
typedef ai_int BinFloat;
// Binary, signed-integer representation of a single-precision floating-point value.
// IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
// ordered the same way when their bits are reinterpreted as sign-magnitude integers."
// This allows us to convert all floating-point numbers to signed integers of arbitrary size
// and then use them to work with ULPs (Units in the Last Place, for high-precision
// computations) or to compare them (integer comparisons are faster than floating-point
// comparisons on many platforms).
typedef ai_int BinFloat;
// --------------------------------------------------------------------------------------------
// Converts the bit pattern of a floating-point number to its signed integer representation.
BinFloat ToBinary( const ai_real & pValue) {
// --------------------------------------------------------------------------------------------
// Converts the bit pattern of a floating-point number to its signed integer representation.
BinFloat ToBinary(const ai_real &pValue) {
// If this assertion fails, signed int is not big enough to store a float on your platform.
// Please correct the declaration of BinFloat a few lines above - but do it in a portable,
// #ifdef'd manner!
static_assert( sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");
// If this assertion fails, signed int is not big enough to store a float on your platform.
// Please correct the declaration of BinFloat a few lines above - but do it in a portable,
// #ifdef'd manner!
static_assert(sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");
#if defined( _MSC_VER)
// If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
// code has just become legacy code! Find out the current value of _MSC_VER and modify
// the #if above so it evaluates false on the current and all upcoming VC versions (or
// on the current platform, if LP64 or LLP64 are still used on other platforms).
static_assert( sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");
#if defined(_MSC_VER)
// If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
// code has just become legacy code! Find out the current value of _MSC_VER and modify
// the #if above so it evaluates false on the current and all upcoming VC versions (or
// on the current platform, if LP64 or LLP64 are still used on other platforms).
static_assert(sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");
// This works best on Visual C++, but other compilers have their problems with it.
const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
#else
// On many compilers, reinterpreting a float address as an integer causes aliasing
// problems. This is an ugly but more or less safe way of doing it.
union {
ai_real asFloat;
BinFloat asBin;
} conversion;
conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
conversion.asFloat = pValue;
const BinFloat binValue = conversion.asBin;
#endif
// This works best on Visual C++, but other compilers have their problems with it.
const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
//::memcpy(&binValue, &pValue, sizeof(pValue));
//return binValue;
#else
// On many compilers, reinterpreting a float address as an integer causes aliasing
// problems. This is an ugly but more or less safe way of doing it.
union {
ai_real asFloat;
BinFloat asBin;
} conversion;
conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
conversion.asFloat = pValue;
const BinFloat binValue = conversion.asBin;
#endif
// floating-point numbers are of sign-magnitude format, so find out what signed number
// representation we must convert negative values to.
// See http://en.wikipedia.org/wiki/Signed_number_representations.
// floating-point numbers are of sign-magnitude format, so find out what signed number
// representation we must convert negative values to.
// See http://en.wikipedia.org/wiki/Signed_number_representations.
// Two's complement?
if( (-42 == (~42 + 1)) && (binValue & 0x80000000))
return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
// One's complement?
else if ( (-42 == ~42) && (binValue & 0x80000000))
return BinFloat(-0) - binValue;
// Sign-magnitude?
else if( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary
return binValue;
else
return binValue;
}
// Two's complement?
bool DefaultValue = ((-42 == (~42 + 1)) && (binValue & 0x80000000));
bool OneComplement = ((-42 == ~42) && (binValue & 0x80000000));
bool SignedMagnitude = ((-42 == (42 | (-0))) && (binValue & 0x80000000));
if (DefaultValue)
return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
// One's complement?
else if (OneComplement)
return BinFloat(-0) - binValue;
// Sign-magnitude?
else if (SignedMagnitude) // -0 = 1000... binary
return binValue;
else
return binValue;
}
} // namespace
// ------------------------------------------------------------------------------------------------
// Fills an array with indices of all positions identical to the given position. In opposite to
// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
std::vector<unsigned int>& poResults) const
{
void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const {
// Epsilons have a huge disadvantage: they are of constant precision, while floating-point
// values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
// if you apply it to 0.001, it is enormous.
@ -269,20 +257,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
// Convert the plane distance to its signed integer representation so the ULPs tolerance can be
// applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
const BinFloat minDistBinary = ToBinary( pPosition * mPlaneNormal) - distanceToleranceInULPs;
const BinFloat minDistBinary = ToBinary(pPosition * mPlaneNormal) - distanceToleranceInULPs;
const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;
// clear the array in this strange fashion because a simple clear() would also deallocate
// the array which we want to avoid
poResults.resize( 0 );
poResults.resize(0);
// do a binary search for the minimal distance to start the iteration there
unsigned int index = (unsigned int)mPositions.size() / 2;
unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
while( binaryStepSize > 1)
{
while (binaryStepSize > 1) {
// Ugly, but conditional jumps are faster with integers than with floats
if( minDistBinary > ToBinary(mPositions[index].mDistance))
if (minDistBinary > ToBinary(mPositions[index].mDistance))
index += binaryStepSize;
else
index -= binaryStepSize;
@ -292,20 +279,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
// depending on the direction of the last step we need to single step a bit back or forth
// to find the actual beginning element of the range
while( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) )
while (index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance))
index--;
while( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
while (index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
index++;
// Now start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the tolerance to the result array
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
while( ToBinary(it->mDistance) < maxDistBinary)
{
if( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
while (ToBinary(it->mDistance) < maxDistBinary) {
if (distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
poResults.push_back(it->mIndex);
++it;
if( it == mPositions.end())
if (it == mPositions.end())
break;
}
@ -313,22 +299,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
}
// ------------------------------------------------------------------------------------------------
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill, ai_real pRadius) const
{
fill.resize(mPositions.size(),UINT_MAX);
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill, ai_real pRadius) const {
fill.resize(mPositions.size(), UINT_MAX);
ai_real dist, maxDist;
unsigned int t=0;
const ai_real pSquared = pRadius*pRadius;
unsigned int t = 0;
const ai_real pSquared = pRadius * pRadius;
for (size_t i = 0; i < mPositions.size();) {
dist = mPositions[i].mPosition * mPlaneNormal;
maxDist = dist + pRadius;
fill[mPositions[i].mIndex] = t;
const aiVector3D& oldpos = mPositions[i].mPosition;
for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
&& (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
{
const aiVector3D &oldpos = mPositions[i].mPosition;
for (++i; i < fill.size() && mPositions[i].mDistance < maxDist && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) {
fill[mPositions[i].mIndex] = t;
}
++t;
@ -338,7 +321,7 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,
// debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
for (size_t i = 0; i < fill.size(); ++i) {
ai_assert(fill[i]<mPositions.size());
ai_assert(fill[i] < mPositions.size());
}
#endif

