Merge branch 'master' into assimpview_unicode

pull/2427/head
Kim Kulling 2019-05-10 18:52:32 +02:00 committed by GitHub
commit 4f7de109a1
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@ -1,32 +1,32 @@
# Install CMake # Build Instructions
## Install CMake
Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
``` ```bash
sudo apt-get install cmake sudo apt-get install cmake
``` ```
# Get the source ## Get the source
Make sure you have a working git-installation. Open a command prompt and clone the Asset-Importer-Lib via: Make sure you have a working git-installation. Open a command prompt and clone the Asset-Importer-Lib via:
``` ```bash
git clone https://github.com/assimp/assimp.git git clone https://github.com/assimp/assimp.git
``` ```
# Build instructions for Windows with Visual-Studio ## Build instructions for Windows with Visual-Studio
First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/ First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/
To generate the build environment for your IDE open a command prompt, navigate to your repo and type: To generate the build environment for your IDE open a command prompt, navigate to your repo and type:
``` ```bash
> cmake CMakeLists.txt cmake CMakeLists.txt
``` ```
This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it. This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it.
# Build instructions for Windows with UWP ## Build instructions for Windows with UWP
See https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
## Build instructions for Linux / Unix
# Build instrcutions for Linux / Unix
Open a terminal and got to your repository. You can generate the makefiles and build the library via: Open a terminal and got to your repository. You can generate the makefiles and build the library via:
``` ```bash
cmake CMakeLists.txt cmake CMakeLists.txt
make -j4 make -j4
``` ```
@ -34,7 +34,23 @@ The option -j descripes the number of parallel processes for the build. In this
If you want to use a IDE for linux you can try QTCreator for instance. If you want to use a IDE for linux you can try QTCreator for instance.
# CMake build options ## Build instructions for MinGW
Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag
required to compile some of assimp's files, especially for debug builds.
Version 7.3.0 of g++-mingw-w64 & gcc-mingw-w64 appears to work.
Please see [CMake Cross Compiling](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling) for general information on CMake Toolchains.
Some users have had success building assimp using MinGW on Linux using [polly](https://github.com/ruslo/polly/).
The following toolchain, which is not maintained by assimp, seems to work on Linux: [linux-mingw-w64-gnuxx11.cmake](https://github.com/ruslo/polly/blob/master/linux-mingw-w64-gnuxx11.cmake)
The following toolchain may or may not be helpful for building assimp using MinGW on Windows (untested):
[mingw-cxx17.cmake](https://github.com/ruslo/polly/blob/master/mingw-cxx17.cmake)
Besides the toolchain, compilation should be the same as for Linux / Unix.
## CMake build options
The cmake-build-environment provides options to configure the build. The following options can be used: The cmake-build-environment provides options to configure the build. The following options can be used:
- **BUILD_SHARED_LIBS ( default ON )**: Generation of shared libs ( dll for windows, so for Linux ). Set this to OFF to get a static lib. - **BUILD_SHARED_LIBS ( default ON )**: Generation of shared libs ( dll for windows, so for Linux ). Set this to OFF to get a static lib.
- **BUILD_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle - **BUILD_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle
@ -55,4 +71,3 @@ The cmake-build-environment provides options to configure the build. The followi
- **INJECT_DEBUG_POSTFIX( default ON )**: Inject debug postfix in .a/.so lib names - **INJECT_DEBUG_POSTFIX( default ON )**: Inject debug postfix in .a/.so lib names
- **IGNORE_GIT_HASH ( default OFF )**: Don't call git to get the hash. - **IGNORE_GIT_HASH ( default OFF )**: Don't call git to get the hash.
- **ASSIMP_INSTALL_PDB ( default ON )**: Install MSVC debug files. - **ASSIMP_INSTALL_PDB ( default ON )**: Install MSVC debug files.

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@ -237,6 +237,11 @@ ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fPIC -fno-strict-aliasing -Wall -Wno-long-long -std=c++11 ${CMAKE_CXX_FLAGS}" ) SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fPIC -fno-strict-aliasing -Wall -Wno-long-long -std=c++11 ${CMAKE_CXX_FLAGS}" )
SET(CMAKE_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS}") SET(CMAKE_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS}")
ELSEIF( CMAKE_COMPILER_IS_MINGW ) ELSEIF( CMAKE_COMPILER_IS_MINGW )
IF (CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.0)
message(FATAL_ERROR "MinGW is too old to be supported. Please update MinGW and try again.")
ELSEIF(CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.3)
message(WARNING "MinGW is old, if you experience errors, update MinGW.")
ENDIF()
SET( CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -std=c++11 -Wa,-mbig-obj ${CMAKE_CXX_FLAGS}" ) SET( CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -std=c++11 -Wa,-mbig-obj ${CMAKE_CXX_FLAGS}" )
SET(CMAKE_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS} ") SET(CMAKE_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS} ")
ADD_DEFINITIONS( -U__STRICT_ANSI__ ) ADD_DEFINITIONS( -U__STRICT_ANSI__ )

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@ -17,6 +17,8 @@ A library to import and export various 3d-model-formats including scene-post-pro
APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS. APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
[Check the latest doc](https://assimp-docs.readthedocs.io/en/latest/).
Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more. Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases). This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).

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@ -15,8 +15,8 @@ matrix:
image: image:
- Visual Studio 2013 - Visual Studio 2013
- Previous Visual Studio 2015 - Visual Studio 2015
- Previous Visual Studio 2017 - Visual Studio 2017
platform: platform:
- Win32 - Win32
@ -28,10 +28,10 @@ install:
- set PATH=C:\Ruby24-x64\bin;%PATH% - set PATH=C:\Ruby24-x64\bin;%PATH%
- set CMAKE_DEFINES -DASSIMP_WERROR=ON - set CMAKE_DEFINES -DASSIMP_WERROR=ON
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2013" set CMAKE_GENERATOR_NAME=Visual Studio 12 2013 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2013" set CMAKE_GENERATOR_NAME=Visual Studio 12 2013
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Previous Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Previous Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
- if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=%CMAKE_GENERATOR_NAME% Win64 - if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=%CMAKE_GENERATOR_NAME% Win64
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" - cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" .
- set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5" - set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"
- ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe - ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe
- ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/1/d/8/1d8137db-b5bb-4925-8c5d-927424a2e4de/vc_redist.x86.exe -OutFile .\packaging\windows-innosetup\vc_redist.x86.exe - ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/1/d/8/1d8137db-b5bb-4925-8c5d-927424a2e4de/vc_redist.x86.exe -OutFile .\packaging\windows-innosetup\vc_redist.x86.exe
@ -53,7 +53,13 @@ build:
project: Assimp.sln project: Assimp.sln
after_build: after_build:
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" iscc packaging\windows-innosetup\script.iss - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (
if "%platform%"=="x64" (
iscc packaging\windows-innosetup\script_x64.iss
) else (
iscc packaging\windows-innosetup\script_x86.iss
)
)
- 7z a assimp.7z bin\%CONFIGURATION%\* lib\%CONFIGURATION%\* - 7z a assimp.7z bin\%CONFIGURATION%\* lib\%CONFIGURATION%\*
test_script: test_script:

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@ -1299,7 +1299,7 @@ void ASEImporter::BuildMaterialIndices()
} }
} }
// Dekete our temporary array // Delete our temporary array
delete[] pcIntMaterials; delete[] pcIntMaterials;
} }

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@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the ASE parser class * @brief Implementation of the ASE parser class
*/ */
#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER #ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER

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@ -190,8 +190,9 @@ struct Animation {
Animation() AI_NO_EXCEPT Animation() AI_NO_EXCEPT
: mRotationType (TRACK) : mRotationType (TRACK)
, mScalingType (TRACK) , mScalingType (TRACK)
, mPositionType (TRACK) , mPositionType (TRACK) {
{} // empty
}
//! List of track rotation keyframes //! List of track rotation keyframes
std::vector< aiQuatKey > akeyRotations; std::vector< aiQuatKey > akeyRotations;
@ -243,7 +244,6 @@ struct BaseNode {
mTargetPosition.x = qnan; mTargetPosition.x = qnan;
} }
//! Name of the mesh //! Name of the mesh
std::string mName; std::string mName;

