Kimkulling/fix double precision tests (#5660)

* Make color single precision

* Fix the unittests for double precision

* Fix merge issues

* Fix issues with Vertex + Color4

* Fix vertex operator, some tests are still red.
pull/5345/merge
Kim Kulling 2024-07-12 14:37:49 +02:00 committed by GitHub
parent 0cb1693689
commit 35e4f1bf64
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GPG Key ID: B5690EEEBB952194
22 changed files with 291 additions and 145 deletions

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@ -365,14 +365,13 @@ struct Texture {
#ifdef _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material {
//! Default constructor has been deleted
Material() :
mName(),
mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
mDiffuse(0.6f, 0.6f, 0.6f),
mSpecularExponent(ai_real(0.0)),
mShininessStrength(ai_real(1.0)),
mShading(Discreet3DS::Gouraud),
@ -385,7 +384,7 @@ struct Material {
//! Constructor with explicit name
explicit Material(const std::string &name) :
mName(name),
mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
mDiffuse(0.6f, 0.6f, 0.6f),
mSpecularExponent(ai_real(0.0)),
mShininessStrength(ai_real(1.0)),
mShading(Discreet3DS::Gouraud),

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@ -384,17 +384,17 @@ void AMFImporter::ParseNode_Instance(XmlNode &node) {
for (auto &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "deltax") {
XmlParser::getValueAsFloat(currentNode, als.Delta.x);
XmlParser::getValueAsReal(currentNode, als.Delta.x);
} else if (currentName == "deltay") {
XmlParser::getValueAsFloat(currentNode, als.Delta.y);
XmlParser::getValueAsReal(currentNode, als.Delta.y);
} else if (currentName == "deltaz") {
XmlParser::getValueAsFloat(currentNode, als.Delta.z);
XmlParser::getValueAsReal(currentNode, als.Delta.z);
} else if (currentName == "rx") {
XmlParser::getValueAsFloat(currentNode, als.Delta.x);
XmlParser::getValueAsReal(currentNode, als.Delta.x);
} else if (currentName == "ry") {
XmlParser::getValueAsFloat(currentNode, als.Delta.y);
XmlParser::getValueAsReal(currentNode, als.Delta.y);
} else if (currentName == "rz") {
XmlParser::getValueAsFloat(currentNode, als.Delta.z);
XmlParser::getValueAsReal(currentNode, als.Delta.z);
}
}
ParseHelper_Node_Exit();

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@ -167,11 +167,11 @@ void AMFImporter::ParseNode_Coordinates(XmlNode &node) {
AMFCoordinates &als = *((AMFCoordinates *)ne); // alias for convenience
const std::string &currentName = ai_tolower(currentNode.name());
if (currentName == "x") {
XmlParser::getValueAsFloat(currentNode, als.Coordinate.x);
XmlParser::getValueAsReal(currentNode, als.Coordinate.x);
} else if (currentName == "y") {
XmlParser::getValueAsFloat(currentNode, als.Coordinate.y);
XmlParser::getValueAsReal(currentNode, als.Coordinate.y);
} else if (currentName == "z") {
XmlParser::getValueAsFloat(currentNode, als.Coordinate.z);
XmlParser::getValueAsReal(currentNode, als.Coordinate.z);
}
}
ParseHelper_Node_Exit();

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@ -263,26 +263,25 @@ void AMFImporter::ParseNode_TexMap(XmlNode &node, const bool pUseOldName) {
const std::string &name = currentNode.name();
if (name == "utex1") {
read_flag[0] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[0].x);
XmlParser::getValueAsReal(node, als.TextureCoordinate[0].x);
} else if (name == "utex2") {
read_flag[1] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[1].x);
XmlParser::getValueAsReal(node, als.TextureCoordinate[1].x);
} else if (name == "utex3") {
read_flag[2] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[2].x);
XmlParser::getValueAsReal(node, als.TextureCoordinate[2].x);
} else if (name == "vtex1") {
read_flag[3] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[0].y);
XmlParser::getValueAsReal(node, als.TextureCoordinate[0].y);
} else if (name == "vtex2") {
read_flag[4] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[1].y);
XmlParser::getValueAsReal(node, als.TextureCoordinate[1].y);
} else if (name == "vtex3") {
read_flag[5] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[2].y);
XmlParser::getValueAsReal(node, als.TextureCoordinate[2].y);
}
}
ParseHelper_Node_Exit();
} else {
for (pugi::xml_attribute &attr : node.attributes()) {
const std::string name = attr.name();

