Merge branch 'master' into issue_3165

issue_3165
Kim Kulling 2020-06-15 20:32:00 +02:00 committed by GitHub
commit 31b8d4710f
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10 changed files with 682 additions and 36 deletions

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@ -1163,7 +1163,8 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
//losing channel name if using shapeGeometry->Name()
animMesh->mName.Set(FixAnimMeshName(blendShapeChannel->Name()));
for (size_t j = 0; j < curIndices.size(); j++) {
const unsigned int curIndex = curIndices.at(j);
aiVector3D vertex = curVertices.at(j);

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@ -722,7 +722,7 @@ template <class T>
void Accessor::ExtractData(T *&outData) {
uint8_t *data = GetPointer();
if (!data) {
throw DeadlyImportError("GLTF: data is NULL");
throw DeadlyImportError("GLTF2: data is nullptr.");
}
const size_t elemSize = GetElementSize();

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@ -468,6 +468,22 @@ namespace glTF2 {
}
obj.AddMember("primitives", primitives, w.mAl);
// targetNames
if (m.targetNames.size() > 0) {
Value extras;
extras.SetObject();
Value targetNames;
targetNames.SetArray();
targetNames.Reserve(unsigned(m.targetNames.size()), w.mAl);
for (unsigned int n = 0; n < m.targetNames.size(); ++n) {
std::string name = m.targetNames[n];
Value tname;
tname.SetString(name.c_str(), w.mAl);
targetNames.PushBack(tname, w.mAl);
}
extras.AddMember("targetNames", targetNames, w.mAl);
obj.AddMember("extras", extras, w.mAl);
}
}
inline void Write(Value& obj, Node& n, AssetWriter& w)

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@ -824,9 +824,14 @@ void glTF2Exporter::ExportMeshes()
/*************** Targets for blendshapes ****************/
if (aim->mNumAnimMeshes > 0) {
bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") &&
this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP");
p.targets.resize(aim->mNumAnimMeshes);
for (unsigned int am = 0; am < aim->mNumAnimMeshes; ++am) {
aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am];
if (bExportTargetNames)
m->targetNames.push_back(pAnimMesh->mName.data);
// position
if (pAnimMesh->HasPositions()) {

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@ -416,6 +416,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
attr.color[c]->ExtractData(aim->mColors[c]);
}
for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
if (!attr.texcoord[tc]) {
DefaultLogger::get()->warn("Texture coordinate accessor not found or non-contiguous texture coordinate sets.");
continue;
}
if (attr.texcoord[tc]->count != aim->mNumVertices) {
DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
"\" does not match the vertex count");

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@ -42,17 +42,14 @@ substituted by assertions ...):
```python
from pyassimp import *
scene = load('hello.3ds')
from pyassimp import load
with load('hello.3ds') as scene:
assert len(scene.meshes)
mesh = scene.meshes[0]
assert len(scene.meshes)
mesh = scene.meshes[0]
assert len(mesh.vertices)
print(mesh.vertices[0])
# don't forget this one, or you will leak!
release(scene)
assert len(mesh.vertices)
print(mesh.vertices[0])
```
@ -61,14 +58,12 @@ scene:
```python
from pyassimp import *
scene = load('hello.3ds')
from pyassimp import load
with load('hello.3ds') as scene:
for c in scene.rootnode.children:
for c in scene.rootnode.children:
print(str(c))
release(scene)
```
INSTALL

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@ -49,8 +49,8 @@ substituted by assertions ...):
.. code:: python
from pyassimp import *
scene = load('hello.3ds')
from pyassimp import load
with load('hello.3ds') as scene:
assert len(scene.meshes)
mesh = scene.meshes[0]
@ -58,21 +58,18 @@ substituted by assertions ...):
assert len(mesh.vertices)
print(mesh.vertices[0])
# don't forget this one, or you will leak!
release(scene)
Another example to list the 'top nodes' in a scene:
.. code:: python
from pyassimp import *
scene = load('hello.3ds')
from pyassimp import load
with load('hello.3ds') as scene:
for c in scene.rootnode.children:
print(str(c))
release(scene)
INSTALL
-------

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@ -14,10 +14,13 @@ if sys.version_info >= (3,0):
xrange = range
try: import numpy
except ImportError: numpy = None
try:
import numpy
except ImportError:
numpy = None
import logging
import ctypes
from contextlib import contextmanager
logger = logging.getLogger("pyassimp")
# attach default null handler to logger so it doesn't complain
# even if you don't attach another handler to logger
@ -272,6 +275,13 @@ def recur_pythonize(node, scene):
for c in node.children:
recur_pythonize(c, scene)
def release(scene):
'''
Release resources of a loaded scene.
'''
_assimp_lib.release(ctypes.pointer(scene))
@contextmanager
def load(filename,
file_type = None,
processing = postprocess.aiProcess_Triangulate):
@ -319,7 +329,10 @@ def load(filename,
raise AssimpError('Could not import file!')
scene = _init(model.contents)
recur_pythonize(scene.rootnode, scene)
return scene
try:
yield scene
finally:
release(scene)
def export(scene,
filename,
@ -373,9 +386,6 @@ def export_blob(scene,
raise AssimpError('Could not export scene to blob!')
return exportBlobPtr
def release(scene):
_assimp_lib.release(ctypes.pointer(scene))
def _finalize_texture(tex, target):
setattr(target, "achformathint", tex.achFormatHint)
if numpy:

File diff suppressed because one or more lines are too long

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@ -534,3 +534,10 @@ TEST_F(utglTF2ImportExport, norootnode_scenewithoutnodes) {
ASSERT_NE(scene, nullptr);
ASSERT_NE(scene->mRootNode, nullptr);
}
// Shall not crash!
TEST_F(utglTF2ImportExport, norootnode_issue_3269) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/issue_3269/texcoord_crash.gltf", aiProcess_ValidateDataStructure);
ASSERT_EQ(scene, nullptr);
}