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@ -804,6 +804,18 @@ ADD_ASSIMP_IMPORTER( MMD
MMDVmdParser.h MMDVmdParser.h
) )
# Workaround for issue #2406 - force problematic large file to be optimized to prevent string table overflow error
# Used -Os instead of -O2 as previous issues had mentioned, since -Os is roughly speaking -O2, excluding any
# optimizations that take up extra space. Given that the issue is a string table overflowing, -Os seemed appropriate
# Also, I'm not positive if both link & compile flags are needed, but this hopefully ensures that the issue should not
# recur for edge cases such as static builds.
if ((CMAKE_COMPILER_IS_MINGW) AND (CMAKE_BUILD_TYPE MATCHES Debug))
message("-- Applying MinGW StepFileGen1.cpp Debug Workaround")
SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES COMPILE_FLAGS -Os )
SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES LINK_FLAGS -Os )
SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES STATIC_LIBRARY_FLAGS -Os )
endif()
ADD_ASSIMP_IMPORTER( STEP ADD_ASSIMP_IMPORTER( STEP
STEPFile.h STEPFile.h
Importer/StepFile/StepFileImporter.h Importer/StepFile/StepFileImporter.h

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@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
namespace Assimp {
namespace FBX namespace FBX
{ {
const std::string NULL_RECORD = { // 13 null bytes const std::string NULL_RECORD = { // 13 null bytes
@ -80,7 +80,7 @@ namespace FBX
TransformInheritance_MAX // end-of-enum sentinel TransformInheritance_MAX // end-of-enum sentinel
}; };
} }
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXCOMMON_H_INC #endif // AI_FBXCOMMON_H_INC

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@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream> #include <sstream>
#include <iomanip> #include <iomanip>
namespace Assimp { namespace Assimp {
namespace FBX { namespace FBX {
@ -76,7 +77,7 @@ namespace Assimp {
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
FBXConverter::FBXConverter(aiScene* out, const Document& doc) FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit )
: defaultMaterialIndex() : defaultMaterialIndex()
, lights() , lights()
, cameras() , cameras()
@ -89,7 +90,9 @@ namespace Assimp {
, mNodeNames() , mNodeNames()
, anim_fps() , anim_fps()
, out(out) , out(out)
, doc(doc) { , doc(doc)
, mRemoveEmptyBones( removeEmptyBones )
, mCurrentUnit(FbxUnit::cm) {
// animations need to be converted first since this will // animations need to be converted first since this will
// populate the node_anim_chain_bits map, which is needed // populate the node_anim_chain_bits map, which is needed
// to determine which nodes need to be generated. // to determine which nodes need to be generated.
@ -117,6 +120,7 @@ namespace Assimp {
ConvertGlobalSettings(); ConvertGlobalSettings();
TransferDataToScene(); TransferDataToScene();
ConvertToUnitScale(unit);
// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
// to make sure the scene passes assimp's validation. FBX files // to make sure the scene passes assimp's validation. FBX files
@ -387,6 +391,7 @@ namespace Assimp {
break; break;
default: default:
ai_assert(false); ai_assert(false);
break;
} }
} }
@ -977,7 +982,9 @@ namespace Assimp {
unsigned int epcount = 0; unsigned int epcount = 0;
for (unsigned i = 0; i < indices.size(); i++) for (unsigned i = 0; i < indices.size(); i++)
{ {
if (indices[i] < 0) epcount++; if (indices[i] < 0) {
epcount++;
}
} }
unsigned int pcount = static_cast<unsigned int>( indices.size() ); unsigned int pcount = static_cast<unsigned int>( indices.size() );
unsigned int scount = out_mesh->mNumFaces = pcount - epcount; unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
@ -1407,7 +1414,7 @@ namespace Assimp {
const WeightIndexArray& indices = cluster->GetIndices(); const WeightIndexArray& indices = cluster->GetIndices();
if (indices.empty()) { if (indices.empty() && mRemoveEmptyBones ) {
continue; continue;
} }
@ -1439,13 +1446,11 @@ namespace Assimp {
if (index_out_indices.back() == no_index_sentinel) { if (index_out_indices.back() == no_index_sentinel) {
index_out_indices.back() = out_indices.size(); index_out_indices.back() = out_indices.size();
} }
if (no_mat_check) { if (no_mat_check) {
out_indices.push_back(out_idx[i]); out_indices.push_back(out_idx[i]);
} } else {
else {
// this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn) // this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
const std::vector<unsigned int>::iterator it = std::lower_bound( const std::vector<unsigned int>::iterator it = std::lower_bound(
outputVertStartIndices->begin(), outputVertStartIndices->begin(),
@ -1465,7 +1470,7 @@ namespace Assimp {
// if we found at least one, generate the output bones // if we found at least one, generate the output bones
// XXX this could be heavily simplified by collecting the bone // XXX this could be heavily simplified by collecting the bone
// data in a single step. // data in a single step.
if (ok) { if (ok && mRemoveEmptyBones) {
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices, ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
count_out_indices, node_global_transform); count_out_indices, node_global_transform);
} }
@ -1596,6 +1601,13 @@ namespace Assimp {
out_mat->AddProperty(&str, AI_MATKEY_NAME); out_mat->AddProperty(&str, AI_MATKEY_NAME);
} }
// Set the shading mode as best we can: The FBX specification only mentions Lambert and Phong, and only Phong is mentioned in Assimp's aiShadingMode enum.
if (material.GetShadingModel() == "phong")
{
aiShadingMode shadingMode = aiShadingMode_Phong;
out_mat->AddProperty<aiShadingMode>(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
}
// shading stuff and colors // shading stuff and colors
SetShadingPropertiesCommon(out_mat, props); SetShadingPropertiesCommon(out_mat, props);
SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh ); SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
@ -3407,9 +3419,10 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
na->mNumScalingKeys = static_cast<unsigned int>(keys.size()); na->mNumScalingKeys = static_cast<unsigned int>(keys.size());
na->mScalingKeys = new aiVectorKey[keys.size()]; na->mScalingKeys = new aiVectorKey[keys.size()];
if (keys.size() > 0) if (keys.size() > 0) {
InterpolateKeys(na->mScalingKeys, keys, inputs, aiVector3D(1.0f, 1.0f, 1.0f), maxTime, minTime); InterpolateKeys(na->mScalingKeys, keys, inputs, aiVector3D(1.0f, 1.0f, 1.0f), maxTime, minTime);
} }
}
void FBXConverter::ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, void FBXConverter::ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/, const LayerMap& /*layers*/,
@ -3472,6 +3485,46 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate()); out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
} }
void FBXConverter::ConvertToUnitScale( FbxUnit unit ) {
if (mCurrentUnit == unit) {
return;
}
ai_real scale = 1.0;
if (mCurrentUnit == FbxUnit::cm) {
if (unit == FbxUnit::m) {
scale = (ai_real)0.01;
} else if (unit == FbxUnit::km) {
scale = (ai_real)0.00001;
}
} else if (mCurrentUnit == FbxUnit::m) {
if (unit == FbxUnit::cm) {
scale = (ai_real)100.0;
} else if (unit == FbxUnit::km) {
scale = (ai_real)0.001;
}
} else if (mCurrentUnit == FbxUnit::km) {
if (unit == FbxUnit::cm) {
scale = (ai_real)100000.0;
} else if (unit == FbxUnit::m) {
scale = (ai_real)1000.0;
}
}
for (auto mesh : meshes) {
if (nullptr == mesh) {
continue;
}
if (mesh->HasPositions()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
aiVector3D &pos = mesh->mVertices[i];
pos *= scale;
}
}
}
}
void FBXConverter::TransferDataToScene() void FBXConverter::TransferDataToScene()
{ {
ai_assert(!out->mMeshes); ai_assert(!out->mMeshes);
@ -3525,9 +3578,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertToAssimpScene(aiScene* out, const Document& doc) void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit)
{ {
FBXConverter converter(out, doc); FBXConverter converter(out, doc, removeEmptyBones, unit);
} }
} // !FBX } // !FBX