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@ -422,7 +422,7 @@ void Parser::ParseLV1SoftSkinBlock() {
me.first = static_cast<int>(curMesh->mBones.size());
curMesh->mBones.emplace_back(bone);
}
ParseLV4MeshFloat(me.second);
ParseLV4MeshReal(me.second);
// Add the new bone weight to list
vert.mBoneWeights.push_back(me);
@ -580,14 +580,14 @@ void Parser::ParseLV2MaterialBlock(ASE::Material &mat) {
}
// material transparency
if (TokenMatch(mFilePtr, "MATERIAL_TRANSPARENCY", 21)) {
ParseLV4MeshFloat(mat.mTransparency);
ParseLV4MeshReal(mat.mTransparency);
mat.mTransparency = ai_real(1.0) - mat.mTransparency;
continue;
}
// material self illumination
if (TokenMatch(mFilePtr, "MATERIAL_SELFILLUM", 18)) {
ai_real f = 0.0;
ParseLV4MeshFloat(f);
ParseLV4MeshReal(f);
mat.mEmissive.r = f;
mat.mEmissive.g = f;
@ -596,7 +596,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material &mat) {
}
// material shininess
if (TokenMatch(mFilePtr, "MATERIAL_SHINE", 14)) {
ParseLV4MeshFloat(mat.mSpecularExponent);
ParseLV4MeshReal(mat.mSpecularExponent);
mat.mSpecularExponent *= 15;
continue;
}
@ -607,7 +607,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material &mat) {
}
// material shininess strength
if (TokenMatch(mFilePtr, "MATERIAL_SHINESTRENGTH", 22)) {
ParseLV4MeshFloat(mat.mShininessStrength);
ParseLV4MeshReal(mat.mShininessStrength);
continue;
}
// diffuse color map
@ -731,32 +731,32 @@ void Parser::ParseLV3MapBlock(Texture &map) {
}
// offset on the u axis
if (TokenMatch(mFilePtr, "UVW_U_OFFSET", 12)) {
ParseLV4MeshFloat(map.mOffsetU);
ParseLV4MeshReal(map.mOffsetU);
continue;
}
// offset on the v axis
if (TokenMatch(mFilePtr, "UVW_V_OFFSET", 12)) {
ParseLV4MeshFloat(map.mOffsetV);
ParseLV4MeshReal(map.mOffsetV);
continue;
}
// tiling on the u axis
if (TokenMatch(mFilePtr, "UVW_U_TILING", 12)) {
ParseLV4MeshFloat(map.mScaleU);
ParseLV4MeshReal(map.mScaleU);
continue;
}
// tiling on the v axis
if (TokenMatch(mFilePtr, "UVW_V_TILING", 12)) {
ParseLV4MeshFloat(map.mScaleV);
ParseLV4MeshReal(map.mScaleV);
continue;
}
// rotation around the z-axis
if (TokenMatch(mFilePtr, "UVW_ANGLE", 9)) {
ParseLV4MeshFloat(map.mRotation);
ParseLV4MeshReal(map.mRotation);
continue;
}
// map blending factor
if (TokenMatch(mFilePtr, "MAP_AMOUNT", 10)) {
ParseLV4MeshFloat(map.mTextureBlend);
ParseLV4MeshReal(map.mTextureBlend);
continue;
}
}
@ -895,15 +895,15 @@ void Parser::ParseLV2CameraSettingsBlock(ASE::Camera &camera) {
if ('*' == *mFilePtr) {
++mFilePtr;
if (TokenMatch(mFilePtr, "CAMERA_NEAR", 11)) {
ParseLV4MeshFloat(camera.mNear);
ParseLV4MeshReal(camera.mNear);
continue;
}
if (TokenMatch(mFilePtr, "CAMERA_FAR", 10)) {
ParseLV4MeshFloat(camera.mFar);
ParseLV4MeshReal(camera.mFar);
continue;
}
if (TokenMatch(mFilePtr, "CAMERA_FOV", 10)) {
ParseLV4MeshFloat(camera.mFOV);
ParseLV4MeshReal(camera.mFOV);
continue;
}
}
@ -922,15 +922,15 @@ void Parser::ParseLV2LightSettingsBlock(ASE::Light &light) {
continue;
}
if (TokenMatch(mFilePtr, "LIGHT_INTENS", 12)) {
ParseLV4MeshFloat(light.mIntensity);
ParseLV4MeshReal(light.mIntensity);
continue;
}
if (TokenMatch(mFilePtr, "LIGHT_HOTSPOT", 13)) {
ParseLV4MeshFloat(light.mAngle);
ParseLV4MeshReal(light.mAngle);
continue;
}
if (TokenMatch(mFilePtr, "LIGHT_FALLOFF", 13)) {
ParseLV4MeshFloat(light.mFalloff);
ParseLV4MeshReal(light.mFalloff);
continue;
}
}
@ -1038,7 +1038,7 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation &anim) {
if (b) {
anim.akeyScaling.emplace_back();
aiVectorKey &key = anim.akeyScaling.back();
ParseLV4MeshFloatTriple(&key.mValue.x, iIndex);
ParseLV4MeshRealTriple(&key.mValue.x, iIndex);
key.mTime = (double)iIndex;
}
}
@ -1077,7 +1077,7 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation &anim) {
if (b) {
anim.akeyPositions.emplace_back();
aiVectorKey &key = anim.akeyPositions.back();
ParseLV4MeshFloatTriple(&key.mValue.x, iIndex);
ParseLV4MeshRealTriple(&key.mValue.x, iIndex);
key.mTime = (double)iIndex;
}
}
@ -1118,8 +1118,8 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation &anim) {
aiQuatKey &key = anim.akeyRotations.back();
aiVector3D v;
ai_real f;
ParseLV4MeshFloatTriple(&v.x, iIndex);
ParseLV4MeshFloat(f);
ParseLV4MeshRealTriple(&v.x, iIndex);
ParseLV4MeshReal(f);
key.mTime = (double)iIndex;
key.mValue = aiQuaternion(v, f);
}
