Merge branch 'master' into windows-crt
commit
6484dd6825
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@ -238,6 +238,7 @@ void ObjFileMtlImporter::load() {
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case 'a': // Anisotropy
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{
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++m_DataIt;
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getFloatValue(m_pModel->m_pCurrentMaterial->anisotropy);
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m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine);
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} break;
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@ -42,23 +42,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
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#include "AssetLib/glTF2/glTF2Importer.h"
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#include "PostProcessing/MakeVerboseFormat.h"
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#include "AssetLib/glTF2/glTF2Asset.h"
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#include "PostProcessing/MakeVerboseFormat.h"
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#if !defined(ASSIMP_BUILD_NO_EXPORT)
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#include "AssetLib/glTF2/glTF2AssetWriter.h"
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#endif
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/StringComparison.h>
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#include <assimp/StringUtils.h>
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#include <assimp/ai_assert.h>
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#include <assimp/commonMetaData.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/commonMetaData.h>
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#include <assimp/DefaultIOSystem.h>
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#include <memory>
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#include <unordered_map>
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@ -111,7 +111,7 @@ const aiImporterDesc *glTF2Importer::GetInfo() const {
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return &desc;
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}
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bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig ) const {
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bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig) const {
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const std::string extension = GetExtension(filename);
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if (!checkSig && (extension != "gltf") && (extension != "glb")) {
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return false;
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@ -127,16 +127,16 @@ bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, b
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static inline aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) {
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switch (gltfWrapMode) {
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case SamplerWrap::Mirrored_Repeat:
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return aiTextureMapMode_Mirror;
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case SamplerWrap::Mirrored_Repeat:
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return aiTextureMapMode_Mirror;
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case SamplerWrap::Clamp_To_Edge:
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return aiTextureMapMode_Clamp;
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case SamplerWrap::Clamp_To_Edge:
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return aiTextureMapMode_Clamp;
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case SamplerWrap::UNSET:
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case SamplerWrap::Repeat:
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default:
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return aiTextureMapMode_Wrap;
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case SamplerWrap::UNSET:
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case SamplerWrap::Repeat:
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default:
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return aiTextureMapMode_Wrap;
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}
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}
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@ -185,8 +185,9 @@ static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
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// coordinate of the actual meshes during import.
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const ai_real rcos(cos(-transform.mRotation));
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const ai_real rsin(sin(-transform.mRotation));
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transform.mTranslation.x = (static_cast<ai_real>( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
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transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
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transform.mTranslation.x = (static_cast<ai_real>(0.5) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
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transform.mTranslation.y = ((static_cast<ai_real>(0.5) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];
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;
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mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
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}
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@ -259,7 +260,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_BASE_COLOR);
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// Keep AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE for backwards compatibility
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_METALNESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_DIFFUSE_ROUGHNESS);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
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@ -305,7 +309,6 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
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// KHR_materials_sheen
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if (mat.materialSheen.isPresent) {
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MaterialSheen &sheen = mat.materialSheen.value;
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@ -378,7 +381,7 @@ void glTF2Importer::ImportMaterials(Asset &r) {
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}
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}
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static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) {
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static inline void SetFaceAndAdvance1(aiFace *&face, unsigned int numVertices, unsigned int a) {
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if (a >= numVertices) {
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return;
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}
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@ -388,7 +391,7 @@ static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, u
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++face;
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}
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static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
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static inline void SetFaceAndAdvance2(aiFace *&face, unsigned int numVertices,
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unsigned int a, unsigned int b) {
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if ((a >= numVertices) || (b >= numVertices)) {
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return;
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@ -400,7 +403,7 @@ static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
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++face;
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}
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static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a,
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static inline void SetFaceAndAdvance3(aiFace *&face, unsigned int numVertices, unsigned int a,
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unsigned int b, unsigned int c) {
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if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) {
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return;
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@ -427,17 +430,16 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
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}
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#endif // ASSIMP_BUILD_DEBUG
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template<typename T>
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aiColor4D* GetVertexColorsForType(Ref<Accessor> input) {
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template <typename T>