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@ -76,12 +76,22 @@ namespace FBX {
class Document; class Document;
enum class FbxUnit {
cm = 0,
m,
km,
NumUnits,
Undefined
};
/** /**
* Convert a FBX #Document to #aiScene * Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated * @param out Empty scene to be populated
* @param doc Parsed FBX document * @param doc Parsed FBX document
* @param removeEmptyBones Will remove bones, which do not have any references to vertices.
*/ */
void ConvertToAssimpScene(aiScene* out, const Document& doc); void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
/** Dummy class to encapsulate the conversion process */ /** Dummy class to encapsulate the conversion process */
class FBXConverter { class FBXConverter {
@ -112,7 +122,7 @@ public:
}; };
public: public:
FBXConverter(aiScene* out, const Document& doc); FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
~FBXConverter(); ~FBXConverter();
private: private:
@ -414,6 +424,10 @@ private:
void ConvertGlobalSettings(); void ConvertGlobalSettings();
// ------------------------------------------------------------------------------------------------
// Will perform the conversion from a given unit to the requested unit.
void ConvertToUnitScale(FbxUnit unit);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// copy generated meshes, animations, lights, cameras and textures to the output scene // copy generated meshes, animations, lights, cameras and textures to the output scene
void TransferDataToScene(); void TransferDataToScene();
@ -453,6 +467,10 @@ private:
aiScene* const out; aiScene* const out;
const FBX::Document& doc; const FBX::Document& doc;
bool mRemoveEmptyBones;
FbxUnit mCurrentUnit;
}; };
} }

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@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream> // ostringstream #include <sstream> // ostringstream
#include <memory> // shared_ptr #include <memory> // shared_ptr
namespace Assimp {
// AddP70<type> helpers... there's no usable pattern here, // AddP70<type> helpers... there's no usable pattern here,
// so all are defined as separate functions. // so all are defined as separate functions.
// Even "animatable" properties are often completely different // Even "animatable" properties are often completely different
@ -252,6 +253,7 @@ void FBX::Node::DumpChildren(
} else { } else {
std::ostringstream ss; std::ostringstream ss;
DumpChildrenAscii(ss, indent); DumpChildrenAscii(ss, indent);
if (ss.tellp() > 0)
s.PutString(ss.str()); s.PutString(ss.str());
} }
} }
@ -266,6 +268,7 @@ void FBX::Node::End(
} else { } else {
std::ostringstream ss; std::ostringstream ss;
EndAscii(ss, indent, has_children); EndAscii(ss, indent, has_children);
if (ss.tellp() > 0)
s.PutString(ss.str()); s.PutString(ss.str());
} }
} }
@ -367,7 +370,7 @@ void FBX::Node::EndBinary(
bool has_children bool has_children
) { ) {
// if there were children, add a null record // if there were children, add a null record
if (has_children) { s.PutString(FBX::NULL_RECORD); } if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD); }
// now go back and write initial pos // now go back and write initial pos
this->end_pos = s.Tell(); this->end_pos = s.Tell();
@ -563,6 +566,6 @@ void FBX::Node::WritePropertyNode(
FBX::Node::WritePropertyNodeAscii(name, v, s, indent); FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
} }
} }
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT #endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string> #include <string>
#include <vector> #include <vector>
namespace Assimp {
namespace FBX { namespace FBX {
class Node; class Node;
} }
@ -264,7 +265,7 @@ private: // static helper functions
); );
}; };
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_FBX_EXPORTER

View File

@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <locale> #include <locale>
#include <sstream> // ostringstream #include <sstream> // ostringstream
namespace Assimp {
// constructors for single element properties // constructors for single element properties
FBX::Property::Property(bool v) FBX::Property::Property(bool v)
@ -359,6 +359,6 @@ void FBX::Property::DumpAscii(std::ostream& s, int indent)
throw runtime_error(err.str()); throw runtime_error(err.str());
} }
} }
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT #endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -56,6 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <ostream> #include <ostream>
#include <type_traits> // is_void #include <type_traits> // is_void
namespace Assimp {
namespace FBX { namespace FBX {
class Property; class Property;
} }
@ -123,7 +124,7 @@ private:
char type; char type;
std::vector<uint8_t> data; std::vector<uint8_t> data;
}; };
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTPROPERTY_H_INC #endif // AI_FBXEXPORTPROPERTY_H_INC