@ -1163,23 +1163,23 @@ void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode &mesh) {
// fourth row of the transformation matrix - and also the
// only information here that is interesting for targets
if (TokenMatch(mFilePtr, "TM_ROW3", 7)) {
ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
ParseLV4MeshRealTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
continue;
}
if (mode == 1) {
// first row of the transformation matrix
if (TokenMatch(mFilePtr, "TM_ROW0", 7)) {
ParseLV4MeshFloatTriple(mesh.mTransform[0]);
ParseLV4MeshRealTriple(mesh.mTransform[0]);
continue;
}
// second row of the transformation matrix
if (TokenMatch(mFilePtr, "TM_ROW1", 7)) {
ParseLV4MeshFloatTriple(mesh.mTransform[1]);
ParseLV4MeshRealTriple(mesh.mTransform[1]);
continue;
}
// third row of the transformation matrix
if (TokenMatch(mFilePtr, "TM_ROW2", 7)) {
ParseLV4MeshFloatTriple(mesh.mTransform[2]);
ParseLV4MeshRealTriple(mesh.mTransform[2]);
continue;
}
// inherited position axes
@ -1414,7 +1414,7 @@ void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices, ASE::Mesh &mes
// --- ignored
ai_real afVert[3];
ParseLV4MeshFloatTriple(afVert);
ParseLV4MeshRealTriple(afVert);
std::pair<int, float> pairOut;
while (true) {
@ -1453,7 +1453,7 @@ void Parser::ParseLV3MeshVertexListBlock(
aiVector3D vTemp;
unsigned int iIndex;
ParseLV4MeshFloatTriple(&vTemp.x, iIndex);
ParseLV4MeshRealTriple(&vTemp.x, iIndex);
if (iIndex >= iNumVertices) {
LogWarning("Invalid vertex index. It will be ignored");
@ -1506,7 +1506,7 @@ void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
if (TokenMatch(mFilePtr, "MESH_TVERT", 10)) {
aiVector3D vTemp;
unsigned int iIndex;
ParseLV4MeshFloatTriple(&vTemp.x, iIndex);
ParseLV4MeshRealTriple(&vTemp.x, iIndex);
if (iIndex >= iNumVertices) {
LogWarning("Tvertex has an invalid index. It will be ignored");
@ -1657,7 +1657,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh &sMesh) {
++mFilePtr;
if (faceIdx != UINT_MAX && TokenMatch(mFilePtr, "MESH_VERTEXNORMAL", 17)) {
aiVector3D vNormal;
ParseLV4MeshFloatTriple(&vNormal.x, index);
ParseLV4MeshRealTriple(&vNormal.x, index);
if (faceIdx >= sMesh.mFaces.size())
continue;
@ -1679,7 +1679,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh &sMesh) {
}
if (TokenMatch(mFilePtr, "MESH_FACENORMAL", 15)) {
aiVector3D vNormal;
ParseLV4MeshFloatTriple(&vNormal.x, faceIdx);
ParseLV4MeshRealTriple(&vNormal.x, faceIdx);
if (faceIdx >= sMesh.mFaces.size()) {
ASSIMP_LOG_ERROR("ASE: Invalid vertex index in MESH_FACENORMAL section");
@ -1844,7 +1844,17 @@ void Parser::ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut
ParseLV4MeshLongTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut) {
void Parser::ParseLV4MeshRealTriple(ai_real *apOut, unsigned int &rIndexOut) {
ai_assert(nullptr != apOut);
// parse the index
ParseLV4MeshLong(rIndexOut);
// parse the three others
ParseLV4MeshRealTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut) {
ai_assert(nullptr != apOut);
// parse the index
@ -1854,7 +1864,15 @@ void Parser::ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut) {
ParseLV4MeshFloatTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloatTriple(ai_real *apOut) {
void Parser::ParseLV4MeshRealTriple(ai_real *apOut) {
ai_assert(nullptr != apOut);
for (unsigned int i = 0; i < 3; ++i) {
ParseLV4MeshReal(apOut[i]);
}
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloatTriple(float* apOut) {
ai_assert(nullptr != apOut);
for (unsigned int i = 0; i < 3; ++i) {
@ -1862,7 +1880,7 @@ void Parser::ParseLV4MeshFloatTriple(ai_real *apOut) {
}
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloat(ai_real &fOut) {
void Parser::ParseLV4MeshReal(ai_real &fOut) {
// skip spaces and tabs
if (!SkipSpaces(&mFilePtr, mEnd)) {
// LOG
@ -1875,6 +1893,19 @@ void Parser::ParseLV4MeshFloat(ai_real &fOut) {
mFilePtr = fast_atoreal_move<ai_real>(mFilePtr, fOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloat(float &fOut) {
// skip spaces and tabs
if (!SkipSpaces(&mFilePtr, mEnd)) {
// LOG
LogWarning("Unable to parse float: unexpected EOL [#1]");
fOut = 0.0;
++iLineNumber;
return;
}
// parse the first float
mFilePtr = fast_atoreal_move<float>(mFilePtr, fOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshLong(unsigned int &iOut) {
// Skip spaces and tabs
if (!SkipSpaces(&mFilePtr, mEnd)) {

