Merge branch 'master' into coverity_scan
commit
5d483d8d80
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@ -28,7 +28,11 @@ namespace Assimp {
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#define IMPL_STRUCT_READ(ty) \
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bool read##ty(ElemBase *v, const size_t cnt, const FileDatabase &db) { \
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return read<ty>(db.dna[#ty], dynamic_cast<ty *>(v), cnt, db); \
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ty *ptr = dynamic_cast<ty*>(v); \
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if (nullptr == ptr) { \
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return false; \
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} \
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return read<ty>(db.dna[#ty], ptr, cnt, db); \
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}
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#define IMPL_STRUCT_CREATE(ty) \
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@ -1500,24 +1500,18 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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// otherwise it is a normal node (NODE)
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const char * node_type;
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bool is_joint, is_skeleton_root = false;
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if (NULL == findBone(pScene, pNode->mName.C_Str())) {
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if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
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node_type = "NODE";
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is_joint = false;
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} else {
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node_type = "JOINT";
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is_joint = true;
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if(!pNode->mParent || NULL == findBone(pScene, pNode->mParent->mName.C_Str()))
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if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
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is_skeleton_root = true;
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}
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}
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const std::string node_name_escaped = XMLEscape(pNode->mName.data);
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/* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?!
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mOutput << startstr
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<< "<node ";
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if(is_skeleton_root)
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mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
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mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
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*/
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mOutput << startstr << "<node ";
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if(is_skeleton_root) {
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mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
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@ -85,24 +85,27 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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: mFileName()
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, mMeshIndexByID()
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, mMaterialIndexByName()
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, mMeshes()
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, newMats()
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, mCameras()
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, mLights()
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, mTextures()
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, mAnims()
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, noSkeletonMesh( false )
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, ignoreUpDirection(false)
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, mNodeNameCounter( 0 )
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{}
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: mFileName()
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, mMeshIndexByID()
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, mMaterialIndexByName()
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, mMeshes()
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, newMats()
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, mCameras()
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, mLights()
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, mTextures()
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, mAnims()
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, noSkeletonMesh( false )
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, ignoreUpDirection(false)
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, useColladaName( false )
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, mNodeNameCounter( 0 ) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaLoader::~ColladaLoader()
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{}
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ColladaLoader::~ColladaLoader() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@ -70,14 +70,27 @@ public: // public data members
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bool force_has_children = false;
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public: // constructors
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/// The default class constructor.
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Node() = default;
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Node(const std::string& n) : name(n) {}
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/// The class constructor with the name.
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Node(const std::string& n)
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: name(n)
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, properties()
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, children()
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, force_has_children( false ) {
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// empty
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}
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// convenience template to construct with properties directly
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template <typename... More>
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Node(const std::string& n, const More... more)
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: name(n)
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{ AddProperties(more...); }
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: name(n)
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, properties()
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, children()
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, force_has_children(false) {
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AddProperties(more...);
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}
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public: // functions to add properties or children
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// add a single property to the node
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@ -131,13 +131,15 @@ namespace Assimp {
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} // end of namespace Assimp
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FBXExporter::FBXExporter (
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const aiScene* pScene,
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const ExportProperties* pProperties
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)
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: mScene(pScene)
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, mProperties(pProperties)
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{
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FBXExporter::FBXExporter ( const aiScene* pScene, const ExportProperties* pProperties )
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: binary(false)
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, mScene(pScene)
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, mProperties(pProperties)
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, outfile()
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, connections()
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, mesh_uids()
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, material_uids()
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, node_uids() {
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// will probably need to determine UIDs, connections, etc here.
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// basically anything that needs to be known
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// before we start writing sections to the stream.
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@ -2444,7 +2446,6 @@ void FBXExporter::WriteAnimationCurve(
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// TODO: keyattr flags and data (STUB for now)
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n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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ai_assert(static_cast<int32_t>(times.size()) <= std::numeric_limits<int32_t>::max());
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n.AddChild(
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"KeyAttrRefCount",
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std::vector<int32_t>{static_cast<int32_t>(times.size())}
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@ -738,7 +738,11 @@ void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator
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// And copy the final weights - adjust the vertex IDs by the
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// face index offset of the corresponding mesh.