View File

@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXExportNode.h" #include "FBXExportNode.h"
#include "FBXExportProperty.h" #include "FBXExportProperty.h"
#include "FBXCommon.h" #include "FBXCommon.h"
#include "FBXUtil.h"
#include <assimp/version.h> // aiGetVersion #include <assimp/version.h> // aiGetVersion
#include <assimp/IOSystem.hpp> #include <assimp/IOSystem.hpp>
@ -73,7 +74,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
const ai_real DEG = ai_real( 57.29577951308232087679815481 ); // degrees per radian const ai_real DEG = ai_real( 57.29577951308232087679815481 ); // degrees per radian
using namespace Assimp;
using namespace Assimp::FBX;
// some constants that we'll use for writing metadata // some constants that we'll use for writing metadata
namespace Assimp {
namespace FBX { namespace FBX {
const std::string EXPORT_VERSION_STR = "7.4.0"; const std::string EXPORT_VERSION_STR = "7.4.0";
const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015 const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015
@ -92,11 +97,6 @@ namespace FBX {
";------------------------------------------------------------------"; ";------------------------------------------------------------------";
} }
using namespace Assimp;
using namespace FBX;
namespace Assimp {
// --------------------------------------------------------------------- // ---------------------------------------------------------------------
// Worker function for exporting a scene to binary FBX. // Worker function for exporting a scene to binary FBX.
// Prototyped and registered in Exporter.cpp // Prototyped and registered in Exporter.cpp
@ -121,6 +121,7 @@ namespace Assimp {
IOSystem* pIOSystem, IOSystem* pIOSystem,
const aiScene* pScene, const aiScene* pScene,
const ExportProperties* pProperties const ExportProperties* pProperties
){ ){
// initialize the exporter // initialize the exporter
FBXExporter exporter(pScene, pProperties); FBXExporter exporter(pScene, pProperties);
@ -1393,10 +1394,6 @@ void FBXExporter::WriteObjects ()
// FbxVideo - stores images used by textures. // FbxVideo - stores images used by textures.
for (const auto &it : uid_by_image) { for (const auto &it : uid_by_image) {
if (it.first.compare(0, 1, "*") == 0) {
// TODO: embedded textures
continue;
}
FBX::Node n("Video"); FBX::Node n("Video");
const int64_t& uid = it.second; const int64_t& uid = it.second;
const std::string name = ""; // TODO: ... name??? const std::string name = ""; // TODO: ... name???
@ -1406,7 +1403,33 @@ void FBXExporter::WriteObjects ()
// TODO: get full path... relative path... etc... ugh... // TODO: get full path... relative path... etc... ugh...
// for now just use the same path for everything, // for now just use the same path for everything,
// and hopefully one of them will work out. // and hopefully one of them will work out.
const std::string& path = it.first; std::string path = it.first;
// try get embedded texture
const aiTexture* embedded_texture = mScene->GetEmbeddedTexture(it.first.c_str());
if (embedded_texture != nullptr) {
// change the path (use original filename, if available. If name is empty, concatenate texture index with file extension)
std::stringstream newPath;
if (embedded_texture->mFilename.length > 0) {
newPath << embedded_texture->mFilename.C_Str();
} else if (embedded_texture->achFormatHint[0]) {
int texture_index = std::stoi(path.substr(1, path.size() - 1));
newPath << texture_index << "." << embedded_texture->achFormatHint;
}
path = newPath.str();
// embed the texture
size_t texture_size = static_cast<size_t>(embedded_texture->mWidth * std::max(embedded_texture->mHeight, 1u));
if (binary) {
// embed texture as binary data
std::vector<uint8_t> tex_data;
tex_data.resize(texture_size);
memcpy(&tex_data[0], (char*)embedded_texture->pcData, texture_size);
n.AddChild("Content", tex_data);
} else {
// embed texture in base64 encoding
std::string encoded_texture = FBX::Util::EncodeBase64((char*)embedded_texture->pcData, texture_size);
n.AddChild("Content", encoded_texture);
}
}
p.AddP70("Path", "KString", "XRefUrl", "", path); p.AddP70("Path", "KString", "XRefUrl", "", path);
n.AddChild(p); n.AddChild(p);
n.AddChild("UseMipMap", int32_t(0)); n.AddChild("UseMipMap", int32_t(0));
@ -1575,11 +1598,22 @@ void FBXExporter::WriteObjects ()
// one sticky point is that the number of vertices may not match, // one sticky point is that the number of vertices may not match,
// because assimp splits vertices by normal, uv, etc. // because assimp splits vertices by normal, uv, etc.
// functor for aiNode sorting
struct SortNodeByName
{
bool operator()(const aiNode *lhs, const aiNode *rhs) const
{
return strcmp(lhs->mName.C_Str(), rhs->mName.C_Str()) < 0;
}
};
// first we should mark the skeleton for each mesh. // first we should mark the skeleton for each mesh.
// the skeleton must include not only the aiBones, // the skeleton must include not only the aiBones,
// but also all their parent nodes. // but also all their parent nodes.
// anything that affects the position of any bone node must be included. // anything that affects the position of any bone node must be included.
std::vector<std::set<const aiNode*>> skeleton_by_mesh(mScene->mNumMeshes); // Use SorNodeByName to make sure the exported result will be the same across all systems
// Otherwise the aiNodes of the skeleton would be sorted based on the pointer address, which isn't consistent
std::vector<std::set<const aiNode*, SortNodeByName>> skeleton_by_mesh(mScene->mNumMeshes);
// at the same time we can build a list of all the skeleton nodes, // at the same time we can build a list of all the skeleton nodes,
// which will be used later to mark them as type "limbNode". // which will be used later to mark them as type "limbNode".
std::unordered_set<const aiNode*> limbnodes; std::unordered_set<const aiNode*> limbnodes;
@ -1587,7 +1621,7 @@ void FBXExporter::WriteObjects ()
std::map<std::string,aiNode*> node_by_bone; std::map<std::string,aiNode*> node_by_bone;
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) { for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
const aiMesh* m = mScene->mMeshes[mi]; const aiMesh* m = mScene->mMeshes[mi];
std::set<const aiNode*> skeleton; std::set<const aiNode*, SortNodeByName> skeleton;
for (size_t bi =0; bi < m->mNumBones; ++bi) { for (size_t bi =0; bi < m->mNumBones; ++bi) {
const aiBone* b = m->mBones[bi]; const aiBone* b = m->mBones[bi];
const std::string name(b->mName.C_Str()); const std::string name(b->mName.C_Str());
@ -1728,7 +1762,7 @@ void FBXExporter::WriteObjects ()
aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene); aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
// now make a subdeformer for each bone in the skeleton // now make a subdeformer for each bone in the skeleton
const std::set<const aiNode*> &skeleton = skeleton_by_mesh[mi]; const std::set<const aiNode*, SortNodeByName> skeleton= skeleton_by_mesh[mi];
for (const aiNode* bone_node : skeleton) { for (const aiNode* bone_node : skeleton) {
// if there's a bone for this node, find it // if there's a bone for this node, find it
const aiBone* b = nullptr; const aiBone* b = nullptr;

View File

@ -65,7 +65,10 @@ struct ImportSettings
, preservePivots(true) , preservePivots(true)
, optimizeEmptyAnimationCurves(true) , optimizeEmptyAnimationCurves(true)
, useLegacyEmbeddedTextureNaming(false) , useLegacyEmbeddedTextureNaming(false)
{} , removeEmptyBones( true )
, convertToMeters( false ) {
// empty
}
/** enable strict mode: /** enable strict mode:
@ -141,8 +144,16 @@ struct ImportSettings
bool optimizeEmptyAnimationCurves; bool optimizeEmptyAnimationCurves;
/** use legacy naming for embedded textures eg: (*0, *1, *2) /** use legacy naming for embedded textures eg: (*0, *1, *2)
**/ */
bool useLegacyEmbeddedTextureNaming; bool useLegacyEmbeddedTextureNaming;
/** Empty bones shall be removed
*/
bool removeEmptyBones;
/** Set to true to perform a conversion from cm to meter after the import
*/
bool convertToMeters;
}; };

View File

@ -140,6 +140,8 @@ void FBXImporter::SetupProperties(const Importer* pImp)
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true); settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true); settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false); settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -183,8 +185,12 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
// take the raw parse-tree and convert it to a FBX DOM // take the raw parse-tree and convert it to a FBX DOM
Document doc(parser,settings); Document doc(parser,settings);
FbxUnit unit(FbxUnit::cm);
if (settings.convertToMeters) {
unit = FbxUnit::m;
}
// convert the FBX DOM to aiScene // convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene,doc); ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones, unit);
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>()); std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
} }

View File

@ -568,15 +568,15 @@ void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, cons
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
static const std::string TangentIndexToken = "TangentIndex"; static const char *TangentIndexToken = "TangentIndex";
static const std::string TangentsIndexToken = "TangentsIndex"; static const char *TangentsIndexToken = "TangentsIndex";
void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source, void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
const std::string& MappingInformationType, const std::string& MappingInformationType,
const std::string& ReferenceInformationType) const std::string& ReferenceInformationType)
{ {
const char * str = source.Elements().count( "Tangents" ) > 0 ? "Tangents" : "Tangent"; const char * str = source.Elements().count( "Tangents" ) > 0 ? "Tangents" : "Tangent";
const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken.c_str() : TangentIndexToken.c_str(); const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken : TangentIndexToken;
ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType, ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
str, str,
strIdx, strIdx,

View File

@ -117,7 +117,7 @@ namespace FBX {
Element::Element(const Token& key_token, Parser& parser) Element::Element(const Token& key_token, Parser& parser)
: key_token(key_token) : key_token(key_token)
{ {
TokenPtr n = NULL; TokenPtr n = nullptr;
do { do {
n = parser.AdvanceToNextToken(); n = parser.AdvanceToNextToken();
if(!n) { if(!n) {

View File

@ -157,6 +157,66 @@ size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out)
return outLength; return outLength;
} }
static const char to_base64_string[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
char EncodeBase64(char byte)
{
return to_base64_string[(size_t)byte];
}
/** Encodes a block of 4 bytes to base64 encoding
*
* @param bytes Bytes to encode.
* @param out_string String to write encoded values to.
* @param string_pos Position in out_string.*/
void EncodeByteBlock(const char* bytes, std::string& out_string, size_t string_pos)
{
char b0 = (bytes[0] & 0xFC) >> 2;
char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
char b2 = (bytes[1] & 0x0F) << 2 | ((bytes[2] & 0xC0) >> 6);
char b3 = (bytes[2] & 0x3F);
out_string[string_pos + 0] = EncodeBase64(b0);
out_string[string_pos + 1] = EncodeBase64(b1);
out_string[string_pos + 2] = EncodeBase64(b2);
out_string[string_pos + 3] = EncodeBase64(b3);
}
std::string EncodeBase64(const char* data, size_t length)
{
// calculate extra bytes needed to get a multiple of 3
size_t extraBytes = 3 - length % 3;
// number of base64 bytes
size_t encodedBytes = 4 * (length + extraBytes) / 3;
std::string encoded_string(encodedBytes, '=');
// read blocks of 3 bytes
for (size_t ib3 = 0; ib3 < length / 3; ib3++)
{
const size_t iByte = ib3 * 3;
const size_t iEncodedByte = ib3 * 4;
const char* currData = &data[iByte];
EncodeByteBlock(currData, encoded_string, iEncodedByte);
}
// if size of data is not a multiple of 3, also encode the final bytes (and add zeros where needed)
if (extraBytes > 0)
{
char finalBytes[4] = { 0,0,0,0 };
memcpy(&finalBytes[0], &data[length - length % 3], length % 3);
const size_t iEncodedByte = encodedBytes - 4;
EncodeByteBlock(&finalBytes[0], encoded_string, iEncodedByte);
// add '=' at the end
for (size_t i = 0; i < 4 * extraBytes / 3; i++)
encoded_string[encodedBytes - i - 1] = '=';
}
return encoded_string;
}
} // !Util } // !Util
} // !FBX } // !FBX
} // !Assimp } // !Assimp