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@ -553,13 +553,15 @@ private:
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
//! \param rIndexOut Output index
void ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut);
void ParseLV4MeshRealTriple(ai_real *apOut, unsigned int &rIndexOut);
void ParseLV4MeshFloatTriple(float *apOut, unsigned int &rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
void ParseLV4MeshFloatTriple(ai_real *apOut);
void ParseLV4MeshRealTriple(ai_real *apOut);
void ParseLV4MeshFloatTriple(float *apOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
@ -577,7 +579,8 @@ private:
// -------------------------------------------------------------------
//! Parse a single float element
//! \param fOut Output float
void ParseLV4MeshFloat(ai_real &fOut);
void ParseLV4MeshReal(ai_real &fOut);
void ParseLV4MeshFloat(float &fOut);
// -------------------------------------------------------------------
//! Parse a single int element

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@ -968,34 +968,34 @@ void ColladaParser::ReadLight(XmlNode &node, Collada::Light &pLight) {
content = fast_atoreal_move<ai_real>(content, (ai_real &)pLight.mColor.b);
SkipSpacesAndLineEnd(&content, end);
} else if (currentName == "constant_attenuation") {
XmlParser::getValueAsFloat(currentNode, pLight.mAttConstant);
XmlParser::getValueAsReal(currentNode, pLight.mAttConstant);
} else if (currentName == "linear_attenuation") {
XmlParser::getValueAsFloat(currentNode, pLight.mAttLinear);
XmlParser::getValueAsReal(currentNode, pLight.mAttLinear);
} else if (currentName == "quadratic_attenuation") {
XmlParser::getValueAsFloat(currentNode, pLight.mAttQuadratic);
XmlParser::getValueAsReal(currentNode, pLight.mAttQuadratic);
} else if (currentName == "falloff_angle") {
XmlParser::getValueAsFloat(currentNode, pLight.mFalloffAngle);
XmlParser::getValueAsReal(currentNode, pLight.mFalloffAngle);
} else if (currentName == "falloff_exponent") {
XmlParser::getValueAsFloat(currentNode, pLight.mFalloffExponent);
XmlParser::getValueAsReal(currentNode, pLight.mFalloffExponent);
}
// FCOLLADA extensions
// -------------------------------------------------------
else if (currentName == "outer_cone") {
XmlParser::getValueAsFloat(currentNode, pLight.mOuterAngle);
XmlParser::getValueAsReal(currentNode, pLight.mOuterAngle);
} else if (currentName == "penumbra_angle") { // this one is deprecated, now calculated using outer_cone
XmlParser::getValueAsFloat(currentNode, pLight.mPenumbraAngle);
XmlParser::getValueAsReal(currentNode, pLight.mPenumbraAngle);
} else if (currentName == "intensity") {
XmlParser::getValueAsFloat(currentNode, pLight.mIntensity);
XmlParser::getValueAsReal(currentNode, pLight.mIntensity);
}
else if (currentName == "falloff") {
XmlParser::getValueAsFloat(currentNode, pLight.mOuterAngle);
XmlParser::getValueAsReal(currentNode, pLight.mOuterAngle);
} else if (currentName == "hotspot_beam") {
XmlParser::getValueAsFloat(currentNode, pLight.mFalloffAngle);
XmlParser::getValueAsReal(currentNode, pLight.mFalloffAngle);
}
// OpenCOLLADA extensions
// -------------------------------------------------------
else if (currentName == "decay_falloff") {
XmlParser::getValueAsFloat(currentNode, pLight.mOuterAngle);
XmlParser::getValueAsReal(currentNode, pLight.mOuterAngle);
}
}
}
@ -1010,15 +1010,15 @@ void ColladaParser::ReadCamera(XmlNode &node, Collada::Camera &camera) {
if (currentName == "orthographic") {
camera.mOrtho = true;
} else if (currentName == "xfov" || currentName == "xmag") {
XmlParser::getValueAsFloat(currentNode, camera.mHorFov);
XmlParser::getValueAsReal(currentNode, camera.mHorFov);
} else if (currentName == "yfov" || currentName == "ymag") {
XmlParser::getValueAsFloat(currentNode, camera.mVerFov);
XmlParser::getValueAsReal(currentNode, camera.mVerFov);
} else if (currentName == "aspect_ratio") {
XmlParser::getValueAsFloat(currentNode, camera.mAspect);
XmlParser::getValueAsReal(currentNode, camera.mAspect);
} else if (currentName == "znear") {
XmlParser::getValueAsFloat(currentNode, camera.mZNear);
XmlParser::getValueAsReal(currentNode, camera.mZNear);
} else if (currentName == "zfar") {
XmlParser::getValueAsFloat(currentNode, camera.mZFar);
XmlParser::getValueAsReal(currentNode, camera.mZFar);
}
}
}
@ -1170,15 +1170,15 @@ void ColladaParser::ReadSamplerProperties(XmlNode &node, Sampler &out) {
} else if (currentName == "mirrorV") {
XmlParser::getValueAsBool(currentNode, out.mMirrorV);
} else if (currentName == "repeatU") {
XmlParser::getValueAsFloat(currentNode, out.mTransform.mScaling.x);
XmlParser::getValueAsReal(currentNode, out.mTransform.mScaling.x);
} else if (currentName == "repeatV") {
XmlParser::getValueAsFloat(currentNode, out.mTransform.mScaling.y);
XmlParser::getValueAsReal(currentNode, out.mTransform.mScaling.y);
} else if (currentName == "offsetU") {
XmlParser::getValueAsFloat(currentNode, out.mTransform.mTranslation.x);
XmlParser::getValueAsReal(currentNode, out.mTransform.mTranslation.x);
} else if (currentName == "offsetV") {
XmlParser::getValueAsFloat(currentNode, out.mTransform.mTranslation.y);
XmlParser::getValueAsReal(currentNode, out.mTransform.mTranslation.y);
} else if (currentName == "rotateUV") {
XmlParser::getValueAsFloat(currentNode, out.mTransform.mRotation);
XmlParser::getValueAsReal(currentNode, out.mTransform.mRotation);
} else if (currentName == "blend_mode") {
std::string v;
XmlParser::getValueAsString(currentNode, v);
@ -1198,14 +1198,14 @@ void ColladaParser::ReadSamplerProperties(XmlNode &node, Sampler &out) {
// OKINO extensions
// -------------------------------------------------------
else if (currentName == "weighting") {
XmlParser::getValueAsFloat(currentNode, out.mWeighting);
XmlParser::getValueAsReal(currentNode, out.mWeighting);
} else if (currentName == "mix_with_previous_layer") {
XmlParser::getValueAsFloat(currentNode, out.mMixWithPrevious);
XmlParser::getValueAsReal(currentNode, out.mMixWithPrevious);
}
// MAX3D extensions
// -------------------------------------------------------
else if (currentName == "amount") {
XmlParser::getValueAsFloat(currentNode, out.mWeighting);
XmlParser::getValueAsReal(currentNode, out.mWeighting);
}
}
}
@ -1265,13 +1265,13 @@ void ColladaParser::ReadEffectColor(XmlNode &node, aiColor4D &pColor, Sampler &p
// ------------------------------------------------------------------------------------------------
// Reads an effect entry containing a float
void ColladaParser::ReadEffectFloat(XmlNode &node, ai_real &pFloat) {
pFloat = 0.f;
void ColladaParser::ReadEffectFloat(XmlNode &node, ai_real &pReal) {
pReal = 0.f;
XmlNode floatNode = node.child("float");
if (floatNode.empty()) {
return;
}
XmlParser::getValueAsFloat(floatNode, pFloat);
XmlParser::getValueAsReal(floatNode, pReal);
}
// ------------------------------------------------------------------------------------------------

