Merge branch 'master' into gltf2-import-animation-name

pull/2433/head
Kim Kulling 2019-05-07 21:43:29 +02:00 committed by GitHub
commit 56b82e9cd5
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38 changed files with 631 additions and 332 deletions

1
.gitignore vendored
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@ -17,6 +17,7 @@ CMakeLists.txt.user
# Generated
assimp.pc
assimp.aps
revision.h
contrib/zlib/zconf.h
contrib/zlib/zlib.pc

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@ -1,32 +1,32 @@
# Install CMake
# Build Instructions
## Install CMake
Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
```
```bash
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:
```
```bash
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/
To generate the build environment for your IDE open a command prompt, navigate to your repo and type:
```
> cmake CMakeLists.txt
```bash
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.
# Build instructions for Windows with UWP
See https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app
## Build instructions for Windows with UWP
See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
# Build instrcutions for Linux / Unix
## Build instructions for Linux / Unix
Open a terminal and got to your repository. You can generate the makefiles and build the library via:
```
```bash
cmake CMakeLists.txt
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.
# 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:
- **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
@ -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
- **IGNORE_GIT_HASH ( default OFF )**: Don't call git to get the hash.
- **ASSIMP_INSTALL_PDB ( default ON )**: Install MSVC debug files.

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@ -106,7 +106,7 @@ OPTION ( BUILD_DOCS
OFF
)
OPTION( INJECT_DEBUG_POSTFIX
"Inject debug postfix in .a/.so lib names"
"Inject debug postfix in .a/.so/.dll lib names"
ON
)
@ -127,12 +127,15 @@ if (WIN32)
ADD_DEFINITIONS( -DWIN32_LEAN_AND_MEAN )
endif()
IF(MSVC)
OPTION( ASSIMP_INSTALL_PDB
"Install MSVC debug files."
ON
)
IF(NOT (MSVC_VERSION LESS 1900))
# Multibyte character set is deprecated since at least MSVC2015 (possibly earlier)
ADD_DEFINITIONS( -DUNICODE -D_UNICODE )
ENDIF()
ENDIF(MSVC)
IF (BUILD_FRAMEWORK)
@ -234,6 +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_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS}")
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_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS} ")
ADD_DEFINITIONS( -U__STRICT_ANSI__ )
@ -301,7 +309,9 @@ SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE STRING
SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE STRING
"Path the tool executables are installed to." )
IF (CMAKE_BUILD_TYPE STREQUAL "Debug")
get_cmake_property(is_multi_config GENERATOR_IS_MULTI_CONFIG)
IF (is_multi_config OR (CMAKE_BUILD_TYPE STREQUAL "Debug"))
SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfix for lib, samples and tools")
ELSE()
SET(CMAKE_DEBUG_POSTFIX "" CACHE STRING "Debug Postfix for lib, samples and tools")
@ -543,18 +553,22 @@ if(WIN32)
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(BIN_DIR "${PROJECT_SOURCE_DIR}/bin64/")
SET(LIB_DIR "${PROJECT_SOURCE_DIR}/lib64/")
elseif()
else()
SET(BIN_DIR "${PROJECT_SOURCE_DIR}/bin32/")
SET(LIB_DIR "${PROJECT_SOURCE_DIR}/lib32/")
ENDIF()
IF(MSVC12)
SET(ASSIMP_MSVC_VERSION "vc120")
ELSEIF(MSVC14)
SET(ASSIMP_MSVC_VERSION "vc140")
ELSEIF(MSVC15)
SET(ASSIMP_MSVC_VERSION "vc141")
ENDIF(MSVC12)
IF(MSVC_TOOLSET_VERSION)
set(MSVC_PREFIX "vc${MSVC_TOOLSET_VERSION}")
ELSE()
IF(MSVC12)
SET(ASSIMP_MSVC_VERSION "vc120")
ELSEIF(MSVC14)
SET(ASSIMP_MSVC_VERSION "vc140")
ELSEIF(MSVC15)
SET(ASSIMP_MSVC_VERSION "vc141")
ENDIF(MSVC12)
ENDIF()
IF(MSVC12 OR MSVC14 OR MSVC15 )
ADD_CUSTOM_TARGET(UpdateAssimpLibsDebugSymbolsAndDLLs COMMENT "Copying Assimp Libraries ..." VERBATIM)