View File

@ -113,6 +113,15 @@ uint8_t DecodeBase64(char ch);
* @return size of the decoded data (number of bytes)*/ * @return size of the decoded data (number of bytes)*/
size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out); size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out);
char EncodeBase64(char byte);
/** Encode bytes in base64-encoding
*
* @param data Binary data to encode.
* @param inLength Number of bytes to encode.
* @return base64-encoded string*/
std::string EncodeBase64(const char* data, size_t length);
} }
} }
} }

View File

@ -151,7 +151,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
} else if (*m_DataIt == 't') { } else if (*m_DataIt == 't') {
// read in texture coordinate ( 2D or 3D ) // read in texture coordinate ( 2D or 3D )
++m_DataIt; ++m_DataIt;
size_t dim = getVector(m_pModel->m_TextureCoord); size_t dim = getTexCoordVector(m_pModel->m_TextureCoord);
m_pModel->m_TextureCoordDim = std::max(m_pModel->m_TextureCoordDim, (unsigned int)dim); m_pModel->m_TextureCoordDim = std::max(m_pModel->m_TextureCoordDim, (unsigned int)dim);
} else if (*m_DataIt == 'n') { } else if (*m_DataIt == 'n') {
// Read in normal vector definition // Read in normal vector definition
@ -272,6 +272,17 @@ static bool isDataDefinitionEnd( const char *tmp ) {
return false; return false;
} }
static bool isNanOrInf(const char * in) {
// Look for "nan" or "inf", case insensitive
if ((in[0] == 'N' || in[0] == 'n') && ASSIMP_strincmp(in, "nan", 3) == 0) {
return true;
}
else if ((in[0] == 'I' || in[0] == 'i') && ASSIMP_strincmp(in, "inf", 3) == 0) {
return true;
}
return false;
}
size_t ObjFileParser::getNumComponentsInDataDefinition() { size_t ObjFileParser::getNumComponentsInDataDefinition() {
size_t numComponents( 0 ); size_t numComponents( 0 );
const char* tmp( &m_DataIt[0] ); const char* tmp( &m_DataIt[0] );
@ -285,7 +296,7 @@ size_t ObjFileParser::getNumComponentsInDataDefinition() {
if ( !SkipSpaces( &tmp ) ) { if ( !SkipSpaces( &tmp ) ) {
break; break;
} }
const bool isNum( IsNumeric( *tmp ) ); const bool isNum( IsNumeric( *tmp ) || isNanOrInf(tmp));
SkipToken( tmp ); SkipToken( tmp );
if ( isNum ) { if ( isNum ) {
++numComponents; ++numComponents;
@ -297,7 +308,7 @@ size_t ObjFileParser::getNumComponentsInDataDefinition() {
return numComponents; return numComponents;
} }
size_t ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) { size_t ObjFileParser::getTexCoordVector( std::vector<aiVector3D> &point3d_array ) {
size_t numComponents = getNumComponentsInDataDefinition(); size_t numComponents = getNumComponentsInDataDefinition();
ai_real x, y, z; ai_real x, y, z;
if( 2 == numComponents ) { if( 2 == numComponents ) {
@ -319,6 +330,17 @@ size_t ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
} else { } else {
throw DeadlyImportError( "OBJ: Invalid number of components" ); throw DeadlyImportError( "OBJ: Invalid number of components" );
} }
// Coerce nan and inf to 0 as is the OBJ default value
if (!std::isfinite(x))
x = 0;
if (!std::isfinite(y))
y = 0;
if (!std::isfinite(z))
z = 0;
point3d_array.push_back( aiVector3D( x, y, z ) ); point3d_array.push_back( aiVector3D( x, y, z ) );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine ); m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
return numComponents; return numComponents;
@ -429,13 +451,6 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
if (type == aiPrimitiveType_POINT) { if (type == aiPrimitiveType_POINT) {
ASSIMP_LOG_ERROR("Obj: Separator unexpected in point statement"); ASSIMP_LOG_ERROR("Obj: Separator unexpected in point statement");
} }
if (iPos == 0) {
//if there are no texture coordinates in the file, but normals
if (!vt && vn) {
iPos = 1;
iStep++;
}
}
iPos++; iPos++;
} else if( IsSpaceOrNewLine( *m_DataIt ) ) { } else if( IsSpaceOrNewLine( *m_DataIt ) ) {
iPos = 0; iPos = 0;
@ -452,6 +467,9 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
++iStep; ++iStep;
} }
if (iPos == 1 && !vt && vn)
iPos = 2; // skip texture coords for normals if there are no tex coords
if ( iVal > 0 ) { if ( iVal > 0 ) {
// Store parsed index // Store parsed index
if ( 0 == iPos ) { if ( 0 == iPos ) {

View File

@ -96,7 +96,7 @@ protected:
/// Get the number of components in a line. /// Get the number of components in a line.
size_t getNumComponentsInDataDefinition(); size_t getNumComponentsInDataDefinition();
/// Stores the vector /// Stores the vector
size_t getVector( std::vector<aiVector3D> &point3d_array ); size_t getTexCoordVector( std::vector<aiVector3D> &point3d_array );
/// Stores the following 3d vector. /// Stores the following 3d vector.
void getVector3( std::vector<aiVector3D> &point3d_array ); void getVector3( std::vector<aiVector3D> &point3d_array );
/// Stores the following homogeneous vector as a 3D vector /// Stores the following homogeneous vector as a 3D vector

View File

@ -46,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* the data structure returned by Assimp. * the data structure returned by Assimp.
*/ */
// internal headers // internal headers
#include "ValidateDataStructure.h" #include "ValidateDataStructure.h"
#include <assimp/BaseImporter.h> #include <assimp/BaseImporter.h>
@ -110,8 +108,8 @@ void ValidateDSProcess::ReportWarning(const char* msg,...)
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
inline int HasNameMatch(const aiString& in, aiNode* node) inline
{ int HasNameMatch(const aiString& in, aiNode* node) {
int result = (node->mName == in ? 1 : 0 ); int result = (node->mName == in ? 1 : 0 );
for (unsigned int i = 0; i < node->mNumChildren;++i) { for (unsigned int i = 0; i < node->mNumChildren;++i) {
result += HasNameMatch(in,node->mChildren[i]); result += HasNameMatch(in,node->mChildren[i]);
@ -121,9 +119,8 @@ inline int HasNameMatch(const aiString& in, aiNode* node)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
template <typename T> template <typename T>
inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size, inline
const char* firstName, const char* secondName) void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) {
{
// validate all entries // validate all entries
if (size) if (size)
{ {
@ -181,7 +178,8 @@ inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
template <typename T> template <typename T>
inline inline
void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName, const char* secondName) { void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName,
const char* secondName) {
// validate all entries // validate all entries
DoValidationEx(array,size,firstName,secondName); DoValidationEx(array,size,firstName,secondName);
@ -201,9 +199,8 @@ void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data. // Executes the post processing step on the given imported data.
void ValidateDSProcess::Execute( aiScene* pScene) void ValidateDSProcess::Execute( aiScene* pScene) {
{ mScene = pScene;
this->mScene = pScene;
ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin"); ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
// validate the node graph of the scene // validate the node graph of the scene
@ -516,13 +513,11 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh, void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) {
const aiBone* pBone,float* afSum)
{
this->Validate(&pBone->mName); this->Validate(&pBone->mName);
if (!pBone->mNumWeights) { if (!pBone->mNumWeights) {
ReportError("aiBone::mNumWeights is zero"); //ReportError("aiBone::mNumWeights is zero");
} }
// check whether all vertices affected by this bone are valid // check whether all vertices affected by this bone are valid
@ -563,9 +558,6 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
else { else {
ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there."); ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
} }
// Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
// if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -746,8 +738,9 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
"AI_MATKEY_SHININESS_STRENGTH key is 0.0"); "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
} }
break; break;
default: ; default:
}; break;
}
} }
if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) { if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {