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aiColor4D *GetVertexColorsForType(Ref<Accessor> input) {
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constexpr float max = std::numeric_limits<T>::max();
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aiColor4t<T>* colors;
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aiColor4t<T> *colors;
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input->ExtractData(colors);
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auto output = new aiColor4D[input->count];
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for (size_t i = 0; i < input->count; i++) {
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output[i] = aiColor4D(
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colors[i].r / max, colors[i].g / max,
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colors[i].b / max, colors[i].a / max
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);
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colors[i].r / max, colors[i].g / max,
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colors[i].b / max, colors[i].a / max);
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}
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delete[] colors;
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return output;
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@ -471,21 +473,21 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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switch (prim.mode) {
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case PrimitiveMode_POINTS:
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aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case PrimitiveMode_POINTS:
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aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case PrimitiveMode_LINES:
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP:
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aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case PrimitiveMode_LINES:
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP:
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aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case PrimitiveMode_TRIANGLES:
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case PrimitiveMode_TRIANGLE_STRIP:
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case PrimitiveMode_TRIANGLE_FAN:
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aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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case PrimitiveMode_TRIANGLES:
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case PrimitiveMode_TRIANGLE_STRIP:
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case PrimitiveMode_TRIANGLE_FAN:
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aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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}
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Mesh::Primitive::Attributes &attr = prim.attributes;
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@ -528,7 +530,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
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if (attr.color[c]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
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"\" does not match the vertex count");
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"\" does not match the vertex count");
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continue;
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}
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@ -551,7 +553,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
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"\" does not match the vertex count");
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"\" does not match the vertex count");
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continue;
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}
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@ -644,77 +646,77 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
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}
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break;
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case PrimitiveMode_POINTS: {
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nFaces = count;
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
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}
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break;
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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if (nFaces * 2 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
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count = nFaces * 2;
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}
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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if (nFaces * 2 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
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count = nFaces * 2;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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facePtr = faces = new aiFace[nFaces];
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
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for (unsigned int i = 2; i < count; ++i) {
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
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}
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break;
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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if (nFaces * 3 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
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count = nFaces * 3;
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}
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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facePtr = faces = new aiFace[nFaces];
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
|
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for (unsigned int i = 2; i < count; ++i) {
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
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}
|
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break;
|
||||
}
|
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|
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case PrimitiveMode_TRIANGLES: {
|
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nFaces = count / 3;
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if (nFaces * 3 != count) {
|
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
||||
count = nFaces * 3;
|
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}
|
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
|
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
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}
|
||||
break;
|
||||
}
|
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
|
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facePtr = faces = new aiFace[nFaces];
|
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for (unsigned int i = 0; i < nFaces; ++i) {
|
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//The ordering is to ensure that the triangles are all drawn with the same orientation
|
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if ((i + 1) % 2 == 0) {
|
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//For even n, vertices n + 1, n, and n + 2 define triangle n
|
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
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} else {
|
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//For odd n, vertices n, n+1, and n+2 define triangle n
|
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_STRIP: {
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < nFaces; ++i) {
|
||||
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
||||
if ((i + 1) % 2 == 0) {
|
||||
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
||||
} else {
|
||||
//For odd n, vertices n, n+1, and n+2 define triangle n
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
||||
}
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_FAN:
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_FAN:
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
} else { // no indices provided so directly generate from counts
|
||||
|
||||
|
@ -722,77 +724,77 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
|||
unsigned int count = aim->mNumVertices;
|
||||
|
||||
switch (prim.mode) {
|
||||
case PrimitiveMode_POINTS: {
|
||||
nFaces = count;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < count; ++i) {
|
||||
SetFaceAndAdvance1(facePtr, aim->mNumVertices, i);
|
||||
}
|
||||
break;
|
||||
case PrimitiveMode_POINTS: {
|
||||
nFaces = count;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < count; ++i) {
|
||||
SetFaceAndAdvance1(facePtr, aim->mNumVertices, i);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case PrimitiveMode_LINES: {
|
||||
nFaces = count / 2;
|
||||
if (nFaces * 2 != count) {
|
||||
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
|
||||
count = (unsigned int)nFaces * 2;
|
||||
}
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < count; i += 2) {