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@ -53,7 +53,13 @@ build:
project: Assimp.sln
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%\*
test_script:

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

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

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@ -188,10 +188,11 @@ struct Animation {
} mRotationType, mScalingType, mPositionType;
Animation() AI_NO_EXCEPT
: mRotationType (TRACK)
, mScalingType (TRACK)
, mPositionType (TRACK)
{}
: mRotationType (TRACK)
, mScalingType (TRACK)
, mPositionType (TRACK) {
// empty
}
//! List of track rotation keyframes
std::vector< aiQuatKey > akeyRotations;
@ -243,7 +244,6 @@ struct BaseNode {
mTargetPosition.x = qnan;
}
//! Name of the mesh
std::string mName;

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@ -68,7 +68,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
static const aiImporterDesc desc = {
".assbin Importer",
"Assimp Binary Importer",
"Gargaj / Conspiracy",
"",
"",

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@ -145,6 +145,10 @@ SET( Core_SRCS
Assimp.cpp
)
IF(MSVC)
list(APPEND Core_SRCS "res/assimp.rc")
ENDIF(MSVC)
SET( Logging_SRCS
${HEADER_PATH}/DefaultLogger.hpp
${HEADER_PATH}/LogStream.hpp
@ -800,6 +804,18 @@ ADD_ASSIMP_IMPORTER( MMD
MMDVmdParser.h
)
# Workaround for issue #2406 - force problematic large file to be optimized to prevent string table overflow error
# Used -Os instead of -O2 as previous issues had mentioned, since -Os is roughly speaking -O2, excluding any
# optimizations that take up extra space. Given that the issue is a string table overflowing, -Os seemed appropriate
# Also, I'm not positive if both link & compile flags are needed, but this hopefully ensures that the issue should not
# recur for edge cases such as static builds.
if ((CMAKE_COMPILER_IS_MINGW) AND (CMAKE_BUILD_TYPE MATCHES Debug))
message("-- Applying MinGW StepFileGen1.cpp Debug Workaround")
SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES COMPILE_FLAGS -Os )
SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES LINK_FLAGS -Os )
SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES STATIC_LIBRARY_FLAGS -Os )
endif()
ADD_ASSIMP_IMPORTER( STEP
STEPFile.h
Importer/StepFile/StepFileImporter.h
@ -1033,6 +1049,10 @@ ENDIF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
if( MSVC )
# in order to prevent DLL hell, each of the DLLs have to be suffixed with the major version and msvc prefix
# CMake 3.12 added a variable for this
if(MSVC_TOOLSET_VERSION)
set(MSVC_PREFIX "vc${MSVC_TOOLSET_VERSION}")
else()
if( MSVC70 OR MSVC71 )
set(MSVC_PREFIX "vc70")
elseif( MSVC80 )
@ -1047,9 +1067,12 @@ if( MSVC )
set(MSVC_PREFIX "vc120")
elseif( MSVC14 )
set(MSVC_PREFIX "vc140")
elseif( MSVC15 )
set(MSVC_PREFIX "vc141")
else()
set(MSVC_PREFIX "vc150")
endif()
endif()
set(LIBRARY_SUFFIX "${ASSIMP_LIBRARY_SUFFIX}-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library")
endif()

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@ -238,7 +238,11 @@ void ColladaExporter::WriteHeader()
mOutput << startstr << "<contributor>" << endstr;
PushTag();
aiMetadata* meta = mScene->mRootNode->mMetaData;
// If no Scene metadata, use root node metadata
aiMetadata* meta = mScene->mMetaData;
if (!meta)
meta = mScene->mRootNode->mMetaData;
aiString value;
if (!meta || !meta->Get("Author", value))
mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
@ -250,13 +254,39 @@ void ColladaExporter::WriteHeader()
else
mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
if (meta)
{
if (meta->Get("Comments", value))
mOutput << startstr << "<comments>" << XMLEscape(value.C_Str()) << "</comments>" << endstr;
if (meta->Get("Copyright", value))
mOutput << startstr << "<copyright>" << XMLEscape(value.C_Str()) << "</copyright>" << endstr;
if (meta->Get("SourceData", value))
mOutput << startstr << "<source_data>" << XMLEscape(value.C_Str()) << "</source_data>" << endstr;
}
PopTag();
mOutput << startstr << "</contributor>" << endstr;
mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
if (!meta || !meta->Get("Created", value))
mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
else
mOutput << startstr << "<created>" << XMLEscape(value.C_Str()) << "</created>" << endstr;
// Modified date is always the date saved
mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
if (meta)
{
if (meta->Get("Keywords", value))
mOutput << startstr << "<keywords>" << XMLEscape(value.C_Str()) << "</keywords>" << endstr;
if (meta->Get("Revision", value))
mOutput << startstr << "<revision>" << XMLEscape(value.C_Str()) << "</revision>" << endstr;
if (meta->Get("Subject", value))
mOutput << startstr << "<subject>" << XMLEscape(value.C_Str()) << "</subject>" << endstr;
if (meta->Get("Title", value))
mOutput << startstr << "<title>" << XMLEscape(value.C_Str()) << "</title>" << endstr;
}
mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr;
PopTag();