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@ -610,7 +610,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
if (is_not_qnan(clrTexture.r)) {
clrTemp.r *= clrTexture.a;
}
pcMatOut->AddProperty<ai_real>(&clrTemp.r, 1, AI_MATKEY_OPACITY);
pcMatOut->AddProperty<float>(&clrTemp.r, 1, AI_MATKEY_OPACITY);
// read phong power
int iShadingMode = (int)aiShadingMode_Gouraud;

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@ -316,7 +316,7 @@ void OFFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
aiMaterial *pcMat = new aiMaterial();
aiColor4D clr(ai_real(0.6), ai_real(0.6), ai_real(0.6), ai_real(1.0));
aiColor4D clr(0.6f, 0.6f, 0.6f, 1.0f);
pcMat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
pScene->mMaterials[0] = pcMat;

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@ -199,12 +199,12 @@ struct Material {
//! Constructor
Material() :
diffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
diffuse(0.6f, 0.6f, 0.6f),
alpha(ai_real(1.0)),
shineness(ai_real(0.0)),
illumination_model(1),
ior(ai_real(1.0)),
transparent(ai_real(1.0), ai_real(1.0), ai_real(1.0)),
transparent(1.0f, 1.0, 1.0),
roughness(),
metallic(),
sheen(),

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@ -181,7 +181,7 @@ void STLImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
mBuffer = &buffer2[0];
// the default vertex color is light gray.
mClrColorDefault.r = mClrColorDefault.g = mClrColorDefault.b = mClrColorDefault.a = (ai_real)0.6;
mClrColorDefault.r = mClrColorDefault.g = mClrColorDefault.b = mClrColorDefault.a = 0.6f;
// allocate a single node
mScene->mRootNode = new aiNode();
@ -209,7 +209,7 @@ void STLImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
}
pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_SPECULAR);
clrDiffuse = aiColor4D(ai_real(0.05), ai_real(0.05), ai_real(0.05), ai_real(1.0));
clrDiffuse = aiColor4D(0.05f, 0.05f, 0.05f, 1.0f);
pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_AMBIENT);
mScene->mNumMaterials = 1;