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1);
|
||||
}
|
||||
break;
|
||||
case PrimitiveMode_LINES: {
|
||||
nFaces = count / 2;
|
||||
if (nFaces * 2 != count) {
|
||||
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
|
||||
count = (unsigned int)nFaces * 2;
|
||||
}
|
||||
|
||||
case PrimitiveMode_LINE_LOOP:
|
||||
case PrimitiveMode_LINE_STRIP: {
|
||||
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1);
|
||||
for (unsigned int i = 2; i < count; ++i) {
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i);
|
||||
}
|
||||
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 0);
|
||||
}
|
||||
break;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < count; i += 2) {
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case PrimitiveMode_TRIANGLES: {
|
||||
nFaces = count / 3;
|
||||
if (nFaces * 3 != count) {
|
||||
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
||||
count = (unsigned int)nFaces * 3;
|
||||
}
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < count; i += 3) {
|
||||
case PrimitiveMode_LINE_LOOP:
|
||||
case PrimitiveMode_LINE_STRIP: {
|
||||
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1);
|
||||
for (unsigned int i = 2; i < count; ++i) {
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i);
|
||||
}
|
||||
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case PrimitiveMode_TRIANGLES: {
|
||||
nFaces = count / 3;
|
||||
if (nFaces * 3 != count) {
|
||||
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
||||
count = (unsigned int)nFaces * 3;
|
||||
}
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < count; i += 3) {
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_STRIP: {
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < nFaces; ++i) {
|
||||
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
||||
if ((i + 1) % 2 == 0) {
|
||||
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
|
||||
} else {
|
||||
//For odd n, vertices n, n+1, and n+2 define triangle n
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_STRIP: {
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
for (unsigned int i = 0; i < nFaces; ++i) {
|
||||
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
||||
if ((i + 1) % 2 == 0) {
|
||||
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
|
||||
} else {
|
||||
//For odd n, vertices n, n+1, and n+2 define triangle n
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
|
||||
}
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_FAN:
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2);
|
||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2);
|
||||
}
|
||||
case PrimitiveMode_TRIANGLE_FAN:
|
||||
nFaces = count - 2;
|
||||
facePtr = faces = new aiFace[nFaces];
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2);
|
||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2);
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -876,15 +878,15 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
|
|||
aiLight *ail = mScene->mLights[i] = new aiLight();
|
||||
|
||||
switch (light.type) {
|
||||
case Light::Directional:
|
||||
ail->mType = aiLightSource_DIRECTIONAL;
|
||||
break;
|
||||
case Light::Point:
|
||||
ail->mType = aiLightSource_POINT;
|
||||
break;
|
||||
case Light::Spot:
|
||||
ail->mType = aiLightSource_SPOT;
|
||||
break;
|
||||
case Light::Directional:
|
||||
ail->mType = aiLightSource_DIRECTIONAL;
|
||||
break;
|
||||
case Light::Point:
|
||||
ail->mType = aiLightSource_POINT;
|
||||
break;
|
||||
case Light::Spot:
|
||||
ail->mType = aiLightSource_SPOT;
|
||||
break;
|
||||
}
|
||||
|
||||
if (ail->mType != aiLightSource_POINT) {
|
||||
|
@ -926,7 +928,7 @@ static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) {
|
|||
if (node.matrix.isPresent) {
|
||||
CopyValue(node.matrix.value, matrix);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (node.translation.isPresent) {
|
||||
aiVector3D trans;
|
||||
|
@ -1021,7 +1023,7 @@ void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) {
|
|||
metadata->Add(extension.name, extension.mBoolValue.value);
|
||||
} else if (extension.mValues.isPresent) {
|
||||
aiMetadata val;
|
||||
for (auto const & subExtension : extension.mValues.value) {
|
||||
for (auto const &subExtension : extension.mValues.value) {
|
||||
ParseExtensions(&val, subExtension);
|
||||
}
|
||||
metadata->Add(extension.name, val);
|
||||
|
@ -1030,7 +1032,7 @@ void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) {
|
|||
|
||||
void ParseExtras(aiMetadata *metadata, const CustomExtension &extension) {
|
||||
if (extension.mValues.isPresent) {
|
||||
for (auto const & subExtension : extension.mValues.value) {
|
||||
for (auto const &subExtension : extension.mValues.value) {
|
||||
ParseExtensions(metadata, subExtension);
|
||||
}
|
||||
}
|
||||
|
@ -1068,11 +1070,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
|||
|
||||
if (!node.meshes.empty()) {
|
||||
// GLTF files contain at most 1 mesh per node.
|
||||
if (node.meshes.size() > 1)
|
||||
{
|
||||
if (node.meshes.size() > 1) {
|
||||
throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(),
|
||||
" meshes in ", getContextForErrorMessages(node.id, node.name),
|
||||
", but only 1 mesh per node allowed.");
|
||||
" meshes in ", getContextForErrorMessages(node.id, node.name),
|
||||
", but only 1 mesh per node allowed.");
|
||||
}
|
||||
int mesh_idx = node.meshes[0].GetIndex();
|
||||
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
||||
|
@ -1083,7 +1084,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
|||
if (node.skin) {
|
||||
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
|
||||
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
|
||||
unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size());
|
||||
unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size());
|
||||
|
||||
std::vector<std::vector<aiVertexWeight>> weighting(numBones);
|
||||
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
||||
|
@ -1222,7 +1223,7 @@ struct AnimationSamplers {
|
|||
Animation::Sampler *weight;
|
||||
};
|
||||
|
||||
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
|
||||
aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
|
||||
aiNodeAnim *anim = new aiNodeAnim();
|
||||
|
||||
try {
|
||||
|
@ -1313,7 +1314,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
|
|||
}
|
||||
}
|
||||
|
||||
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
|
||||
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
|
||||
auto *anim = new aiMeshMorphAnim();
|
||||
|
||||
try {
|
||||
|
@ -1366,7 +1367,7 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &an
|
|||
continue;
|
||||
}
|
||||
|
||||
auto& animsampler = anim.samplers[channel.sampler];
|
||||
auto &animsampler = anim.samplers[channel.sampler];
|
||||
|
||||
if (!animsampler.input) {
|
||||
ASSIMP_LOG_WARN("Animation ", anim.name, ": Missing sampler input. Skipping.");
|
||||
|
@ -1555,9 +1556,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
|
|||
if (ext) {
|
||||
if (strcmp(ext, "jpeg") == 0) {
|
||||
ext = "jpg";
|
||||
} else if(strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
|
||||
} else if (strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
|
||||
ext = "kx2";
|
||||
} else if(strcmp(ext, "basis") == 0) { //basisu
|
||||
} else if (strcmp(ext, "basis") == 0) { //basisu
|
||||
ext = "bu";
|
||||
}
|
||||
|
||||
|
@ -1570,7 +1571,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
|
|||
}
|
||||
}
|
||||
|
||||
void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) {
|
||||
void glTF2Importer::ImportCommonMetadata(glTF2::Asset &a) {
|
||||
ASSIMP_LOG_DEBUG("Importing metadata");
|
||||
ai_assert(mScene->mMetaData == nullptr);
|
||||
const bool hasVersion = !a.asset.version.empty();
|
||||
|
@ -1604,7 +1605,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
|
|||
this->mScene = pScene;
|
||||
|
||||
// read the asset file
|
||||
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(mSchemaDocumentProvider));
|
||||
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(mSchemaDocumentProvider));
|
||||
asset.Load(pFile, GetExtension(pFile) == "glb");
|
||||
if (asset.scene) {
|
||||
pScene->mName = asset.scene->name;
|
||||
|
@ -1631,7 +1632,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
|
|||
}
|
||||
|
||||
void glTF2Importer::SetupProperties(const Importer *pImp) {
|
||||
mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER));
|
||||
mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER));
|
||||
}
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
|
||||
|
|
|
@ -78,6 +78,7 @@ SET( PUBLIC_HEADERS
|
|||
${HEADER_PATH}/matrix4x4.h
|
||||
${HEADER_PATH}/matrix4x4.inl
|
||||
${HEADER_PATH}/mesh.h
|
||||
${HEADER_PATH}/ObjMaterial.h
|
||||
${HEADER_PATH}/pbrmaterial.h
|
||||
${HEADER_PATH}/GltfMaterial.h
|
||||
${HEADER_PATH}/postprocess.h
|
||||
|
|
|
@ -90,12 +90,14 @@ void ArmaturePopulate::Execute(aiScene *out) {
|
|||
|
||||
ai_assert(armature);
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
||||
// set up bone armature id
|
||||
bone->mArmature = armature;
|
||||
|
||||
// set this bone node to be referenced properly
|
||||
ai_assert(bone_node);
|
||||
bone->mNode = bone_node;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -32,13 +32,13 @@ PROJECT_NAME = Assimp