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@ -207,6 +207,17 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
0, 0, 0, 1);
}
// Store scene metadata
if (!parser.mAssetMetaData.empty()) {
const size_t numMeta(parser.mAssetMetaData.size());
pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
size_t i = 0;
for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i)
{
pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
}
}
// store all meshes
StoreSceneMeshes( pScene);

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@ -264,14 +264,19 @@ void ColladaParser::ReadAssetInfo()
// check element end
TestClosing( "up_axis");
} else
}
else if(IsElement("contributor"))
{
SkipElement();
ReadContributorInfo();
}
else
{
ReadMetaDataItem(mAssetMetaData);
}
}
else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
{
if( strcmp( mReader->getNodeName(), "asset") != 0)
if (strcmp( mReader->getNodeName(), "asset") != 0)
ThrowException( "Expected end of <asset> element.");
break;
@ -279,6 +284,75 @@ void ColladaParser::ReadAssetInfo()
}
}
// ------------------------------------------------------------------------------------------------
// Reads the contributor info
void ColladaParser::ReadContributorInfo()
{
if (mReader->isEmptyElement())
return;
while (mReader->read())
{
if (mReader->getNodeType() == irr::io::EXN_ELEMENT)
{
ReadMetaDataItem(mAssetMetaData);
}
else if (mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
{
if (strcmp(mReader->getNodeName(), "contributor") != 0)
ThrowException("Expected end of <contributor> element.");
break;
}
}
}
// ------------------------------------------------------------------------------------------------
// Reads a single string metadata item
void ColladaParser::ReadMetaDataItem(StringMetaData &metadata)
{
// Metadata such as created, keywords, subject etc
const char* key_char = mReader->getNodeName();
if (key_char != nullptr)
{
const std::string key_str(key_char);
const char* value_char = TestTextContent();
if (value_char != nullptr)
{
std::string camel_key_str = key_str;
ToCamelCase(camel_key_str);
aiString aistr;
aistr.Set(value_char);
metadata.emplace(camel_key_str, aistr);
TestClosing(key_str.c_str());
}
else
SkipElement();
}
else
SkipElement();
}
// ------------------------------------------------------------------------------------------------
// Convert underscore_seperated to CamelCase: "authoring_tool" becomes "AuthoringTool"
void ColladaParser::ToCamelCase(std::string &text)
{
if (text.empty())
return;
// Capitalise first character
text[0] = ToUpper(text[0]);
for (auto it = text.begin(); it != text.end(); /*iterated below*/)
{
if ((*it) == '_')
{
it = text.erase(it);
if (it != text.end())
(*it) = ToUpper(*it);
}
else
++it;
}
}
// ------------------------------------------------------------------------------------------------
// Reads the animation clips
void ColladaParser::ReadAnimationClipLibrary()

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@ -66,6 +66,9 @@ namespace Assimp
friend class ColladaLoader;
protected:
/** Map for generic metadata as aiString */
typedef std::map<std::string, aiString> StringMetaData;
/** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
@ -81,6 +84,15 @@ namespace Assimp
/** Reads asset information such as coordinate system information and legal blah */
void ReadAssetInfo();
/** Reads contributor information such as author and legal blah */
void ReadContributorInfo();
/** Reads generic metadata into provided map */
void ReadMetaDataItem(StringMetaData &metadata);
/** Convert underscore_seperated to CamelCase "authoring_tool" becomes "AuthoringTool" */
static void ToCamelCase(std::string &text);
/** Reads the animation library */
void ReadAnimationLibrary();
@ -343,6 +355,9 @@ namespace Assimp
/** Which is the up vector */
enum { UP_X, UP_Y, UP_Z } mUpDirection;
/** Asset metadata (global for scene) */
StringMetaData mAssetMetaData;
/** Collada file format version */
Collada::FormatVersion mFormat;
};

