Merge branch 'master' into fbxBlendshapes
commit
5298ed8f9e
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@ -88,7 +88,7 @@ using namespace Assimp::Blender;
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using namespace Assimp::Formatter;
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static const aiImporterDesc blenderDesc = {
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"Blender 3D Importer \nhttp://www.blender3d.org",
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"Blender 3D Importer (http://www.blender3d.org)",
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"",
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"",
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"No animation support yet",
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@ -162,6 +162,9 @@ inline static bool ReadValue(Value &val, T &out) {
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template <class T>
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inline static bool ReadMember(Value &obj, const char *id, T &out) {
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if (!obj.IsObject()) {
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return false;
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}
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Value::MemberIterator it = obj.FindMember(id);
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if (it != obj.MemberEnd()) {
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return ReadHelper<T>::Read(it->value, out);
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@ -176,6 +179,9 @@ inline static T MemberOrDefault(Value &obj, const char *id, T defaultValue) {
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}
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inline Value *FindMember(Value &val, const char *id) {
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if (!val.IsObject()) {
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return nullptr;
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}
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Value::MemberIterator it = val.FindMember(id);
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return (it != val.MemberEnd()) ? &it->value : nullptr;
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}
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@ -193,6 +199,9 @@ inline void throwUnexpectedTypeError(const char (&expectedTypeName)[N], const ch
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// Look-up functions with type checks. Context and extra context help the user identify the problem if there's an error.
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inline Value *FindStringInContext(Value &val, const char *memberId, const char* context, const char* extraContext = nullptr) {
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if (!val.IsObject()) {
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return nullptr;
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}
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Value::MemberIterator it = val.FindMember(memberId);
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if (it == val.MemberEnd()) {
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return nullptr;
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@ -204,6 +213,9 @@ inline Value *FindStringInContext(Value &val, const char *memberId, const char*
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}
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inline Value *FindNumberInContext(Value &val, const char *memberId, const char* context, const char* extraContext = nullptr) {
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if (!val.IsObject()) {
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return nullptr;
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}
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Value::MemberIterator it = val.FindMember(memberId);
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if (it == val.MemberEnd()) {
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return nullptr;
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@ -215,6 +227,9 @@ inline Value *FindNumberInContext(Value &val, const char *memberId, const char*
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}
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inline Value *FindUIntInContext(Value &val, const char *memberId, const char* context, const char* extraContext = nullptr) {
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if (!val.IsObject()) {
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return nullptr;
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}
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Value::MemberIterator it = val.FindMember(memberId);
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if (it == val.MemberEnd()) {
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return nullptr;
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@ -226,6 +241,9 @@ inline Value *FindUIntInContext(Value &val, const char *memberId, const char* co
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}
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inline Value *FindArrayInContext(Value &val, const char *memberId, const char* context, const char* extraContext = nullptr) {
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if (!val.IsObject()) {
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return nullptr;
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}
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Value::MemberIterator it = val.FindMember(memberId);
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if (it == val.MemberEnd()) {
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return nullptr;
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@ -237,6 +255,9 @@ inline Value *FindArrayInContext(Value &val, const char *memberId, const char* c
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}
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inline Value *FindObjectInContext(Value &val, const char *memberId, const char* context, const char* extraContext = nullptr) {
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if (!val.IsObject()) {
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return nullptr;
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}
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Value::MemberIterator it = val.FindMember(memberId);
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if (it == val.MemberEnd()) {
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return nullptr;
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@ -886,7 +907,7 @@ inline void Accessor::Read(Value &obj, Asset &r) {
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componentType = MemberOrDefault(obj, "componentType", ComponentType_BYTE);
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{
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const Value* countValue = FindUInt(obj, "count");
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if (!countValue || countValue->GetInt() < 1)
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if (!countValue || countValue->GetUint() < 1)
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{
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throw DeadlyImportError("A strictly positive count value is required, when reading ", id.c_str(), name.empty() ? "" : " (" + name + ")");
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}
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@ -1105,7 +1126,9 @@ inline Accessor::Indexer::Indexer(Accessor &acc) :
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template <class T>
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T Accessor::Indexer::GetValue(int i) {
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ai_assert(data);
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ai_assert(i * stride < accessor.GetMaxByteSize());
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if (i * stride >= accessor.GetMaxByteSize()) {
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throw DeadlyImportError("GLTF: Invalid index ", i, ", count out of range for buffer with stride ", stride, " and size ", accessor.GetMaxByteSize(), ".");
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}
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// Ensure that the memcpy doesn't overwrite the local.
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const size_t sizeToCopy = std::min(elemSize, sizeof(T));
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T value = T();
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@ -1172,7 +1172,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
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static const float kMillisecondsFromSeconds = 1000.f;
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if (samplers.translation) {
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if (samplers.translation && samplers.translation->input && samplers.translation->output) {
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float *times = nullptr;
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samplers.translation->input->ExtractData(times);
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aiVector3D *values = nullptr;
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@ -1196,7 +1196,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
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anim->mPositionKeys->mValue.z = node.translation.value[2];
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}
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if (samplers.rotation) {
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if (samplers.rotation && samplers.rotation->input && samplers.rotation->output) {
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float *times = nullptr;
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samplers.rotation->input->ExtractData(times);
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aiQuaternion *values = nullptr;
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@ -1224,7 +1224,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
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anim->mRotationKeys->mValue.w = node.rotation.value[3];
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}
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if (samplers.scale) {
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if (samplers.scale && samplers.scale->input && samplers.scale->output) {
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float *times = nullptr;
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samplers.scale->input->ExtractData(times);
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aiVector3D *values = nullptr;
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@ -90,9 +90,11 @@ DefaultIOStream::~DefaultIOStream() {
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size_t DefaultIOStream::Read(void *pvBuffer,
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size_t pSize,
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size_t pCount) {
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if (0 == pCount) {
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return 0;
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}
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ai_assert(nullptr != pvBuffer);
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ai_assert(0 != pSize);
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ai_assert(0 != pCount);
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return (mFile ? ::fread(pvBuffer, pSize, pCount, mFile) : 0);
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}
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@ -135,7 +135,9 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *const mesh = pScene->mMeshes[i];
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ai_assert(0 != mesh->mPrimitiveTypes);
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if (mesh->mPrimitiveTypes == 0) {
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throw DeadlyImportError("Mesh with invalid primitive type: ", mesh->mName.C_Str());
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}
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// if there's just one primitive type in the mesh there's nothing to do for us
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unsigned int num = 0;
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@ -209,9 +209,14 @@ enum aiPostProcessSteps
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/** <hr>Removes the node graph and pre-transforms all vertices with
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* the local transformation matrices of their nodes.
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*
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* The output scene still contains nodes, however there is only a
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* root node with children, each one referencing only one mesh,
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* and each mesh referencing one material. For rendering, you can
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* If the resulting scene can be reduced to a single mesh, with a single
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* material, no lights, and no cameras, then the output scene will contain
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* only a root node (with no children) that references the single mesh.
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* Otherwise, the output scene will be reduced to a root node with a single
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* level of child nodes, each one referencing one mesh, and each mesh
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* referencing one material.
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*
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* In either case, for rendering, you can
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* simply render all meshes in order - you don't need to pay
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* attention to local transformations and the node hierarchy.
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* Animations are removed during this step.
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