|
|||
# This could be handy for archiving the generated documentation or
|
||||
# if some version control system is used.
|
||||
|
||||
PROJECT_NUMBER = "v5.0.1. (December 2020)"
|
||||
PROJECT_NUMBER = "v5.2.2 (January 2022)"
|
||||
|
||||
# Using the PROJECT_BRIEF tag one can provide an optional one line description
|
||||
# for a project that appears at the top of each page and should give viewer
|
||||
# a quick idea about the purpose of the project. Keep the description short.
|
||||
|
||||
PROJECT_BRIEF =
|
||||
PROJECT_BRIEF = The Asset-Importer-Lib API documentation.
|
||||
|
||||
# With the PROJECT_LOGO tag one can specify an logo or icon that is
|
||||
# included in the documentation. The maximum height of the logo should not
|
||||
|
|
|
@ -50,12 +50,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
const char* AICMD_MSG_INFO_HELP_E =
|
||||
"assimp info <file> [-r] [-v]\n"
|
||||
"\tPrint basic structure of a 3D model\n"
|
||||
"\t-r,--raw: No postprocessing, do a raw import\n"
|
||||
"\t-v,--verbose: Print verbose info such as node transform data\n"
|
||||
"\t-s, --silent: Print only minimal info\n";
|
||||
const char *AICMD_MSG_INFO_HELP_E =
|
||||
"assimp info <file> [-r] [-v]\n"
|
||||
"\tPrint basic structure of a 3D model\n"
|
||||
"\t-r,--raw: No postprocessing, do a raw import\n"
|
||||
"\t-v,--verbose: Print verbose info such as node transform data\n"
|
||||
"\t-s, --silent: Print only minimal info\n";
|
||||
|
||||
const char *TREE_BRANCH_ASCII = "|-";
|
||||
const char *TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
|
||||
|
@ -73,411 +73,433 @@ const char *TREE_STOP = TREE_STOP_UTF8;
|
|||
const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int CountNodes(const aiNode* root)
|
||||
{
|
||||
unsigned int i = 0;
|
||||
for (unsigned int a = 0; a < root->mNumChildren; ++a ) {
|
||||
i += CountNodes(root->mChildren[a]);
|
||||
}
|
||||
return 1+i;
|
||||
unsigned int CountNodes(const aiNode *root) {
|
||||
unsigned int i = 0;
|
||||
for (unsigned int a = 0; a < root->mNumChildren; ++a) {
|
||||
i += CountNodes(root->mChildren[a]);
|
||||
}
|
||||
return 1 + i;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int GetMaxDepth(const aiNode* root)
|
||||
{
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < root->mNumChildren; ++i ) {
|
||||
cnt = std::max(cnt,GetMaxDepth(root->mChildren[i]));
|
||||
}
|
||||
return cnt+1;
|
||||
unsigned int GetMaxDepth(const aiNode *root) {
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < root->mNumChildren; ++i) {
|
||||
cnt = std::max(cnt, GetMaxDepth(root->mChildren[i]));
|
||||
}
|
||||
return cnt + 1;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int CountVertices(const aiScene* scene)
|
||||
{
|
||||
unsigned int cnt = 0;
|
||||
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
cnt += scene->mMeshes[i]->mNumVertices;
|
||||
}
|
||||
return cnt;
|
||||
unsigned int CountVertices(const aiScene *scene) {
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
cnt += scene->mMeshes[i]->mNumVertices;
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int CountFaces(const aiScene* scene)
|
||||
{
|
||||
unsigned int cnt = 0;
|
||||
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
cnt += scene->mMeshes[i]->mNumFaces;
|
||||
}
|
||||
return cnt;
|
||||
unsigned int CountFaces(const aiScene *scene) {
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
cnt += scene->mMeshes[i]->mNumFaces;
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int CountBones(const aiScene* scene)
|
||||
{
|
||||
unsigned int cnt = 0;
|
||||
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
cnt += scene->mMeshes[i]->mNumBones;
|
||||
}
|
||||
return cnt;
|
||||
unsigned int CountBones(const aiScene *scene) {
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
cnt += scene->mMeshes[i]->mNumBones;
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int CountAnimChannels(const aiScene* scene)
|
||||
{
|
||||
unsigned int cnt = 0;
|
||||
for(unsigned int i = 0; i < scene->mNumAnimations; ++i) {
|
||||
cnt += scene->mAnimations[i]->mNumChannels;
|
||||
}
|
||||
return cnt;
|
||||
unsigned int CountAnimChannels(const aiScene *scene) {
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
|
||||
cnt += scene->mAnimations[i]->mNumChannels;
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int GetAvgFacePerMesh(const aiScene* scene) {
|
||||
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountFaces(scene)/scene->mNumMeshes) : 0;
|
||||
unsigned int GetAvgFacePerMesh(const aiScene *scene) {
|
||||
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountFaces(scene) / scene->mNumMeshes) : 0;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
unsigned int GetAvgVertsPerMesh(const aiScene* scene) {
|
||||
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountVertices(scene)/scene->mNumMeshes) : 0;
|
||||
unsigned int GetAvgVertsPerMesh(const aiScene *scene) {
|
||||
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountVertices(scene) / scene->mNumMeshes) : 0;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4())
|
||||
{
|
||||
// XXX that could be greatly simplified by using code from code/ProcessHelper.h
|
||||
// XXX I just don't want to include it here.