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@ -288,7 +288,7 @@ void Exporter::SetProgressHandler(ProgressHandler* pHandler) {
// ------------------------------------------------------------------------------------------------
const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const char* pFormatId,
unsigned int, const ExportProperties* /*pProperties*/ ) {
unsigned int pPreprocessing, const ExportProperties* pProperties) {
if (pimpl->blob) {
delete pimpl->blob;
pimpl->blob = nullptr;
@ -298,7 +298,7 @@ const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const cha
BlobIOSystem* blobio = new BlobIOSystem();
pimpl->mIOSystem = std::shared_ptr<IOSystem>( blobio );
if (AI_SUCCESS != Export(pScene,pFormatId,blobio->GetMagicFileName())) {
if (AI_SUCCESS != Export(pScene,pFormatId,blobio->GetMagicFileName(), pPreprocessing, pProperties)) {
pimpl->mIOSystem = old;
return nullptr;
}

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@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
#include <iomanip>
namespace Assimp {
namespace FBX {
@ -76,7 +77,7 @@ namespace Assimp {
#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()
, lights()
, cameras()
@ -89,7 +90,9 @@ namespace Assimp {
, mNodeNames()
, anim_fps()
, out(out)
, doc(doc) {
, doc(doc)
, mRemoveEmptyBones( removeEmptyBones )
, mCurrentUnit(FbxUnit::cm) {
// animations need to be converted first since this will
// populate the node_anim_chain_bits map, which is needed
// to determine which nodes need to be generated.
@ -117,6 +120,7 @@ namespace Assimp {
ConvertGlobalSettings();
TransferDataToScene();
ConvertToUnitScale(unit);
// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
// to make sure the scene passes assimp's validation. FBX files
@ -387,6 +391,7 @@ namespace Assimp {
break;
default:
ai_assert(false);
break;
}
}
@ -977,7 +982,9 @@ namespace Assimp {
unsigned int epcount = 0;
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 scount = out_mesh->mNumFaces = pcount - epcount;
@ -1407,7 +1414,7 @@ namespace Assimp {
const WeightIndexArray& indices = cluster->GetIndices();
if (indices.empty()) {
if (indices.empty() && mRemoveEmptyBones ) {
continue;
}
@ -1439,13 +1446,11 @@ namespace Assimp {
if (index_out_indices.back() == no_index_sentinel) {
index_out_indices.back() = out_indices.size();
}
if (no_mat_check) {
out_indices.push_back(out_idx[i]);
}
else {
} else {
// this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
const std::vector<unsigned int>::iterator it = std::lower_bound(
outputVertStartIndices->begin(),
@ -1461,11 +1466,11 @@ namespace Assimp {
}
}
}
// if we found at least one, generate the output bones
// XXX this could be heavily simplified by collecting the bone
// data in a single step.
if (ok) {
if (ok && mRemoveEmptyBones) {
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
count_out_indices, node_global_transform);
}
@ -1596,6 +1601,13 @@ namespace Assimp {
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
SetShadingPropertiesCommon(out_mat, props);
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->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);
}
}
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());
}
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()
{
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

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@ -76,12 +76,22 @@ namespace FBX {
class Document;
enum class FbxUnit {
cm = 0,
m,
km,
NumUnits,
Undefined
};
/**
* Convert a FBX #Document to #aiScene
* @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 */
class FBXConverter {
@ -112,7 +122,7 @@ public:
};
public:
FBXConverter(aiScene* out, const Document& doc);
FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
~FBXConverter();
private:
@ -414,6 +424,10 @@ private:
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
void TransferDataToScene();
@ -453,6 +467,10 @@ private:
aiScene* const out;
const FBX::Document& doc;
bool mRemoveEmptyBones;
FbxUnit mCurrentUnit;
};
}