View File

@ -789,13 +789,16 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
delete[] indices16; delete[] indices16;
} }
static std::string GetNodeName(const Node& node)
{
return node.name.empty() ? node.id : node.name;
}
aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr) aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
{ {
Node& node = *ptr; Node& node = *ptr;
std::string nameOrId = node.name.empty() ? node.id : node.name; aiNode* ainode = new aiNode(GetNodeName(node));
aiNode* ainode = new aiNode(nameOrId);
if (!node.children.empty()) { if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size()); ainode->mNumChildren = unsigned(node.children.size());
@ -921,7 +924,7 @@ struct AnimationSamplers {
aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers) aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
{ {
aiNodeAnim* anim = new aiNodeAnim(); aiNodeAnim* anim = new aiNodeAnim();
anim->mNodeName = node.name; anim->mNodeName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f; static const float kMillisecondsFromSeconds = 1000.f;

View File

@ -1,105 +0,0 @@
### USE OF THIS MAKEFILE IS NOT RECOMMENDED.
### It is no longer maintained. Use CMAKE instead.
# ---------------------------------------------------------------------------
# Makefile for Open Asset Import Library (MinGW32-make)
# aramis_acg@users.sourceforge.net
# - just a quick'n'dirty one, could be buggy ...
#
# Usage: mingw32-make -f makefile.mingw <target> <macros>
# TARGETS:
# all Build a shared so from the whole library
# clean Cleanup object files, prepare for rebuild
# static Build a static library (*.a)
# MACROS: (make clean before you change one)
# NOBOOST=1 Build against boost workaround
# SINGLETHREADED=1 Build single-threaded library
# DEBUG=1 Build debug build of library
#
# ---------------------------------------------------------------------------
# C++ object files
OBJECTS := $(patsubst %.cpp,%.o, $(wildcard *.cpp))
OBJECTS += $(patsubst %.cpp,%.o, $(wildcard extra/*.cpp))
OBJECTS += $(patsubst %.cpp,%.o, $(wildcard ./../contrib/irrXML/*.cpp))
# C object files
OBJECTSC := $(patsubst %.c,%.oc, $(wildcard ./../contrib/zlib/*.c))
OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/ConvertUTF/*.c))
OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/unzip/*.c))
# Include flags for gcc
INCLUDEFLAGS =
# Preprocessor defines for gcc
DEFINEFLAGS =
# Suffix for the output binary, represents build type
NAMESUFFIX =
# Output path for binaries
BINPATH = ../bin/mingw/
# GCC compiler flags
CPPFLAGS=-Wall
# Setup environment for noboost build
ifeq ($(NOBOOST),1)
SINGLETHREADED = 1
INCLUDEFLAGS += -I./BoostWorkaround/
DEFINEFLAGS += -DASSIMP_BUILD_BOOST_WORKAROUND
# NAMESUFFIX += -noboost
else
# adjust this manually if your boost is stored elsewhere
INCLUDEFLAGS += -I"C:/Program Files/boost/boost_1_38"
#INCLUDEFLAGS += -I"$(BOOST_DIR)"
endif
# Setup environment for st build
ifeq ($(SINGLETHREADED),1)
DEFINEFLAGS += -DASSIMP_BUILD_SINGLETHREADED
# NAMESUFFIX += -st
endif
# Setup environment for debug build
ifeq ($(DEBUG),1)
DEFINEFLAGS += -D_DEBUG -DDEBUG
CPPFLAGS += -g
# NAMESUFFIX += -debug
else
CPPFLAGS += -O2 -s
DEFINEFLAGS += -DNDEBUG -D_NDEBUG
endif
# Output name of shared library
SHARED_TARGET = $(BINPATH)/libassimp$(NAMESUFFIX).so
# Output name of static library
STATIC = $(BINPATH)/libassimp$(NAMESUFFIX).a
# target: all
# usage : build a shared library (*.so)
all: $(SHARED_TARGET)
$(SHARED_TARGET): $(OBJECTS) $(OBJECTSC)
gcc -o $@ $(OBJECTS) $(OBJECTSC) -shared -lstdc++
%.o:%.cpp
$(CXX) -c $(CPPFLAGS) $? -o $@ $(INCLUDEFLAGS) $(DEFINEFLAGS)
%.oc:%.c
$(CXX) -x c -c -ansi $(CPPFLAGS) $? -o $@
# target: clean
# usage : cleanup all object files, prepare for a rebuild
.PHONY: clean
clean:
-del *.o .\..\contrib\irrXML\*.o .\..\contrib\zlib\*.oc .\..\contrib\unzip\*.oc .\..\contrib\ConvertUTF\*.oc
# target: static
# usage : build a static library (*.a)
static: $(STATIC)
$(STATIC): $(OBJECTS) $(OBJECTSC)
ar rcs $@ $(OBJECTS) $(OBJECTSC)

View File

@ -85,6 +85,8 @@ AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
return g; return g;
case 2: case 2:
return b; return b;
case 3:
return a;
default: default:
break; break;
} }
@ -100,6 +102,8 @@ AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
return g; return g;
case 2: case 2:
return b; return b;
case 3:
return a;
default: default:
break; break;
} }

View File

@ -651,13 +651,28 @@ enum aiComponent
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will use the legacy embedded texture naming. /** @brief Set whether the fbx importer will use the legacy embedded texture naming.
* *
* The default value is false (0) * The default value is false (0)
* Property type: bool * Property type: bool
*/ */
#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \ #define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
"AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING" "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
// ---------------------------------------------------------------------------
/** @brief Set wether the importer shall not remove empty bones.
*
* Empty bone are often used to define connections for other models.
*/
#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
"AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
// ---------------------------------------------------------------------------
/** @brief Set wether the FBX importer shall convert the unit from cm to m.
*/
#define AI_CONFIG_FBX_CONVERT_TO_M \
"AI_CONFIG_FBX_CONVERT_TO_M"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Set the vertex animation keyframe to be imported /** @brief Set the vertex animation keyframe to be imported
* *

View File

@ -389,6 +389,14 @@ struct aiScene
//! Returns an embedded texture //! Returns an embedded texture
const aiTexture* GetEmbeddedTexture(const char* filename) const { const aiTexture* GetEmbeddedTexture(const char* filename) const {
// lookup using texture ID (if referenced like: "*1", "*2", etc.)
if ('*' == *filename) {
int index = std::atoi(filename + 1);
if (0 > index || mNumTextures <= static_cast<unsigned>(index))
return nullptr;
return mTextures[index];
}
// lookup using filename
const char* shortFilename = GetShortFilename(filename); const char* shortFilename = GetShortFilename(filename);
for (unsigned int i = 0; i < mNumTextures; i++) { for (unsigned int i = 0; i < mNumTextures; i++) {
const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str()); const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());