|
||||
const aiMatrix4x4 trafo = root->mTransformation*mat;
|
||||
for(unsigned int i = 0; i < root->mNumMeshes; ++i) {
|
||||
const aiMesh* mesh = scene->mMeshes[root->mMeshes[i]];
|
||||
void FindSpecialPoints(const aiScene *scene, const aiNode *root, aiVector3D special_points[3], const aiMatrix4x4 &mat = aiMatrix4x4()) {
|
||||
// XXX that could be greatly simplified by using code from code/ProcessHelper.h
|
||||
// XXX I just don't want to include it here.
|
||||
const aiMatrix4x4 trafo = root->mTransformation * mat;
|
||||
for (unsigned int i = 0; i < root->mNumMeshes; ++i) {
|
||||
const aiMesh *mesh = scene->mMeshes[root->mMeshes[i]];
|
||||
|
||||
for(unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
||||
aiVector3D v = trafo*mesh->mVertices[a];
|
||||
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
||||
aiVector3D v = trafo * mesh->mVertices[a];
|
||||
|
||||
special_points[0].x = std::min(special_points[0].x,v.x);
|
||||
special_points[0].y = std::min(special_points[0].y,v.y);
|
||||
special_points[0].z = std::min(special_points[0].z,v.z);
|
||||
special_points[0].x = std::min(special_points[0].x, v.x);
|
||||
special_points[0].y = std::min(special_points[0].y, v.y);
|
||||
special_points[0].z = std::min(special_points[0].z, v.z);
|
||||
|
||||
special_points[1].x = std::max(special_points[1].x,v.x);
|
||||
special_points[1].y = std::max(special_points[1].y,v.y);
|
||||
special_points[1].z = std::max(special_points[1].z,v.z);
|
||||
}
|
||||
}
|
||||
special_points[1].x = std::max(special_points[1].x, v.x);
|
||||
special_points[1].y = std::max(special_points[1].y, v.y);
|
||||
special_points[1].z = std::max(special_points[1].z, v.z);
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int i = 0; i < root->mNumChildren; ++i) {
|
||||
FindSpecialPoints(scene,root->mChildren[i],special_points,trafo);
|
||||
}
|
||||
for (unsigned int i = 0; i < root->mNumChildren; ++i) {
|
||||
FindSpecialPoints(scene, root->mChildren[i], special_points, trafo);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
|
||||
{
|
||||
special_points[0] = aiVector3D(1e10,1e10,1e10);
|
||||
special_points[1] = aiVector3D(-1e10,-1e10,-1e10);
|
||||
void FindSpecialPoints(const aiScene *scene, aiVector3D special_points[3]) {
|
||||
special_points[0] = aiVector3D(1e10, 1e10, 1e10);
|
||||
special_points[1] = aiVector3D(-1e10, -1e10, -1e10);
|
||||
|
||||
FindSpecialPoints(scene,scene->mRootNode,special_points);
|
||||
special_points[2] = (special_points[0]+special_points[1])*(ai_real)0.5;
|
||||
FindSpecialPoints(scene, scene->mRootNode, special_points);
|
||||
special_points[2] = (special_points[0] + special_points[1]) * (ai_real)0.5;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
std::string FindPTypes(const aiScene* scene)
|
||||
{
|
||||
bool haveit[4] = {0};
|
||||
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
|
||||
if (pt & aiPrimitiveType_POINT) {
|
||||
haveit[0]=true;
|
||||
}
|
||||
if (pt & aiPrimitiveType_LINE) {
|
||||
haveit[1]=true;
|
||||
}
|
||||
if (pt & aiPrimitiveType_TRIANGLE) {
|
||||
haveit[2]=true;
|
||||
}
|
||||
if (pt & aiPrimitiveType_POLYGON) {
|
||||
haveit[3]=true;
|
||||
}
|
||||
}
|
||||
return (haveit[0]?std::string("points"):"")+(haveit[1]?"lines":"")+
|
||||
(haveit[2]?"triangles":"")+(haveit[3]?"n-polygons":"");
|
||||
std::string FindPTypes(const aiScene *scene) {
|
||||
bool haveit[4] = { 0 };
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
|
||||
if (pt & aiPrimitiveType_POINT) {
|
||||
haveit[0] = true;
|
