Merge branch 'master' into gltf2_fixes
commit
3f5238d7c1
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@ -34,6 +34,7 @@
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# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#----------------------------------------------------------------------
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SET(CMAKE_POLICY_DEFAULT_CMP0012 NEW)
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SET(CMAKE_POLICY_DEFAULT_CMP0074 NEW)
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SET(CMAKE_POLICY_DEFAULT_CMP0092 NEW)
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@ -53,7 +53,7 @@ const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
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result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
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result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
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return result;
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};
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}
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const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
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static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
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@ -66,7 +66,7 @@ const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
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ToCamelCase(val.first);
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}
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return result;
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};
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}
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const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
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static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
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@ -79,7 +79,7 @@ using namespace Util;
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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#define CONVERT_FBX_TIME(time) (static_cast<double>(time) * 1000.0 / 46186158000LL)
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FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
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defaultMaterialIndex(),
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@ -2560,7 +2560,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
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meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
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meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first);
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for (unsigned int k = 0; k < numValuesAndWeights; k++) {
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meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
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meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
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@ -2578,8 +2578,8 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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return;
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}
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double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
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double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
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double start_time_fps = has_local_startstop ? CONVERT_FBX_TIME(start_time) : min_time;
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double stop_time_fps = has_local_startstop ? CONVERT_FBX_TIME(stop_time) : max_time;
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// adjust relative timing for animation
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for (unsigned int c = 0; c < anim->mNumChannels; c++) {
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@ -3099,7 +3099,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outTranslations[i].mValue = defTranslate;
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}
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}
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@ -3108,7 +3108,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outRotations[i].mValue = defQuat;
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}
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}
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@ -3117,7 +3117,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outScales[i].mValue = defScale;
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}
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}
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@ -3306,7 +3306,7 @@ void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys,
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}
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// magic value to convert fbx times to seconds
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valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
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valOut->mTime = CONVERT_FBX_TIME(time);
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min_time = std::min(min_time, valOut->mTime);
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max_time = std::max(max_time, valOut->mTime);
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@ -1258,9 +1258,6 @@ inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<B
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inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
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{
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const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
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if (numKeyframes == 0) {
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return;
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}
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std::vector<float> times(numKeyframes);
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std::vector<float> values(numKeyframes * 3);
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@ -1281,9 +1278,6 @@ inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buf
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inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
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{
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const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
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if (numKeyframes == 0) {
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return;
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}
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std::vector<float> times(numKeyframes);
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std::vector<float> values(numKeyframes * 3);
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@ -1304,9 +1298,6 @@ inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>&
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inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
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{
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const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
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if (numKeyframes == 0) {
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return;
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}
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std::vector<float> times(numKeyframes);
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std::vector<float> values(numKeyframes * 4);
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@ -1347,29 +1338,36 @@ void glTF2Exporter::ExportAnimations()
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if (anim->mName.length > 0) {
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nameAnim = anim->mName.C_Str();
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}
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Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
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for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
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const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
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// It appears that assimp stores this type of animation as multiple animations.
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// where each aiNodeAnim in mChannels animates a specific node.
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std::string name = nameAnim + "_" + to_string(channelIndex);
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name = mAsset->FindUniqueID(name, "animation");
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Ref<Animation> animRef = mAsset->animations.Create(name);
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Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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Animation::Sampler translationSampler;
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ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
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AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
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if (nodeChannel->mNumPositionKeys > 0)
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{
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Animation::Sampler translationSampler;
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ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
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AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
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}
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Animation::Sampler rotationSampler;
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ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
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AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
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if (nodeChannel->mNumRotationKeys > 0)
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{
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Animation::Sampler rotationSampler;
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ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
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AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
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}
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Animation::Sampler scaleSampler;
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ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
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AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
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if (nodeChannel->mNumScalingKeys > 0)
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{
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Animation::Sampler scaleSampler;
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ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
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AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
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}
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}
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// Assimp documentation staes this is not used (not implemented)
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@ -1015,7 +1015,7 @@ ENDIF()
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# RT-extensions is used in "contrib/Open3DGC/o3dgcTimer.h" for collecting statistics. Pointed file
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# has implementation for different platforms: WIN32, __MACH__ and other ("else" block).