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for (std::vector< BoneSrcIndex >::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != wend; ++wmit) {
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for (std::vector< BoneSrcIndex >::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != (*boneIt).pSrcBones.end(); ++wmit) {
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if (wmit == wend) {
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break;
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}
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aiBone* pip = (*wmit).first;
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for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
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const aiVertexWeight& vfi = pip->mWeights[mp];
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@ -370,7 +370,7 @@ aiLight* XGLImporter::ReadDirectionalLight()
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// ------------------------------------------------------------------------------------------------
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aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* closetag)
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{
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std::unique_ptr<aiNode> nd(new aiNode());
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aiNode *nd = new aiNode;
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std::vector<aiNode*> children;
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std::vector<unsigned int> meshes;
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@ -453,11 +453,11 @@ aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* cl
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nd->mChildren = new aiNode*[nd->mNumChildren]();
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for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
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nd->mChildren[i] = children[i];
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children[i]->mParent = nd.get();
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children[i]->mParent = nd;
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}
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}
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return nd.release();
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return nd;
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}
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// ------------------------------------------------------------------------------------------------
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@ -731,11 +731,10 @@ unsigned int XGLImporter::ResolveMaterialRef(TempScope& scope)
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}
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// ------------------------------------------------------------------------------------------------
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void XGLImporter::ReadMaterial(TempScope& scope)
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{
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void XGLImporter::ReadMaterial(TempScope& scope) {
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const unsigned int mat_id = ReadIDAttr();
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std::unique_ptr<aiMaterial> mat(new aiMaterial());
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aiMaterial *mat(new aiMaterial );
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while (ReadElementUpToClosing("mat")) {
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const std::string& s = GetElementName();
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if (s == "amb") {
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@ -764,11 +763,10 @@ void XGLImporter::ReadMaterial(TempScope& scope)
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}
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}
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scope.materials[mat_id] = mat.get();
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scope.materials_linear.push_back(mat.release());
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scope.materials[mat_id] = mat;
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scope.materials_linear.push_back(mat);
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}
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// ----------------------------------------------------------------------------------------------
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void XGLImporter::ReadFaceVertex(const TempMesh& t, TempFace& out)
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{
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@ -656,7 +656,11 @@ namespace glTF2
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} ortographic;
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} cameraProperties;
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Camera() {}
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Camera()
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: type(Perspective)
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, cameraProperties() {
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// empty
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}
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void Read(Value& obj, Asset& r);
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};
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@ -744,6 +744,9 @@ namespace glTF2 {
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if (!(dict = FindArray(*container, d.mDictId))) {
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container->AddMember(StringRef(d.mDictId), Value().SetArray().Move(), mDoc.GetAllocator());
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dict = FindArray(*container, d.mDictId);
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if (nullptr == dict) {
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return;
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}
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}
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for (size_t i = 0; i < d.mObjs.size(); ++i) {
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@ -643,11 +643,12 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
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Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
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uint8_t* arrys = new uint8_t[bytesLen];
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unsigned int i = 0;
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uint8_t* data = new uint8_t[s_bytesPerComp];
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for ( unsigned int j = 0; j <= bytesLen; j += bytesPerComp ){
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size_t len_p = offset + j;
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float f_value = *(float *)&buf->GetPointer()[len_p];
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unsigned short c = static_cast<unsigned short>(f_value);
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uint8_t* data = new uint8_t[s_bytesPerComp];
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::memset(data, 0, s_bytesPerComp * sizeof(uint8_t));
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data = (uint8_t*)&c;
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memcpy(&arrys[i*s_bytesPerComp], data, s_bytesPerComp);
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++i;
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@ -657,6 +658,8 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
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vertexJointAccessor->bufferView->byteLength = s_bytesLen;
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p.attributes.joint.push_back( vertexJointAccessor );
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delete[] arrys;
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delete[] data;
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}
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Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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@ -763,6 +763,12 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
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}else {
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attr.joint[0]->ExtractData(indices16);
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}
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//
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if (nullptr == indices8 && nullptr == indices16) {
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// Something went completely wrong!
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ai_assert(false);
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return;
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}
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for (int i = 0; i < num_vertices; ++i) {
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for (int j = 0; j < 4; ++j) {
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@ -56,6 +56,9 @@ public:
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const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", aiProcess_ValidateDataStructure);
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EXPECT_EQ( 1u, scene->mNumMeshes );
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EXPECT_NE( nullptr, scene->mMeshes[0] );
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if (nullptr == scene->mMeshes[0]) {
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return false;
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}
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EXPECT_EQ( 8u, scene->mMeshes[0]->mNumVertices );
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EXPECT_EQ( 6u, scene->mMeshes[0]->mNumFaces );
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@ -356,11 +356,12 @@ std::vector<char> ReadFile(const char* name) {
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}
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::fseek(p, 0, SEEK_END);
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const auto size = ::ftell(p);
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const size_t size = ::ftell(p);
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::fseek(p, 0, SEEK_SET);
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ret.resize(size);
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::fread(&ret[0], 1, size, p);
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const size_t readSize = ::fread(&ret[0], 1, size, p);
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EXPECT_EQ(readSize, size);
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::fclose(p);
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return ret;
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