||||
}
|
||||
if (pt & aiPrimitiveType_LINE) {
|
||||
haveit[1] = true;
|
||||
}
|
||||
if (pt & aiPrimitiveType_TRIANGLE) {
|
||||
haveit[2] = true;
|
||||
}
|
||||
if (pt & aiPrimitiveType_POLYGON) {
|
||||
haveit[3] = true;
|
||||
}
|
||||
}
|
||||
return (haveit[0] ? std::string("points") : "") + (haveit[1] ? "lines" : "") +
|
||||
(haveit[2] ? "triangles" : "") + (haveit[3] ? "n-polygons" : "");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Prettily print the node graph to stdout
|
||||
void PrintHierarchy(
|
||||
const aiNode* node,
|
||||
const std::string &indent,
|
||||
bool verbose,
|
||||
bool last = false,
|
||||
bool first = true
|
||||
){
|
||||
// tree visualization
|
||||
std::string branchchar;
|
||||
if (first) { branchchar = ""; }
|
||||
else if (last) { branchchar = TREE_STOP; } // "'-"
|
||||
else { branchchar = TREE_BRANCH; } // "|-"
|
||||
const aiNode *node,
|
||||
const std::string &indent,
|
||||
bool verbose,
|
||||
bool last = false,
|
||||
bool first = true) {
|
||||
// tree visualization
|
||||
std::string branchchar;
|
||||
if (first) {
|
||||
branchchar = "";
|
||||
} else if (last) {
|
||||
branchchar = TREE_STOP;
|
||||
} // "'-"
|
||||
else {
|
||||
branchchar = TREE_BRANCH;
|
||||
} // "|-"
|
||||
|
||||
// print the indent and the branch character and the name
|
||||
std::cout << indent << branchchar << node->mName.C_Str();
|
||||
// print the indent and the branch character and the name
|
||||
std::cout << indent << branchchar << node->mName.C_Str();
|
||||
|
||||
// if there are meshes attached, indicate this
|
||||
if (node->mNumMeshes) {
|
||||
std::cout << " (mesh ";
|
||||
bool sep = false;
|
||||
for (size_t i=0; i < node->mNumMeshes; ++i) {
|
||||
unsigned int mesh_index = node->mMeshes[i];
|
||||
if (sep) { std::cout << ", "; }
|
||||
std::cout << mesh_index;
|
||||
sep = true;
|
||||
}
|
||||
std::cout << ")";
|
||||
}
|
||||
// if there are meshes attached, indicate this
|
||||
if (node->mNumMeshes) {
|
||||
std::cout << " (mesh ";
|
||||
bool sep = false;
|
||||
for (size_t i = 0; i < node->mNumMeshes; ++i) {
|
||||
unsigned int mesh_index = node->mMeshes[i];
|
||||
if (sep) {
|
||||
std::cout << ", ";
|
||||
}
|
||||
std::cout << mesh_index;
|
||||
sep = true;
|
||||
}
|
||||
std::cout << ")";
|
||||
}
|
||||
|
||||
// finish the line
|
||||
std::cout << std::endl;
|
||||
// finish the line
|
||||
std::cout << std::endl;
|
||||
|
||||
// in verbose mode, print the transform data as well
|
||||
if (verbose) {
|
||||
// indent to use
|
||||
std::string indentadd;
|
||||
if (last) { indentadd += " "; }
|
||||
else { indentadd += TREE_CONTINUE; } // "| "..
|
||||
if (node->mNumChildren == 0) { indentadd += " "; }
|
||||
else { indentadd += TREE_CONTINUE; } // .."| "
|
||||
aiVector3D s, r, t;
|
||||
node->mTransformation.Decompose(s, r, t);
|
||||
if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
|
||||
std::cout << indent << indentadd;
|
||||
printf(" S:[%f %f %f]\n", s.x, s.y, s.z);
|
||||
}
|
||||
if (r.x || r.y || r.z) {
|
||||
std::cout << indent << indentadd;
|
||||
printf(" R:[%f %f %f]\n", r.x, r.y, r.z);
|
||||
}
|
||||
if (t.x || t.y || t.z) {
|
||||
std::cout << indent << indentadd;
|
||||
printf(" T:[%f %f %f]\n", t.x, t.y, t.z);
|
||||
}
|
||||
}
|
||||
// in verbose mode, print the transform data as well
|
||||
if (verbose) {
|
||||
// indent to use
|
||||
std::string indentadd;
|
||||
if (last) {
|
||||
indentadd += " ";
|
||||
} else {
|
||||
indentadd += TREE_CONTINUE;
|
||||
} // "| "..