View File

@ -3401,7 +3401,8 @@ void FBXConverter::ConvertGlobalSettings() {
mSceneOut->mMetaData->Set(5, "CoordAxisSign", doc.GlobalSettings().CoordAxisSign());
mSceneOut->mMetaData->Set(6, "OriginalUpAxis", doc.GlobalSettings().OriginalUpAxis());
mSceneOut->mMetaData->Set(7, "OriginalUpAxisSign", doc.GlobalSettings().OriginalUpAxisSign());
mSceneOut->mMetaData->Set(8, "UnitScaleFactor", (double)doc.GlobalSettings().UnitScaleFactor());
//const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor();
mSceneOut->mMetaData->Set(8, "UnitScaleFactor", doc.GlobalSettings().UnitScaleFactor());
mSceneOut->mMetaData->Set(9, "OriginalUnitScaleFactor", doc.GlobalSettings().OriginalUnitScaleFactor());
mSceneOut->mMetaData->Set(10, "AmbientColor", doc.GlobalSettings().AmbientColor());
mSceneOut->mMetaData->Set(11, "FrameRate", (int)doc.GlobalSettings().TimeMode());

View File

@ -1556,7 +1556,7 @@ static int _m3dstbi__create_png_image(_m3dstbi__png *a, unsigned char *image_dat
return 1;
}
static int _m3dstbi__compute_transparency(_m3dstbi__png *z, unsigned char tc[3], int out_n) {
static int _m3dstbi__compute_transparency(_m3dstbi__png *z, unsigned char* tc, int out_n) {
_m3dstbi__context *s = z->s;
_m3dstbi__uint32 i, pixel_count = s->img_x * s->img_y;
unsigned char *p = z->out;
@ -1639,7 +1639,7 @@ static int _m3dstbi__expand_png_palette(_m3dstbi__png *a, unsigned char *palette
static int _m3dstbi__parse_png_file(_m3dstbi__png *z, int scan, int req_comp) {
unsigned char palette[1024], pal_img_n = 0;
unsigned char has_trans = 0, tc[3];
unsigned char has_trans = 0, tc[3] = {};
_m3dstbi__uint16 tc16[3];
_m3dstbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0;
int first = 1, k, interlace = 0, color = 0;
@ -4350,7 +4350,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
M3D_INDEX last, *vrtxidx = NULL, *mtrlidx = NULL, *tmapidx = NULL, *skinidx = NULL;
uint32_t idx, numcmap = 0, *cmap = NULL, numvrtx = 0, maxvrtx = 0, numtmap = 0, maxtmap = 0, numproc = 0;
uint32_t numskin = 0, maxskin = 0, numstr = 0, maxt = 0, maxbone = 0, numgrp = 0, maxgrp = 0, *grpidx = NULL;
uint8_t *opa;
uint8_t *opa = nullptr;
m3dcd_t *cd;
m3dc_t *cmd;
m3dstr_t *str = NULL;

View File

@ -382,7 +382,12 @@ namespace glTF
{
friend struct Accessor;
Accessor& accessor;
// This field is reported as not used, making it protectd is the easiest way to work around it without going to the bottom of what the problem is:
// ../code/glTF2/glTF2Asset.h:392:19: error: private field 'accessor' is not used [-Werror,-Wunused-private-field]
protected:
Accessor &accessor;
private:
uint8_t* data;
size_t elemSize, stride;

View File

@ -389,12 +389,18 @@ struct Accessor : public Object {
class Indexer {
friend struct Accessor;
// This field is reported as not used, making it protectd is the easiest way to work around it without going to the bottom of what the problem is:
// ../code/glTF2/glTF2Asset.h:392:19: error: private field 'accessor' is not used [-Werror,-Wunused-private-field]
protected:
Accessor &accessor;
private:
uint8_t *data;
size_t elemSize, stride;
Indexer(Accessor &acc);
public:
//! Accesses the i-th value as defined by the accessor
template <class T>

View File

@ -635,9 +635,6 @@ private:
s32 amount = used < new_size ? used : new_size;
for (s32 i=0; i<amount; ++i)
array[i] = old_array[i];
if (allocated < used)
used = allocated;
delete [] old_array;
}

View File

@ -46,11 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_SPATIALSORT_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#pragma GCC system_header
#endif
#include <vector>
#include <assimp/types.h>
#include <vector>
namespace Assimp {
@ -62,10 +62,8 @@ namespace Assimp {
* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