View File

@ -1,103 +0,0 @@
; Setup script for use with Inno Setup.
[Setup]
AppName=Open Asset Import Library - SDK
AppVerName=Open Asset Import Library - SDK (v4.1.0)
DefaultDirName={pf}\Assimp
DefaultGroupName=Assimp
UninstallDisplayIcon={app}\bin\x86\assimp.exe
OutputDir=out
AppCopyright=Assimp Development Team
SetupIconFile=..\..\tools\shared\assimp_tools_icon.ico
WizardImageFile=compiler:WizModernImage-IS.BMP
WizardSmallImageFile=compiler:WizModernSmallImage-IS.BMP
LicenseFile=License.rtf
OutputBaseFileName=assimp-sdk-4.1.0-setup
VersionInfoVersion=4.1.0.0
VersionInfoTextVersion=4.1.0
VersionInfoCompany=Assimp Development Team
ArchitecturesInstallIn64BitMode=x64
[Types]
Name: "full"; Description: "Full installation"
Name: "compact"; Description: "Compact installation, no test models or language bindings"
Name: "custom"; Description: "Custom installation"; Flags: iscustom
[Components]
Name: "main"; Description: "Main Files (32 and 64 Bit)"; Types: full compact custom; Flags: fixed
Name: "tools"; Description: "Asset Viewer & Command Line Tools (32 and 64 Bit)"; Types: full compact
Name: "help"; Description: "Help Files"; Types: full compact
Name: "samples"; Description: "Samples"; Types: full
Name: "test"; Description: "Test Models (BSD-licensed)"; Types: full
Name: "test_nonbsd"; Description: "Test Models (other (free) licenses)"; Types: full
;Name: "pyassimp"; Description: "Python Bindings"; Types: full
;Name: "dassimp"; Description: "D Bindings"; Types: full
;Name: "assimp_net"; Description: "C#/.NET Bindings"; Types: full
[Run]
;Filename: "{app}\stub\vc_redist.x86.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (32 Bit)"; Check: not IsWin64
Filename: "{app}\stub\vc_redist.x64.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (64 Bit)"; Check: IsWin64
[Files]
Source: "readme_installer.txt"; DestDir: "{app}"; Flags: isreadme
; Installer stub
;Source: "vc_redist.x86.exe"; DestDir: "{app}\stub\"; Check: not IsWin64
Source: "vc_redist.x64.exe"; DestDir: "{app}\stub\"; Check: IsWin64
; Common stuff
Source: "..\..\CREDITS"; DestDir: "{app}"
Source: "..\..\LICENSE"; DestDir: "{app}"
Source: "..\..\README"; DestDir: "{app}"
Source: "WEB"; DestDir: "{app}"
Source: "..\..\scripts\*"; DestDir: "{app}\scripts"; Flags: recursesubdirs
; x86 binaries
;Source: "..\..\bin\release\x86\assimp-vc140-mt.dll"; DestDir: "{app}\bin\x86"
;Source: "..\..\bin\release\x86\assimp_viewer.exe"; DestDir: "{app}\bin\x86"; Components: tools
;Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll"; DestDir: "{app}\bin\x86"; Components: tools
;Source: "C:\Windows\SysWOW64\D3DX9_42.dll"; DestDir: "{app}\bin\x86"; Components: tools
;Source: "..\..\bin\release\x86\assimp.exe"; DestDir: "{app}\bin\x86"; Components: tools
; x64 binaries
Source: "..\..\bin\release\assimp-vc140-mt.dll"; DestDir: "{app}\bin\x64"
Source: "..\..\bin\release\assimp_viewer.exe"; DestDir: "{app}\bin\x64"; Components: tools
Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll"; DestDir: "{app}\bin\x64"; DestName: "D3DCompiler_42.dll"; Components: tools
Source: "C:\Windows\SysWOW64\D3DX9_42.dll"; DestDir: "{app}\bin\x64"; DestName: "D3DX9_42.dll"; Components: tools
Source: "..\..\bin\release\assimp.exe"; DestDir: "{app}\bin\x64"; Components: tools
; Documentation
;Source: "..\..\doc\AssimpDoc_Html\AssimpDoc.chm"; DestDir: "{app}\doc"; Components: help
;Source: "..\..\doc\AssimpCmdDoc_Html\AssimpCmdDoc.chm"; DestDir: "{app}\doc"; Components: help
;Source: "..\..\doc\datastructure.xml"; DestDir: "{app}\doc"; Components: help
; Import libraries
;Source: "..\..\lib\release\x86\assimp.lib"; DestDir: "{app}\lib\x86"
Source: "..\..\lib\release\assimp-vc140-mt.lib"; DestDir: "{app}\lib\x64"
; Samples
Source: "..\..\samples\*"; DestDir: "{app}\samples"; Flags: recursesubdirs; Components: samples
; Include files
Source: "..\..\include\*"; DestDir: "{app}\include"; Flags: recursesubdirs
; dAssimp
;Source: "..\..\port\dAssimp\*"; DestDir: "{app}\port\D"; Flags: recursesubdirs; Components: dassimp
; Assimp.NET
;Source: "..\..\port\Assimp.NET\*"; DestDir: "{app}\port\C#"; Flags: recursesubdirs; Components: assimp_net
; PyAssimp
;Source: "..\..\port\PyAssimp\*"; DestDir: "{app}\port\Python"; Excludes: "*.pyc,*.dll"; Flags: recursesubdirs; Components: pyassimp
; Test repository
;Source: "..\..\test\models\*"; DestDir: "{app}\test\models"; Flags: recursesubdirs; Components: test
;Source: "..\..\test\regression\*"; DestDir: "{app}\test\regression"; Flags: recursesubdirs; Components: test
;Source: "..\..\test\models-nonbsd\*"; DestDir: "{app}\test\models-nonbsd"; Flags: recursesubdirs; Components: test_nonbsd
[Icons]
Name: "{group}\Assimp Manual"; Filename: "{app}\doc\AssimpDoc.chm" ; Components: help
Name: "{group}\Assimp Command Line Manual"; Filename: "{app}\doc\AssimpCmdDoc.chm"; Components: help
Name: "{group}\AssimpView"; Filename: "{app}\bin\x64\assimp_view.exe"; Components: tools; Check: IsWin64
Name: "{group}\AssimpView"; Filename: "{app}\bin\x86\assimp_view.exe"; Components: tools; Check: not IsWin64