|
||||
if (node->mNumChildren == 0) {
|
||||
indentadd += " ";
|
||||
} else {
|
||||
indentadd += TREE_CONTINUE;
|
||||
} // .."| "
|
||||
aiVector3D s, r, t;
|
||||
node->mTransformation.Decompose(s, r, t);
|
||||
if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
|
||||
std::cout << indent << indentadd;
|
||||
printf(" S:[%f %f %f]\n", s.x, s.y, s.z);
|
||||
}
|
||||
if (r.x || r.y || r.z) {
|
||||
std::cout << indent << indentadd;
|
||||
printf(" R:[%f %f %f]\n", r.x, r.y, r.z);
|
||||
}
|
||||
if (t.x || t.y || t.z) {
|
||||
std::cout << indent << indentadd;
|
||||
printf(" T:[%f %f %f]\n", t.x, t.y, t.z);
|
||||
}
|
||||
}
|
||||
|
||||
// and recurse
|
||||
std::string nextIndent;
|
||||
if (first) { nextIndent = indent; }
|
||||
else if (last) { nextIndent = indent + " "; }
|
||||
else { nextIndent = indent + TREE_CONTINUE; } // "| "
|
||||
for (size_t i = 0; i < node->mNumChildren; ++i) {
|
||||
bool lastone = (i == node->mNumChildren - 1);
|
||||
PrintHierarchy(
|
||||
node->mChildren[i],
|
||||
nextIndent,
|
||||
verbose,
|
||||
lastone,
|
||||
false
|
||||
);
|
||||
}
|
||||
// and recurse
|
||||
std::string nextIndent;
|
||||
if (first) {
|
||||
nextIndent = indent;
|
||||
} else if (last) {
|
||||
nextIndent = indent + " ";
|
||||
} else {
|
||||
nextIndent = indent + TREE_CONTINUE;
|
||||
} // "| "
|
||||
for (size_t i = 0; i < node->mNumChildren; ++i) {
|
||||
bool lastone = (i == node->mNumChildren - 1);
|
||||
PrintHierarchy(
|
||||
node->mChildren[i],
|
||||
nextIndent,
|
||||
verbose,
|
||||
lastone,
|
||||
false);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Implementation of the assimp info utility to print basic file info
|
||||
int Assimp_Info (const char* const* params, unsigned int num) {
|
||||
// --help
|
||||
if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) {
|
||||
printf("%s",AICMD_MSG_INFO_HELP_E);
|
||||
return AssimpCmdError::Success;
|
||||
}
|
||||
int Assimp_Info(const char *const *params, unsigned int num) {
|
||||
// --help
|
||||
if (!strcmp(params[0], "-h") || !strcmp(params[0], "--help") || !strcmp(params[0], "-?")) {
|
||||
printf("%s", AICMD_MSG_INFO_HELP_E);
|
||||
return AssimpCmdError::Success;
|
||||
}
|
||||
|
||||
// asssimp info <file> [-r]
|
||||
if (num < 1) {
|
||||
printf("assimp info: Invalid number of arguments. "
|
||||
"See \'assimp info --help\'\n");
|
||||
return AssimpCmdError::InvalidNumberOfArguments;
|
||||
}
|
||||
// asssimp info <file> [-r]
|
||||
if (num < 1) {
|
||||
printf("assimp info: Invalid number of arguments. "
|
||||
"See \'assimp info --help\'\n");
|
||||
return AssimpCmdError::InvalidNumberOfArguments;
|
||||
}
|
||||
|
||||
const std::string in = std::string(params[0]);
|
||||
const std::string in = std::string(params[0]);
|
||||
|
||||
// get -r and -v arguments
|
||||
bool raw = false;
|
||||
bool verbose = false;
|
||||
bool silent = false;
|
||||
for(unsigned int i = 1; i < num; ++i) {
|
||||
if (!strcmp(params[i],"--raw")||!strcmp(params[i],"-r")) {
|
||||
raw = true;
|
||||
}
|
||||
if (!strcmp(params[i],"--verbose")||!strcmp(params[i],"-v")) {
|
||||
verbose = true;
|
||||
}
|
||||
if (!strcmp(params[i], "--silent") || !strcmp(params[i], "-s")) {
|
||||
silent = true;
|
||||
}
|
||||
}
|
||||
// get -r and -v arguments
|
||||
bool raw = false;
|
||||
bool verbose = false;
|
||||
bool silent = false;
|
||||
for (unsigned int i = 1; i < num; ++i) {
|
||||
if (!strcmp(params[i], "--raw") || !strcmp(params[i], "-r")) {
|
||||
raw = true;
|
||||
}
|
||||
if (!strcmp(params[i], "--verbose") || !strcmp(params[i], "-v")) {
|
||||
verbose = true;
|
||||
}
|
||||
if (!strcmp(params[i], "--silent") || !strcmp(params[i], "-s")) {
|
||||
silent = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Verbose and silent at the same time are not allowed
|
||||
if ( verbose && silent ) {
|
||||
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. ");
|
||||
return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
|
||||
}
|
||||
// Verbose and silent at the same time are not allowed
|
||||
if (verbose && silent) {
|
||||
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. ");
|
||||
return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
|
||||
}
|
||||
|
||||
// Parse post-processing flags unless -r was specified
|
||||
ImportData import;
|
||||
if (!raw) {
|
||||
// get import flags
|
||||