* so that it avoids common planes in usual data sets. */
// ------------------------------------------------------------------------------------------------
class ASSIMP_API SpatialSort
{
class ASSIMP_API SpatialSort {
public:
SpatialSort();
// ------------------------------------------------------------------------------------
@ -76,14 +74,12 @@ public:
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
* to the beginning of the next vector. */
SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset);
SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset);
/** Destructor */
~SpatialSort();
public:
// ------------------------------------------------------------------------------------
/** Sets the input data for the SpatialSort. This replaces existing data, if any.
* The new data receives new indices in ascending order.
@ -97,17 +93,15 @@ public:
* required in order to use #FindPosition() or #GenerateMappingTable().
* If you don't finalize yet, you can use #Append() to add data from
* other sources.*/
void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
void Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
// ------------------------------------------------------------------------------------
/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
void Append( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
void Append(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
// ------------------------------------------------------------------------------------
/** Finalize the spatial hash data structure. This can be useful after
@ -123,8 +117,8 @@ public:
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.
* @return An iterator to iterate over all vertices in the given area.*/
void FindPositions( const aiVector3D& pPosition, ai_real pRadius,
std::vector<unsigned int>& poResults) const;
void FindPositions(const aiVector3D &pPosition, ai_real pRadius,
std::vector<unsigned int> &poResults) const;
// ------------------------------------------------------------------------------------
/** Fills an array with indices of all positions identical to the given position. In
@ -133,8 +127,8 @@ public:
* @param pPosition The position to look for vertices.
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.*/
void FindIdenticalPositions( const aiVector3D& pPosition,
std::vector<unsigned int>& poResults) const;
void FindIdenticalPositions(const aiVector3D &pPosition,
std::vector<unsigned int> &poResults) const;
// ------------------------------------------------------------------------------------
/** Compute a table that maps each vertex ID referring to a spatially close
@ -144,8 +138,8 @@ public:
* @param pRadius Maximal distance from the position a vertex may have to
* be counted in.
* @return Number of unique vertices (n). */
unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
ai_real pRadius) const;
unsigned int GenerateMappingTable(std::vector<unsigned int> &fill,
ai_real pRadius) const;
protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
@ -159,15 +153,17 @@ protected:
ai_real mDistance; ///< Distance of this vertex to the sorting plane
Entry() AI_NO_EXCEPT
: mIndex( 999999999 ), mPosition(), mDistance( 99999. ) {
// empty
: mIndex(999999999),
mPosition(),
mDistance(99999.) {
// empty
}
Entry( unsigned int pIndex, const aiVector3D& pPosition, ai_real pDistance)
: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance) {
Entry(unsigned int pIndex, const aiVector3D &pPosition, ai_real pDistance) :
mIndex(pIndex), mPosition(pPosition), mDistance(pDistance) {
// empty
}
bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
bool operator<(const Entry &e) const { return mDistance < e.mDistance; }
};
// all positions, sorted by distance to the sorting plane