View File

@ -743,14 +743,14 @@ ASSIMP_API void aiVector2DivideByVector(
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector2Length(
ASSIMP_API ai_real aiVector2Length(
const C_STRUCT aiVector2D *v) {
ai_assert(nullptr != v);
return v->Length();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector2SquareLength(
ASSIMP_API ai_real aiVector2SquareLength(
const C_STRUCT aiVector2D *v) {
ai_assert(nullptr != v);
return v->SquareLength();
@ -764,7 +764,7 @@ ASSIMP_API void aiVector2Negate(
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector2DotProduct(
ASSIMP_API ai_real aiVector2DotProduct(
const C_STRUCT aiVector2D *a,
const C_STRUCT aiVector2D *b) {
ai_assert(nullptr != a);
@ -859,14 +859,14 @@ ASSIMP_API void aiVector3DivideByVector(
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector3Length(
ASSIMP_API ai_real aiVector3Length(
const C_STRUCT aiVector3D *v) {
ai_assert(nullptr != v);
return v->Length();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector3SquareLength(
ASSIMP_API ai_real aiVector3SquareLength(
const C_STRUCT aiVector3D *v) {
ai_assert(nullptr != v);
return v->SquareLength();
@ -880,7 +880,7 @@ ASSIMP_API void aiVector3Negate(
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector3DotProduct(
ASSIMP_API ai_real aiVector3DotProduct(
const C_STRUCT aiVector3D *a,
const C_STRUCT aiVector3D *b) {
ai_assert(nullptr != a);
@ -966,7 +966,7 @@ ASSIMP_API void aiMatrix3Inverse(C_STRUCT aiMatrix3x3 *mat) {
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiMatrix3Determinant(const C_STRUCT aiMatrix3x3 *mat) {
ASSIMP_API ai_real aiMatrix3Determinant(const C_STRUCT aiMatrix3x3 *mat) {
ai_assert(nullptr != mat);
return mat->Determinant();
}
@ -1066,7 +1066,7 @@ ASSIMP_API void aiMatrix4Inverse(C_STRUCT aiMatrix4x4 *mat) {
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiMatrix4Determinant(const C_STRUCT aiMatrix4x4 *mat) {
ASSIMP_API ai_real aiMatrix4Determinant(const C_STRUCT aiMatrix4x4 *mat) {
ai_assert(nullptr != mat);
return mat->Determinant();
}

View File

@ -174,6 +174,95 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial *pMat,
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get an array of floating-point values from the material.
aiReturn aiGetMaterialDoubleArray(const aiMaterial *pMat,
const char *pKey,
unsigned int type,
unsigned int index,
double *pOut,
unsigned int *pMax) {
ai_assert(pOut != nullptr);
ai_assert(pMat != nullptr);
const aiMaterialProperty *prop;
aiGetMaterialProperty(pMat, pKey, type, index, (const aiMaterialProperty **)&prop);
if (nullptr == prop) {
return AI_FAILURE;
}
// data is given in floats, convert to ai_real
unsigned int iWrite = 0;
if (aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
iWrite = prop->mDataLength / sizeof(float);
if (pMax) {
iWrite = std::min(*pMax, iWrite);
;
}
for (unsigned int a = 0; a < iWrite; ++a) {
pOut[a] = static_cast<ai_real>(reinterpret_cast<float *>(prop->mData)[a]);
}
if (pMax) {
*pMax = iWrite;
}
}
// data is given in doubles, convert to float
else if (aiPTI_Double == prop->mType) {
iWrite = prop->mDataLength / sizeof(double);
if (pMax) {
iWrite = std::min(*pMax, iWrite);
;
}
for (unsigned int a = 0; a < iWrite; ++a) {
pOut[a] = static_cast<ai_real>(reinterpret_cast<double *>(prop->mData)[a]);
}
if (pMax) {
*pMax = iWrite;
}
}
// data is given in ints, convert to float
else if (aiPTI_Integer == prop->mType) {
iWrite = prop->mDataLength / sizeof(int32_t);
if (pMax) {
iWrite = std::min(*pMax, iWrite);
}
for (unsigned int a = 0; a < iWrite; ++a) {
pOut[a] = static_cast<ai_real>(reinterpret_cast<int32_t *>(prop->mData)[a]);
}
if (pMax) {
*pMax = iWrite;
}
}
// a string ... read floats separated by spaces
else {
if (pMax) {
iWrite = *pMax;
}
// strings are zero-terminated with a 32 bit length prefix, so this is safe
const char *cur = prop->mData + 4;
ai_assert(prop->mDataLength >= 5);
ai_assert(!prop->mData[prop->mDataLength - 1]);
for (unsigned int a = 0;; ++a) {
cur = fast_atoreal_move<double>(cur, pOut[a]);
if (a == iWrite - 1) {
break;
}
if (!IsSpace(*cur)) {
ASSIMP_LOG_ERROR("Material property", pKey,
" is a string; failed to parse a float array out of it.");
return AI_FAILURE;
}
}
if (pMax) {
*pMax = iWrite;
}
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get an array if integers from the material
aiReturn aiGetMaterialIntegerArray(const aiMaterial *pMat,

View File

@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2024, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -231,7 +230,8 @@ private:
// ----------------------------------------------------------------------------
/// This time binary arithmetic of v0 with a floating-point number
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
template <template <typename, typename, typename> class op>
static Vertex BinaryOp(const Vertex& v0, ai_real f) {
// this is a heavy task for the compiler to optimize ... *pray*
Vertex res;
@ -244,14 +244,15 @@ private:
res.texcoords[i] = op<aiVector3D,ai_real,aiVector3D>()(v0.texcoords[i],f);
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
res.colors[i] = op<aiColor4D,ai_real,aiColor4D>()(v0.colors[i],f);
res.colors[i] = op<aiColor4D,float, aiColor4D>()(v0.colors[i],f);
}
return res;
}
// ----------------------------------------------------------------------------
/** This time binary arithmetic of v0 with a floating-point number */
template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
template <template <typename, typename, typename> class op>
static Vertex BinaryOp(ai_real f, const Vertex& v0) {
// this is a heavy task for the compiler to optimize ... *pray*
Vertex res;
@ -264,7 +265,7 @@ private:
res.texcoords[i] = op<ai_real,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
res.colors[i] = op<ai_real,aiColor4D,aiColor4D>()(f,v0.colors[i]);
res.colors[i] = op<float, aiColor4D,aiColor4D>()(f,v0.colors[i]);
}
return res;
}