View File

@ -1575,11 +1575,22 @@ void FBXExporter::WriteObjects ()
// one sticky point is that the number of vertices may not match,
// 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.
// the skeleton must include not only the aiBones,
// but also all their parent nodes.
// 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,
// which will be used later to mark them as type "limbNode".
std::unordered_set<const aiNode*> limbnodes;
@ -1587,7 +1598,7 @@ void FBXExporter::WriteObjects ()
std::map<std::string,aiNode*> node_by_bone;
for (size_t mi = 0; mi < mScene->mNumMeshes; ++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) {
const aiBone* b = m->mBones[bi];
const std::string name(b->mName.C_Str());
@ -1728,7 +1739,7 @@ void FBXExporter::WriteObjects ()
aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
// 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) {
// if there's a bone for this node, find it
const aiBone* b = nullptr;

View File

@ -53,19 +53,22 @@ namespace FBX {
struct ImportSettings
{
ImportSettings()
: strictMode(true)
, readAllLayers(true)
, readAllMaterials(false)
, readMaterials(true)
, readTextures(true)
, readCameras(true)
, readLights(true)
, readAnimations(true)
, readWeights(true)
, preservePivots(true)
, optimizeEmptyAnimationCurves(true)
, useLegacyEmbeddedTextureNaming(false)
{}
: strictMode(true)
, readAllLayers(true)
, readAllMaterials(false)
, readMaterials(true)
, readTextures(true)
, readCameras(true)
, readLights(true)
, readAnimations(true)
, readWeights(true)
, preservePivots(true)
, optimizeEmptyAnimationCurves(true)
, useLegacyEmbeddedTextureNaming(false)
, removeEmptyBones( true )
, convertToMeters( false ) {
// empty
}
/** enable strict mode:
@ -141,8 +144,16 @@ struct ImportSettings
bool optimizeEmptyAnimationCurves;
/** use legacy naming for embedded textures eg: (*0, *1, *2)
**/
*/
bool useLegacyEmbeddedTextureNaming;
/** Empty bones shall be removed
*/
bool removeEmptyBones;
/** Set to true to perform a conversion from cm to meter after the import
*/
bool convertToMeters;
};

View File

@ -140,6 +140,8 @@ void FBXImporter::SetupProperties(const Importer* pImp)
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.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.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
Document doc(parser,settings);
FbxUnit unit(FbxUnit::cm);
if (settings.convertToMeters) {
unit = FbxUnit::m;
}
// 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>());
}

View File

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

View File

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

View File

@ -151,7 +151,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
} else if (*m_DataIt == 't') {
// read in texture coordinate ( 2D or 3D )
++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);
} else if (*m_DataIt == 'n') {
// Read in normal vector definition
@ -272,6 +272,17 @@ static bool isDataDefinitionEnd( const char *tmp ) {
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 numComponents( 0 );
const char* tmp( &m_DataIt[0] );
@ -285,7 +296,7 @@ size_t ObjFileParser::getNumComponentsInDataDefinition() {
if ( !SkipSpaces( &tmp ) ) {
break;
}
const bool isNum( IsNumeric( *tmp ) );
const bool isNum( IsNumeric( *tmp ) || isNanOrInf(tmp));
SkipToken( tmp );
if ( isNum ) {
++numComponents;
@ -297,7 +308,7 @@ size_t ObjFileParser::getNumComponentsInDataDefinition() {
return numComponents;
}
size_t ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
size_t ObjFileParser::getTexCoordVector( std::vector<aiVector3D> &point3d_array ) {
size_t numComponents = getNumComponentsInDataDefinition();
ai_real x, y, z;
if( 2 == numComponents ) {
@ -319,6 +330,17 @@ size_t ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
} else {
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 ) );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
return numComponents;
@ -429,13 +451,6 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
if (type == aiPrimitiveType_POINT) {
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++;
} else if( IsSpaceOrNewLine( *m_DataIt ) ) {
iPos = 0;
@ -452,6 +467,9 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
++iStep;
}
if (iPos == 1 && !vt && vn)
iPos = 2; // skip texture coords for normals if there are no tex coords
if ( iVal > 0 ) {
// Store parsed index
if ( 0 == iPos ) {