View File

@ -308,7 +308,10 @@ struct aiBone {
//! Copy constructor
aiBone(const aiBone &other) :
mName(other.mName), mNumWeights(other.mNumWeights), mWeights(nullptr), mOffsetMatrix(other.mOffsetMatrix) {
mName(other.mName),
mNumWeights(other.mNumWeights),
mWeights(nullptr),
mOffsetMatrix(other.mOffsetMatrix) {
if (other.mWeights && other.mNumWeights) {
mWeights = new aiVertexWeight[mNumWeights];
::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));

View File

@ -320,7 +320,7 @@ struct aiMetadata {
}
template <typename T>
inline bool Set( const std::string &key, const T &value ) {
inline bool Set(const std::string &key, const T &value) {
if (key.empty()) {
return false;
}

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@ -86,6 +86,7 @@ SET( COMMON
unit/utStringUtils.cpp
unit/Common/uiScene.cpp
unit/Common/utLineSplitter.cpp
unit/Common/utSpatialSort.cpp
)
SET( IMPORTERS

View File

@ -0,0 +1,84 @@
/*
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include <assimp/SpatialSort.h>
using namespace Assimp;
class utSpatialSort : public ::testing::Test {
public
:
aiVector3D *vecs;
protected:
void SetUp() override {
::srand(static_cast<unsigned>(time(0)));
vecs = new aiVector3D[100];
for (size_t i = 0; i < 100; ++i) {
vecs[i].x = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
vecs[i].y = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
vecs[i].z = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
}
}
void TearDown() override {
delete[] vecs;
}
};
TEST_F( utSpatialSort, findIdenticalsTest ) {
SpatialSort sSort;
sSort.Fill(vecs, 100, sizeof(aiVector3D));
std::vector<unsigned int> indices;
sSort.FindIdenticalPositions(vecs[0], indices);
EXPECT_EQ(1u, indices.size());
}
TEST_F(utSpatialSort, findPositionsTest) {
SpatialSort sSort;
sSort.Fill(vecs, 100, sizeof(aiVector3D));
std::vector<unsigned int> indices;
sSort.FindPositions(vecs[0], 0.01f, indices);
EXPECT_EQ(1u, indices.size());
}

View File

@ -210,13 +210,13 @@ TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMetaData);
double factor(0.0);
float factor(0.0f);
scene->mMetaData->Get("UnitScaleFactor", factor);
EXPECT_DOUBLE_EQ(500.0, factor);
EXPECT_EQ(500.0f, factor);
scene->mMetaData->Set("UnitScaleFactor", factor * 2);
scene->mMetaData->Set("UnitScaleFactor", factor * 2.0f);
scene->mMetaData->Get("UnitScaleFactor", factor);
EXPECT_DOUBLE_EQ(1000.0, factor);
EXPECT_EQ(1000.0f, factor);
}
TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) {

File diff suppressed because it is too large Load Diff

View File

@ -5,8 +5,6 @@ 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,