View File

@ -211,21 +211,27 @@ public:
/// @return true, if the value can be read out.
static inline bool getValueAsString(XmlNode &node, std::string &text);
/// @brief Will try to get the value of the node as a real.
/// @param[in] node The node to search in.
/// @param[out] v The value as a ai_real.
/// @return true, if the value can be read out.
static inline bool getValueAsReal(XmlNode &node, ai_real &v);
/// @brief Will try to get the value of the node as a float.
/// @param[in] node The node to search in.
/// @param[out] text The value as a float.
/// @param[out]v The value as a float.
/// @return true, if the value can be read out.
static inline bool getValueAsFloat(XmlNode &node, ai_real &v);
static inline bool getValueAsFloat(XmlNode &node, float &v);
/// @brief Will try to get the value of the node as an integer.
/// @param[in] node The node to search in.
/// @param[out] text The value as a int.
/// @param[out] i The value as a int.
/// @return true, if the value can be read out.
static inline bool getValueAsInt(XmlNode &node, int &v);
/// @brief Will try to get the value of the node as an bool.
/// @param[in] node The node to search in.
/// @param[out] text The value as a bool.
/// @param[out] v The value as a bool.
/// @return true, if the value can be read out.
static inline bool getValueAsBool(XmlNode &node, bool &v);
@ -454,7 +460,19 @@ inline bool TXmlParser<TNodeType>::getValueAsString(XmlNode &node, std::string &
}
template <class TNodeType>
inline bool TXmlParser<TNodeType>::getValueAsFloat(XmlNode &node, ai_real &v) {
inline bool TXmlParser<TNodeType>::getValueAsReal(XmlNode& node, ai_real& v) {
if (node.empty()) {
return false;
}
v = node.text().as_float();
return true;
}
template <class TNodeType>
inline bool TXmlParser<TNodeType>::getValueAsFloat(XmlNode &node, float &v) {
if (node.empty()) {
return false;
}

View File

@ -644,14 +644,14 @@ ASSIMP_API void aiVector2DivideByVector(
/** Get the length of a 2D vector.
* @return v Vector to evaluate
*/
ASSIMP_API float aiVector2Length(
ASSIMP_API ai_real aiVector2Length(
const C_STRUCT aiVector2D *v);
// --------------------------------------------------------------------------------
/** Get the squared length of a 2D vector.
* @return v Vector to evaluate
*/
ASSIMP_API float aiVector2SquareLength(
ASSIMP_API ai_real aiVector2SquareLength(
const C_STRUCT aiVector2D *v);
// --------------------------------------------------------------------------------
@ -667,7 +667,7 @@ ASSIMP_API void aiVector2Negate(
* @param b Second vector
* @return The dot product of vectors
*/
ASSIMP_API float aiVector2DotProduct(
ASSIMP_API ai_real aiVector2DotProduct(
const C_STRUCT aiVector2D *a,
const C_STRUCT aiVector2D *b);
@ -774,14 +774,14 @@ ASSIMP_API void aiVector3DivideByVector(
/** Get the length of a 3D vector.
* @return v Vector to evaluate
*/
ASSIMP_API float aiVector3Length(
ASSIMP_API ai_real aiVector3Length(
const C_STRUCT aiVector3D *v);
// --------------------------------------------------------------------------------
/** Get the squared length of a 3D vector.
* @return v Vector to evaluate
*/
ASSIMP_API float aiVector3SquareLength(
ASSIMP_API ai_real aiVector3SquareLength(
const C_STRUCT aiVector3D *v);
// --------------------------------------------------------------------------------
@ -797,7 +797,7 @@ ASSIMP_API void aiVector3Negate(
* @param b Second vector
* @return The dot product of vectors
*/
ASSIMP_API float aiVector3DotProduct(
ASSIMP_API ai_real aiVector3DotProduct(
const C_STRUCT aiVector3D *a,
const C_STRUCT aiVector3D *b);
@ -889,7 +889,7 @@ ASSIMP_API void aiMatrix3Inverse(
/** Get the determinant of a 3x3 matrix.
* @param mat Matrix to get the determinant from
*/
ASSIMP_API float aiMatrix3Determinant(
ASSIMP_API ai_real aiMatrix3Determinant(
const C_STRUCT aiMatrix3x3 *mat);
// --------------------------------------------------------------------------------
@ -999,7 +999,7 @@ ASSIMP_API void aiMatrix4Inverse(
* @param mat Matrix to get the determinant from
* @return The determinant of the matrix
*/
ASSIMP_API float aiMatrix4Determinant(
ASSIMP_API ai_real aiMatrix4Determinant(
const C_STRUCT aiMatrix4x4 *mat);
// --------------------------------------------------------------------------------

View File

@ -88,12 +88,12 @@ public:
TReal r, g, b, a;
}; // !struct aiColor4D
typedef aiColor4t<ai_real> aiColor4D;
typedef aiColor4t<float> aiColor4D;
#else
struct aiColor4D {
ai_real r, g, b, a;
float r, g, b, a;
};
#endif // __cplusplus