View File

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

View File

@ -46,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* the data structure returned by Assimp.
*/
// internal headers
#include "ValidateDataStructure.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 );
for (unsigned int i = 0; i < node->mNumChildren;++i) {
result += HasNameMatch(in,node->mChildren[i]);
@ -121,9 +119,8 @@ inline int HasNameMatch(const aiString& in, aiNode* node)
// ------------------------------------------------------------------------------------------------
template <typename T>
inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
const char* firstName, const char* secondName)
{
inline
void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) {
// validate all entries
if (size)
{
@ -181,7 +178,8 @@ inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
// ------------------------------------------------------------------------------------------------
template <typename T>
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
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.
void ValidateDSProcess::Execute( aiScene* pScene)
{
this->mScene = pScene;
void ValidateDSProcess::Execute( aiScene* pScene) {
mScene = pScene;
ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
// validate the node graph of the scene
@ -516,13 +513,11 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh,
const aiBone* pBone,float* afSum)
{
void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) {
this->Validate(&pBone->mName);
if (!pBone->mNumWeights) {
ReportError("aiBone::mNumWeights is zero");
//ReportError("aiBone::mNumWeights is zero");
}
// check whether all vertices affected by this bone are valid
@ -563,9 +558,6 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
else {
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");
}
break;
default: ;
};
default:
break;
}
}
if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {

View File

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

View File

@ -31,8 +31,8 @@ LANGUAGE LANG_GERMAN, SUBLANG_GERMAN
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,1,SVNRevision, 0
PRODUCTVERSION 1,1,SVNRevision,0
FILEVERSION VER_FILEVERSION
PRODUCTVERSION VER_FILEVERSION
FILEFLAGSMASK 0x17L
#ifdef _DEBUG
FILEFLAGS 0x1L
@ -50,12 +50,12 @@ BEGIN
VALUE "Comments", "Licensed under a 3-clause BSD license"
VALUE "CompanyName", "assimp team"
VALUE "FileDescription", "Open Asset Import Library"
VALUE "FileVersion", 1,1,SVNRevision,0
VALUE "FileVersion", VER_FILEVERSION
VALUE "InternalName", "assimp "
VALUE "LegalCopyright", "Copyright (C) 2006-2010"
VALUE "OriginalFilename", "assimpNN.dll"
VALUE "ProductName", "Open Asset Import Library"
VALUE "ProductVersion", 1,1,SVNRevision,0
VALUE "ProductVersion", VER_FILEVERSION_STR
,0
END
END

View File

@ -190,7 +190,7 @@ public:
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene. */
const aiExportDataBlob* ExportToBlob(const aiScene* pScene, const char* pFormatId,
unsigned int pPreprocessing = 0u, const ExportProperties* = nullptr);
unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = nullptr);
const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId,
unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = nullptr);

View File

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

View File

@ -651,13 +651,28 @@ enum aiComponent
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
*
* The default value is false (0)
* Property type: bool
*/
*
* The default value is false (0)
* Property type: bool
*/
#define 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
*

View File

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

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@ -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

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

View File

@ -1,6 +1,6 @@
Build Asset Importer Lib for Android
====================================
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.
- It is built as a static library
- It requires Android NDK with android API > 9 support.

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@ -93,7 +93,7 @@ def _is_init_type(obj):
return False
tname = obj.__class__.__name__
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):
"""

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@ -4,4 +4,15 @@
#define GitVersion 0x@GIT_COMMIT_HASH@
#define GitBranch "@GIT_BRANCH@"
#define VER_MAJOR @ASSIMP_VERSION_MAJOR@
#define VER_MINOR @ASSIMP_VERSION_MINOR@
#define VER_PATCH @ASSIMP_VERSION_PATCH@
#define VER_BUILD @ASSIMP_PACKAGE_VERSION@
#define STR_HELP(x) #x
#define STR(x) STR_HELP(x)
#define VER_FILEVERSION VER_MAJOR,VER_MINOR,VER_PATCH,VER_BUILD
#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD)
#endif // ASSIMP_REVISION_H_INC

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@ -391,6 +391,39 @@ TEST_F(utObjImportExport, invalid_normals_uvs) {
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 ) {
::Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/cube_mtllib_after_g.obj", aiProcess_ValidateDataStructure );

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@ -1,7 +1,8 @@
set(PROJECT_VERSION "")
project(assimp_qt_viewer)
cmake_minimum_required(VERSION 3.0)
# Qt5 requires cmake 3.1 or newer
cmake_minimum_required(VERSION 3.1)
FIND_PACKAGE(OpenGL QUIET)

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@ -88,6 +88,8 @@ SET_PROPERTY(TARGET assimp_viewer PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
IF ( MSVC )
ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
# assimp_viewer is ANSI (MBCS) throughout
REMOVE_DEFINITIONS( -DUNICODE -D_UNICODE )
ENDIF ( MSVC )