Merge branch 'master' into assimpview_unicode
commit
4f7de109a1
43
Build.md
43
Build.md
|
@ -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.
|
||||||
|
|
||||||
|
|
|
@ -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__ )
|
||||||
|
|
|
@ -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).
|
||||||
|
|
18
appveyor.yml
18
appveyor.yml
|
@ -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:
|
||||||
|
|
|
@ -1299,7 +1299,7 @@ void ASEImporter::BuildMaterialIndices()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Dekete our temporary array
|
// Delete our temporary array
|
||||||
delete[] pcIntMaterials;
|
delete[] pcIntMaterials;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -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
|
||||||
|
|
||||||
|
|
|
@ -188,10 +188,11 @@ struct Animation {
|
||||||
} mRotationType, mScalingType, mPositionType;
|
} mRotationType, mScalingType, mPositionType;
|
||||||
|
|
||||||
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;
|
||||||
|
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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 );
|
||||||
|
@ -3407,8 +3419,9 @@ 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,
|
||||||
|
@ -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
|
||||||
|
|
|
@ -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;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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
|
||||||
|
@ -252,7 +253,8 @@ void FBX::Node::DumpChildren(
|
||||||
} else {
|
} else {
|
||||||
std::ostringstream ss;
|
std::ostringstream ss;
|
||||||
DumpChildrenAscii(ss, indent);
|
DumpChildrenAscii(ss, indent);
|
||||||
s.PutString(ss.str());
|
if (ss.tellp() > 0)
|
||||||
|
s.PutString(ss.str());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -266,7 +268,8 @@ void FBX::Node::End(
|
||||||
} else {
|
} else {
|
||||||
std::ostringstream ss;
|
std::ostringstream ss;
|
||||||
EndAscii(ss, indent, has_children);
|
EndAscii(ss, indent, has_children);
|
||||||
s.PutString(ss.str());
|
if (ss.tellp() > 0)
|
||||||
|
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
|
||||||
|
|
|
@ -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
|
||||||
|
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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));
|
||||||
|
@ -1419,17 +1442,17 @@ void FBXExporter::WriteObjects ()
|
||||||
// referenced by material_index/texture_type pairs.
|
// referenced by material_index/texture_type pairs.
|
||||||
std::map<std::pair<size_t,size_t>,int64_t> texture_uids;
|
std::map<std::pair<size_t,size_t>,int64_t> texture_uids;
|
||||||
const std::map<aiTextureType,std::string> prop_name_by_tt = {
|
const std::map<aiTextureType,std::string> prop_name_by_tt = {
|
||||||
{aiTextureType_DIFFUSE, "DiffuseColor"},
|
{aiTextureType_DIFFUSE, "DiffuseColor"},
|
||||||
{aiTextureType_SPECULAR, "SpecularColor"},
|
{aiTextureType_SPECULAR, "SpecularColor"},
|
||||||
{aiTextureType_AMBIENT, "AmbientColor"},
|
{aiTextureType_AMBIENT, "AmbientColor"},
|
||||||
{aiTextureType_EMISSIVE, "EmissiveColor"},
|
{aiTextureType_EMISSIVE, "EmissiveColor"},
|
||||||
{aiTextureType_HEIGHT, "Bump"},
|
{aiTextureType_HEIGHT, "Bump"},
|
||||||
{aiTextureType_NORMALS, "NormalMap"},
|
{aiTextureType_NORMALS, "NormalMap"},
|
||||||
{aiTextureType_SHININESS, "ShininessExponent"},
|
{aiTextureType_SHININESS, "ShininessExponent"},
|
||||||
{aiTextureType_OPACITY, "TransparentColor"},
|
{aiTextureType_OPACITY, "TransparentColor"},
|
||||||
{aiTextureType_DISPLACEMENT, "DisplacementColor"},
|
{aiTextureType_DISPLACEMENT, "DisplacementColor"},
|
||||||
//{aiTextureType_LIGHTMAP, "???"},
|
//{aiTextureType_LIGHTMAP, "???"},
|
||||||
{aiTextureType_REFLECTION, "ReflectionColor"}
|
{aiTextureType_REFLECTION, "ReflectionColor"}
|
||||||
//{aiTextureType_UNKNOWN, ""}
|
//{aiTextureType_UNKNOWN, ""}
|
||||||
};
|
};
|
||||||
for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
|
for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
|
||||||
|
@ -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;
|
||||||
|
|
|
@ -53,19 +53,22 @@ namespace FBX {
|
||||||
struct ImportSettings
|
struct ImportSettings
|
||||||
{
|
{
|
||||||
ImportSettings()
|
ImportSettings()
|
||||||
: strictMode(true)
|
: strictMode(true)
|
||||||
, readAllLayers(true)
|
, readAllLayers(true)
|
||||||
, readAllMaterials(false)
|
, readAllMaterials(false)
|
||||||
, readMaterials(true)
|
, readMaterials(true)
|
||||||
, readTextures(true)
|
, readTextures(true)
|
||||||
, readCameras(true)
|
, readCameras(true)
|
||||||
, readLights(true)
|
, readLights(true)
|
||||||
, readAnimations(true)
|
, readAnimations(true)
|
||||||
, readWeights(true)
|
, readWeights(true)
|
||||||
, 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;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -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>());
|
||||||
}
|
}
|
||||||
|
|
|
@ -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,
|
||||||
|
|
|
@ -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) {
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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 ) {
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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)) {
|
||||||
|
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
@ -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)
|
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
@ -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
|
||||||
*
|
*
|
||||||
|
|
|
@ -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());
|
||||||
|
|
|
@ -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
|
|
|
@ -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
|
|
@ -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
|
|
@ -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.
|
||||||
|
|
|
@ -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):
|
||||||
"""
|
"""
|
||||||
|
|
|
@ -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 );
|
||||||
|
|
Loading…
Reference in New Issue