Merge branch 'master' into issue_3165
commit
31b8d4710f
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@ -1163,7 +1163,8 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
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const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
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const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
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animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
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//losing channel name if using shapeGeometry->Name()
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animMesh->mName.Set(FixAnimMeshName(blendShapeChannel->Name()));
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for (size_t j = 0; j < curIndices.size(); j++) {
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const unsigned int curIndex = curIndices.at(j);
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aiVector3D vertex = curVertices.at(j);
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@ -722,7 +722,7 @@ template <class T>
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void Accessor::ExtractData(T *&outData) {
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uint8_t *data = GetPointer();
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if (!data) {
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throw DeadlyImportError("GLTF: data is NULL");
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throw DeadlyImportError("GLTF2: data is nullptr.");
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}
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const size_t elemSize = GetElementSize();
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@ -468,6 +468,22 @@ namespace glTF2 {
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}
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obj.AddMember("primitives", primitives, w.mAl);
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// targetNames
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if (m.targetNames.size() > 0) {
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Value extras;
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extras.SetObject();
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Value targetNames;
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targetNames.SetArray();
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targetNames.Reserve(unsigned(m.targetNames.size()), w.mAl);
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for (unsigned int n = 0; n < m.targetNames.size(); ++n) {
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std::string name = m.targetNames[n];
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Value tname;
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tname.SetString(name.c_str(), w.mAl);
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targetNames.PushBack(tname, w.mAl);
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}
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extras.AddMember("targetNames", targetNames, w.mAl);
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obj.AddMember("extras", extras, w.mAl);
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}
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}
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inline void Write(Value& obj, Node& n, AssetWriter& w)
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@ -824,9 +824,14 @@ void glTF2Exporter::ExportMeshes()
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/*************** Targets for blendshapes ****************/
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if (aim->mNumAnimMeshes > 0) {
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bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") &&
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this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP");
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p.targets.resize(aim->mNumAnimMeshes);
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for (unsigned int am = 0; am < aim->mNumAnimMeshes; ++am) {
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aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am];
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if (bExportTargetNames)
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m->targetNames.push_back(pAnimMesh->mName.data);
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// position
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if (pAnimMesh->HasPositions()) {
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@ -416,6 +416,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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attr.color[c]->ExtractData(aim->mColors[c]);
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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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if (!attr.texcoord[tc]) {
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DefaultLogger::get()->warn("Texture coordinate accessor not found or non-contiguous texture coordinate sets.");
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continue;
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}
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
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"\" does not match the vertex count");
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@ -42,17 +42,14 @@ substituted by assertions ...):
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```python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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assert len(scene.meshes)
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mesh = scene.meshes[0]
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assert len(scene.meshes)
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mesh = scene.meshes[0]
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assert len(mesh.vertices)
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print(mesh.vertices[0])
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# don't forget this one, or you will leak!
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release(scene)
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assert len(mesh.vertices)
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print(mesh.vertices[0])
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```
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@ -61,13 +58,11 @@ scene:
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```python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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for c in scene.rootnode.children:
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print(str(c))
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release(scene)
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for c in scene.rootnode.children:
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print(str(c))
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```
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@ -49,30 +49,27 @@ substituted by assertions ...):
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.. code:: python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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assert len(scene.meshes)
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mesh = scene.meshes[0]
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assert len(scene.meshes)
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mesh = scene.meshes[0]
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assert len(mesh.vertices)
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print(mesh.vertices[0])
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assert len(mesh.vertices)
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print(mesh.vertices[0])
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# don't forget this one, or you will leak!
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release(scene)
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Another example to list the 'top nodes' in a scene:
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.. code:: python
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from pyassimp import *
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scene = load('hello.3ds')
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from pyassimp import load
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with load('hello.3ds') as scene:
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for c in scene.rootnode.children:
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print(str(c))
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for c in scene.rootnode.children:
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print(str(c))
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release(scene)
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INSTALL
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-------
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@ -14,10 +14,13 @@ if sys.version_info >= (3,0):
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xrange = range
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try: import numpy
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except ImportError: numpy = None
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try:
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import numpy
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except ImportError:
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numpy = None
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import logging
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import ctypes
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from contextlib import contextmanager
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logger = logging.getLogger("pyassimp")
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# attach default null handler to logger so it doesn't complain
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# even if you don't attach another handler to logger
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@ -272,6 +275,13 @@ def recur_pythonize(node, scene):
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for c in node.children:
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recur_pythonize(c, scene)
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def release(scene):
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'''
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Release resources of a loaded scene.
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'''
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_assimp_lib.release(ctypes.pointer(scene))
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@contextmanager
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def load(filename,
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file_type = None,
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processing = postprocess.aiProcess_Triangulate):
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@ -319,7 +329,10 @@ def load(filename,
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raise AssimpError('Could not import file!')
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scene = _init(model.contents)
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recur_pythonize(scene.rootnode, scene)
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return scene
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try:
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yield scene
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finally:
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release(scene)
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def export(scene,
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filename,
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@ -373,9 +386,6 @@ def export_blob(scene,
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raise AssimpError('Could not export scene to blob!')
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return exportBlobPtr
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def release(scene):
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_assimp_lib.release(ctypes.pointer(scene))
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def _finalize_texture(tex, target):
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setattr(target, "achformathint", tex.achFormatHint)
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if numpy:
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File diff suppressed because one or more lines are too long
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@ -534,3 +534,10 @@ TEST_F(utglTF2ImportExport, norootnode_scenewithoutnodes) {
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ASSERT_NE(scene, nullptr);
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ASSERT_NE(scene->mRootNode, nullptr);
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}
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// Shall not crash!
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TEST_F(utglTF2ImportExport, norootnode_issue_3269) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/issue_3269/texcoord_crash.gltf", aiProcess_ValidateDataStructure);
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ASSERT_EQ(scene, nullptr);
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}
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