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@ -196,8 +196,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifdef __cplusplus
/* No explicit 'struct' and 'enum' tags for C++, this keeps showing up
* in doxydocs.
*/
* in doxydocs. */
#define C_STRUCT
#define C_ENUM
#else

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@ -165,9 +165,9 @@ struct aiRay {
struct aiColor3D {
#ifdef __cplusplus
aiColor3D() AI_NO_EXCEPT : r(0.0f), g(0.0f), b(0.0f) {}
aiColor3D(ai_real _r, ai_real _g, ai_real _b) :
aiColor3D(float _r, float _g, float _b) :
r(_r), g(_g), b(_b) {}
explicit aiColor3D(ai_real _r) :
explicit aiColor3D(float _r) :
r(_r), g(_r), b(_r) {}
aiColor3D(const aiColor3D &o) :
r(o.r), g(o.g), b(o.b) {}
@ -214,12 +214,12 @@ struct aiColor3D {
}
/** Access a specific color component */
ai_real operator[](unsigned int i) const {
float operator[](unsigned int i) const {
return *(&r + i);
}
/** Access a specific color component */
ai_real &operator[](unsigned int i) {
float &operator[](unsigned int i) {
if (0 == i) {
return r;
} else if (1 == i) {
@ -232,14 +232,14 @@ struct aiColor3D {
/** Check whether a color is black */
bool IsBlack() const {
static const ai_real epsilon = ai_real(10e-3);
static const float epsilon = float(10e-3);
return std::fabs(r) < epsilon && std::fabs(g) < epsilon && std::fabs(b) < epsilon;
}
#endif // !__cplusplus
//! Red, green and blue color values
ai_real r, g, b;
float r, g, b;
}; // !struct aiColor3D
// ----------------------------------------------------------------------------------

View File

@ -47,7 +47,7 @@ using namespace Assimp;
class AssimpAPITest_aiMatrix3x3 : public AssimpMathTest {
protected:
virtual void SetUp() {
void SetUp() override {
result_c = result_cpp = aiMatrix3x3();
}
@ -114,10 +114,19 @@ TEST_F(AssimpAPITest_aiMatrix3x3, aiMatrix3InverseTest) {
EXPECT_EQ(result_cpp, result_c);
}
inline void AI_EXPECT_REAL_EQ(ai_real val1, ai_real val2) {
#ifdef ASSIMP_DOUBLE_PRECISION
EXPECT_DOUBLE_EQ((val1), (val2));
#else
EXPECT_FLOAT_EQ((val1), (val2));
#endif
}
TEST_F(AssimpAPITest_aiMatrix3x3, aiMatrix3DeterminantTest) {
result_c = result_cpp = random_mat3();
EXPECT_EQ(result_cpp.Determinant(),
aiMatrix3Determinant(&result_c));
const ai_real det_1 = result_cpp.Determinant();
const ai_real det_2 = aiMatrix3Determinant(&result_c);
AI_EXPECT_REAL_EQ(det_1, det_2);
}
TEST_F(AssimpAPITest_aiMatrix3x3, aiMatrix3RotationZTest) {

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@ -40,6 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "UnitTestPCH.h"
#include "MathTest.h"
#include <assimp/MathFunctions.h>
using namespace Assimp;
@ -63,8 +64,9 @@ protected:
};
TEST_F(AssimpAPITest_aiMatrix4x4, isIdendityTest) {
aiMatrix4x4 m = aiMatrix4x4(1.001f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
EXPECT_TRUE(m.IsIdentity(1e-3f));
aiMatrix4x4 m = aiMatrix4x4(1 + Math::getEpsilon<ai_real>(), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
const bool result = m.IsIdentity(Math::getEpsilon<ai_real>());
EXPECT_TRUE(result);
}
TEST_F(AssimpAPITest_aiMatrix4x4, aiIdentityMatrix4Test) {

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2024, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -51,21 +49,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
class utIssues : public ::testing::Test {
// empty
};
class utIssues : public ::testing::Test {};
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F( utIssues, OpacityBugWhenExporting_727 ) {
float opacity;
aiScene *scene( TestModelFacttory::createDefaultTestModel( opacity ) );
aiScene *scene = TestModelFacttory::createDefaultTestModel(opacity);
Assimp::Importer importer;
Assimp::Exporter exporter;
std::string path = "dae";
const aiExportFormatDesc *desc = exporter.GetExportFormatDescription( 0 );
EXPECT_NE( desc, nullptr );
ASSERT_NE( desc, nullptr );
std::string path = "dae";
path.append(".");
path.append( desc->fileExtension );
EXPECT_EQ( AI_SUCCESS, exporter.Export( scene, desc->id, path ) );
@ -73,7 +70,6 @@ TEST_F( utIssues, OpacityBugWhenExporting_727 ) {
ASSERT_NE( nullptr, newScene );
float newOpacity;
if ( newScene->mNumMaterials > 0 ) {
std::cout << "Desc = " << desc->description << "\n";
EXPECT_EQ( AI_SUCCESS, newScene->mMaterials[ 0 ]->Get( AI_MATKEY_OPACITY, newOpacity ) );
EXPECT_FLOAT_EQ( opacity, newOpacity );
}