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FIND_PACKAGE(RT QUIET)
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IF (NOT ASSIMP_HUNTER_ENABLED AND (RT_FOUND OR MSVC))
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IF (NOT ASSIMP_HUNTER_ENABLED AND (RT_FOUND OR WIN32))
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SET( ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC 1 )
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ADD_DEFINITIONS( -DASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1 )
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ELSE ()
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@ -183,9 +183,10 @@ void SceneCombiner::MergeScenes(aiScene **_dest, std::vector<aiScene *> &src, un
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*_dest = src[0];
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return;
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}
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if (*_dest)
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if (*_dest) {
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(*_dest)->~aiScene();
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else
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new (*_dest) aiScene();
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} else
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*_dest = new aiScene();
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// Create a dummy scene to serve as master for the others
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@ -146,7 +146,7 @@ int IOSystem2Unzip::testerror(voidpf /*opaque*/, voidpf /*stream*/) {
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zlib_filefunc_def IOSystem2Unzip::get(IOSystem *pIOHandler) {
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zlib_filefunc_def mapping;
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#ifdef ASSIMP_USE_HUNTER
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#if defined (ASSIMP_USE_HUNTER) || defined (__MINGW32__) // GH#3144
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mapping.zopen_file = (open_file_func)open;
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mapping.zread_file = (read_file_func)read;
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mapping.zwrite_file = (write_file_func)write;
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@ -335,7 +335,7 @@ ZipArchiveIOSystem::Implement::Implement(IOSystem *pIOHandler, const char *pFile
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if (pFilename[0] == 0 || nullptr == pMode) {
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return;
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}
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zlib_filefunc_def mapping = IOSystem2Unzip::get(pIOHandler);
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m_ZipFileHandle = unzOpen2(pFilename, &mapping);
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}
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@ -243,6 +243,45 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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}
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}
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if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
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out->mNumAnimMeshes = mesh->mNumAnimMeshes;
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out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
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}
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for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
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aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
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aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
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outAnimMesh->mNumVertices = out->mNumVertices;
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if (animMesh->mVertices)
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outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mVertices = nullptr;
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if (animMesh->mNormals)
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outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mNormals = nullptr;
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if (animMesh->mTangents)
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outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mTangents = nullptr;
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if (animMesh->mBitangents)
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outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mBitangents = nullptr;
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
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if (animMesh->mColors[jj])
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outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
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else
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outAnimMesh->mColors[jj] = nullptr;
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}
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
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if (animMesh->mTextureCoords[jj])
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outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mTextureCoords[jj] = nullptr;
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}
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}
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typedef std::vector<aiVertexWeight> TempBoneInfo;
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std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
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|
@ -252,6 +291,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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}
|
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|
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unsigned int outIdx = 0;
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unsigned int amIdx = 0; // AnimMesh index
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for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
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aiFace &in = mesh->mFaces[m];
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if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
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|
@ -293,6 +333,30 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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*cols[pp]++ = mesh->mColors[pp][idx];
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}
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unsigned int pp = 0;
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for (; pp < mesh->mNumAnimMeshes; ++pp) {
|
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aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
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aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
|
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if (animMesh->mVertices)
|
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outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
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if (animMesh->mNormals)
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outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
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if (animMesh->mTangents)
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outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
|
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if (animMesh->mBitangents)
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outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
|
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
|
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if (animMesh->mColors[jj])
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outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
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}
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
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if (animMesh->mTextureCoords[jj])
|
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outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
|
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}
|
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}
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if (pp == mesh->mNumAnimMeshes)
|
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amIdx++;
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in.mIndices[q] = outIdx++;
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}
|
||||
|
||||
|
|
|
@ -175,7 +175,7 @@ namespace o3dgc
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m_data[2] = rhs.m_data[2];
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}
|
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template <typename T>
|
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inline Vec3<T>::~Vec3(void){};
|
||||
inline Vec3<T>::~Vec3(void){}
|
||||
|
||||
template <typename T>
|
||||
inline Vec3<T>::Vec3() {}
|
||||
|
@ -308,7 +308,7 @@ namespace o3dgc
|
|||
m_data[1] = rhs.m_data[1];
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||||
}
|
||||
template <typename T>
|
||||
inline Vec2<T>::~Vec2(void){};
|
||||
inline Vec2<T>::~Vec2(void){}
|
||||
|
||||
template <typename T>
|
||||
inline Vec2<T>::Vec2() {}
|
||||
|
|
|
@ -763,7 +763,7 @@ void cleanup()
|
|||
|
||||
if (g_hWnd)
|
||||
KillGLWindow();
|
||||
};
|
||||
}
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window
|
||||
UINT uMsg, // Message for this Window
|
||||
|
|
|
@ -161,4 +161,4 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld) {
|
|||
|
||||
return 1;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -2143,7 +2143,7 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
|
|||
}
|
||||
return FALSE;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
using namespace AssimpView;
|
||||
|
||||
|
|
Loading…
Reference in New Issue