View File

@ -0,0 +1,71 @@
; Setup script for use with Inno Setup.
[Setup]
AppName=Open Asset Import Library - SDK
AppVerName=Open Asset Import Library - SDK (v4.1.0)
DefaultDirName={pf}\Assimp
DefaultGroupName=Assimp
UninstallDisplayIcon={app}\bin\x86\assimp.exe
OutputDir=out
AppCopyright=Assimp Development Team
SetupIconFile=..\..\tools\shared\assimp_tools_icon.ico
WizardImageFile=compiler:WizModernImage-IS.BMP
WizardSmallImageFile=compiler:WizModernSmallImage-IS.BMP
LicenseFile=License.rtf
OutputBaseFileName=assimp-sdk-4.1.0-setup
VersionInfoVersion=4.1.0.0
VersionInfoTextVersion=4.1.0
VersionInfoCompany=Assimp Development Team
ArchitecturesInstallIn64BitMode=x64
[Types]
Name: "full"; Description: "Full installation"
Name: "compact"; Description: "Compact installation, no test models or language bindings"
Name: "custom"; Description: "Custom installation"; Flags: iscustom
[Components]
Name: "main"; Description: "Main Files ( 64 Bit )"; Types: full compact custom; Flags: fixed
Name: "tools"; Description: "Asset Viewer & Command Line Tools (32 and 64 Bit)"; Types: full compact
Name: "help"; Description: "Help Files"; Types: full compact
Name: "samples"; Description: "Samples"; Types: full
Name: "test"; Description: "Test Models (BSD-licensed)"; Types: full
Name: "test_nonbsd"; Description: "Test Models (other (free) licenses)"; Types: full
[Run]
Filename: "{app}\stub\vc_redist.x64.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (64 Bit)"; Check: IsWin64
[Files]
Source: "readme_installer.txt"; DestDir: "{app}"; Flags: isreadme
; Installer stub
Source: "vc_redist.x64.exe"; DestDir: "{app}\stub\"; Check: IsWin64
; Common stuff
Source: "..\..\CREDITS"; DestDir: "{app}"
Source: "..\..\LICENSE"; DestDir: "{app}"
Source: "..\..\README"; DestDir: "{app}"
Source: "WEB"; DestDir: "{app}"
Source: "..\..\scripts\*"; DestDir: "{app}\scripts"; Flags: recursesubdirs
; x64 binaries
Source: "..\..\bin\release\assimp-vc141-mt.dll"; DestDir: "{app}\bin\x64"
Source: "..\..\bin\release\assimp_viewer.exe"; DestDir: "{app}\bin\x64"; Components: tools
Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll"; DestDir: "{app}\bin\x64"; DestName: "D3DCompiler_42.dll"; Components: tools
Source: "C:\Windows\SysWOW64\D3DX9_42.dll"; DestDir: "{app}\bin\x64"; DestName: "D3DX9_42.dll"; Components: tools
Source: "..\..\bin\release\assimp.exe"; DestDir: "{app}\bin\x64"; Components: tools
; Import libraries
Source: "..\..\lib\release\assimp-vc141-mt.lib"; DestDir: "{app}\lib\x64"
; Samples
Source: "..\..\samples\*"; DestDir: "{app}\samples"; Flags: recursesubdirs; Components: samples
; Include files
Source: "..\..\include\*"; DestDir: "{app}\include"; Flags: recursesubdirs
[Icons]
; Name: "{group}\Assimp Manual"; Filename: "{app}\doc\AssimpDoc.chm" ; Components: help
; Name: "{group}\Assimp Command Line Manual"; Filename: "{app}\doc\AssimpCmdDoc.chm"; Components: help
; Name: "{group}\AssimpView"; Filename: "{app}\bin\x64\assimp_view.exe"; Components: tools; Check: IsWin64
; Name: "{group}\AssimpView"; Filename: "{app}\bin\x86\assimp_view.exe"; Components: tools; Check: not IsWin64

View File

@ -0,0 +1,72 @@
; Setup script for use with Inno Setup.
[Setup]
AppName=Open Asset Import Library - SDK
AppVerName=Open Asset Import Library - SDK (v4.1.0)
DefaultDirName={pf}\Assimp
DefaultGroupName=Assimp
UninstallDisplayIcon={app}\bin\x86\assimp.exe
OutputDir=out
AppCopyright=Assimp Development Team
SetupIconFile=..\..\tools\shared\assimp_tools_icon.ico
WizardImageFile=compiler:WizModernImage-IS.BMP
WizardSmallImageFile=compiler:WizModernSmallImage-IS.BMP
LicenseFile=License.rtf
OutputBaseFileName=assimp-sdk-4.1.0-setup
VersionInfoVersion=4.1.0.0
VersionInfoTextVersion=4.1.0
VersionInfoCompany=Assimp Development Team
ArchitecturesInstallIn64BitMode=x64
[Types]
Name: "full"; Description: "Full installation"
Name: "compact"; Description: "Compact installation, no test models or language bindings"
Name: "custom"; Description: "Custom installation"; Flags: iscustom
[Components]
Name: "main"; Description: "Main Files (32 and 64 Bit)"; Types: full compact custom; Flags: fixed
Name: "tools"; Description: "Asset Viewer & Command Line Tools (32 and 64 Bit)"; Types: full compact
Name: "help"; Description: "Help Files"; Types: full compact
Name: "samples"; Description: "Samples"; Types: full
Name: "test"; Description: "Test Models (BSD-licensed)"; Types: full
Name: "test_nonbsd"; Description: "Test Models (other (free) licenses)"; Types: full
[Run]
Filename: "{app}\stub\vc_redist.x86.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (32 Bit)"; Check: not IsWin64
[Files]
Source: "readme_installer.txt"; DestDir: "{app}"; Flags: isreadme
; Installer stub
Source: "vc_redist.x86.exe"; DestDir: "{app}\stub\"; Check: not IsWin64
; Common stuff
Source: "..\..\CREDITS"; DestDir: "{app}"
Source: "..\..\LICENSE"; DestDir: "{app}"
Source: "..\..\README"; DestDir: "{app}"
Source: "WEB"; DestDir: "{app}"
Source: "..\..\scripts\*"; DestDir: "{app}\scripts"; Flags: recursesubdirs
; x86 binaries
Source: "..\..\bin\release\assimp-vc141-mt.dll"; DestDir: "{app}\bin\x86"
Source: "..\..\bin\release\assimp_viewer.exe"; DestDir: "{app}\bin\x86"; Components: tools
Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll"; DestDir: "{app}\bin\x86"; Components: tools
Source: "C:\Windows\SysWOW64\D3DX9_42.dll"; DestDir: "{app}\bin\x86"; Components: tools
Source: "..\..\bin\release\assimp.exe"; DestDir: "{app}\bin\x86"; Components: tools
; Import libraries
Source: "..\..\lib\release\assimp-vc141-mt.lib"; DestDir: "{app}\lib\x86"
; Samples
Source: "..\..\samples\*"; DestDir: "{app}\samples"; Flags: recursesubdirs; Components: samples
; Include files
Source: "..\..\include\*"; DestDir: "{app}\include"; Flags: recursesubdirs
[Icons]
; Name: "{group}\Assimp Manual"; Filename: "{app}\doc\AssimpDoc.chm" ; Components: help
; Name: "{group}\Assimp Command Line Manual"; Filename: "{app}\doc\AssimpCmdDoc.chm"; Components: help
; Name: "{group}\AssimpView"; Filename: "{app}\bin\x64\assimp_view.exe"; Components: tools; Check: IsWin64
; Name: "{group}\AssimpView"; Filename: "{app}\bin\x86\assimp_view.exe"; Components: tools; Check: not IsWin64

View File

@ -1,6 +1,6 @@
Build Asset Importer Lib for Android Build Asset Importer Lib for Android
==================================== ====================================
This module provides a fascade for the io-stream-access to files behind the android-asset-management within This module provides a facade for the io-stream-access to files behind the android-asset-management within
an Android-native application. an Android-native application.
- It is built as a static library - It is built as a static library
- It requires Android NDK with android API > 9 support. - It requires Android NDK with android API > 9 support.

View File

@ -93,7 +93,7 @@ def _is_init_type(obj):
return False return False
tname = obj.__class__.__name__ tname = obj.__class__.__name__
return not (tname[:2] == 'c_' or tname == 'Structure' \ return not (tname[:2] == 'c_' or tname == 'Structure' \
or tname == 'POINTER') and not isinstance(obj,int) or tname == 'POINTER') and not isinstance(obj, (int, str, bytes))
def _init(self, target = None, parent = None): def _init(self, target = None, parent = None):
""" """

View File

@ -391,6 +391,39 @@ TEST_F(utObjImportExport, invalid_normals_uvs) {
EXPECT_NE(nullptr, scene); EXPECT_NE(nullptr, scene);
} }
TEST_F(utObjImportExport, no_vt_just_vns) {
static const char *ObjModel =
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 0 0 0\n"
"v 10 0 0\n"
"v 0 10 0\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"vn 0 0 1\n"
"f 10/10 11/11 12/12\n";
Assimp::Importer myImporter;
const aiScene *scene = myImporter.ReadFileFromMemory(ObjModel, strlen(ObjModel), 0);
EXPECT_NE(nullptr, scene);
}
TEST_F( utObjImportExport, mtllib_after_g ) { TEST_F( utObjImportExport, mtllib_after_g ) {
::Assimp::Importer importer; ::Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/cube_mtllib_after_g.obj", aiProcess_ValidateDataStructure ); const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/cube_mtllib_after_g.obj", aiProcess_ValidateDataStructure );