ProcessStandardArguments(import, params + 1, num - 1);
|
||||
// Parse post-processing flags unless -r was specified
|
||||
ImportData import;
|
||||
if (!raw) {
|
||||
// get import flags
|
||||
ProcessStandardArguments(import, params + 1, num - 1);
|
||||
|
||||
//No custom post process flags defined, we set all the post process flags active
|
||||
if(import.ppFlags == 0)
|
||||
import.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality;
|
||||
}
|
||||
//No custom post process flags defined, we set all the post process flags active
|
||||
if (import.ppFlags == 0)
|
||||
import.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality;
|
||||
}
|
||||
|
||||
// import the main model
|
||||
const aiScene* scene = ImportModel(import,in);
|
||||
if (!scene) {
|
||||
printf("assimp info: Unable to load input file %s\n",
|
||||
in.c_str());
|
||||
return AssimpCmdError::FailedToLoadInputFile;
|
||||
}
|
||||
// import the main model
|
||||
const aiScene *scene = ImportModel(import, in);
|
||||
if (!scene) {
|
||||
printf("assimp info: Unable to load input file %s\n",
|
||||
in.c_str());
|
||||
return AssimpCmdError::FailedToLoadInputFile;
|
||||
}
|
||||
|
||||
aiMemoryInfo mem;
|
||||
globalImporter->GetMemoryRequirements(mem);
|
||||
aiMemoryInfo mem;
|
||||
globalImporter->GetMemoryRequirements(mem);
|
||||
|
||||
static const char *format_string =
|
||||
"Memory consumption: %i B\n"
|
||||
"Nodes: %i\n"
|
||||
"Maximum depth %i\n"
|
||||
"Meshes: %i\n"
|
||||
"Animations: %i\n"
|
||||
"Textures (embed.): %i\n"
|
||||
"Materials: %i\n"
|
||||
"Cameras: %i\n"
|
||||
"Lights: %i\n"
|
||||
"Vertices: %i\n"
|
||||
"Faces: %i\n"
|
||||
"Bones: %i\n"
|
||||
"Animation Channels: %i\n"
|
||||
"Primitive Types: %s\n"
|
||||
"Average faces/mesh %i\n"
|
||||
"Average verts/mesh %i\n"
|
||||
"Minimum point (%f %f %f)\n"
|
||||
"Maximum point (%f %f %f)\n"
|
||||
"Center point (%f %f %f)\n"
|
||||
|
||||
static const char* format_string =
|
||||
"Memory consumption: %i B\n"
|
||||
"Nodes: %i\n"
|
||||
"Maximum depth %i\n"
|
||||
"Meshes: %i\n"
|
||||
"Animations: %i\n"
|
||||
"Textures (embed.): %i\n"
|
||||
"Materials: %i\n"
|
||||
"Cameras: %i\n"
|
||||
"Lights: %i\n"
|
||||
"Vertices: %i\n"
|
||||
"Faces: %i\n"
|
||||
"Bones: %i\n"
|
||||
"Animation Channels: %i\n"
|
||||
"Primitive Types: %s\n"
|
||||
"Average faces/mesh %i\n"
|
||||
"Average verts/mesh %i\n"
|
||||
"Minimum point (%f %f %f)\n"
|
||||
"Maximum point (%f %f %f)\n"
|
||||
"Center point (%f %f %f)\n"
|
||||
;
|
||||
|
||||
;
|
||||
aiVector3D special_points[3];
|
||||
FindSpecialPoints(scene, special_points);
|
||||
printf(format_string,
|
||||
mem.total,
|
||||
CountNodes(scene->mRootNode),
|
||||
GetMaxDepth(scene->mRootNode),
|
||||
scene->mNumMeshes,
|
||||
scene->mNumAnimations,
|
||||
scene->mNumTextures,
|
||||
scene->mNumMaterials,
|
||||
scene->mNumCameras,
|
||||
scene->mNumLights,
|
||||
CountVertices(scene),
|
||||
CountFaces(scene),
|
||||
CountBones(scene),
|
||||
CountAnimChannels(scene),
|
||||
FindPTypes(scene).c_str(),
|
||||
GetAvgFacePerMesh(scene),
|
||||
GetAvgVertsPerMesh(scene),
|
||||
special_points[0][0], special_points[0][1], special_points[0][2],
|
||||
special_points[1][0], special_points[1][1], special_points[1][2],
|
||||
special_points[2][0], special_points[2][1], special_points[2][2]);
|
||||
|
||||
aiVector3D special_points[3];
|
||||
FindSpecialPoints(scene,special_points);
|
||||
printf(format_string,
|
||||
mem.total,
|
||||
CountNodes(scene->mRootNode),
|
||||
GetMaxDepth(scene->mRootNode),
|
||||
scene->mNumMeshes,
|
||||
scene->mNumAnimations,
|
||||
scene->mNumTextures,
|
||||
scene->mNumMaterials,
|
||||
scene->mNumCameras,
|
||||
scene->mNumLights,
|
||||
CountVertices(scene),
|
||||
CountFaces(scene),
|
||||
CountBones(scene),
|
||||
CountAnimChannels(scene),
|
||||
FindPTypes(scene).c_str(),
|
||||
GetAvgFacePerMesh(scene),
|
||||
GetAvgVertsPerMesh(scene),
|
||||
special_points[0][0],special_points[0][1],special_points[0][2],
|
||||
special_points[1][0],special_points[1][1],special_points[1][2],
|
||||
special_points[2][0],special_points[2][1],special_points[2][2]
|
||||
)
|
||||
;
|
||||
if (silent) {
|
||||
printf("\n");
|
||||
return AssimpCmdError::Success;
|
||||
}
|
||||
|
||||
if (silent)
|
||||
{
|
||||
printf("\n");
|
||||
return AssimpCmdError::Success;
|
||||
}
|
||||
// meshes
|
||||
if (scene->mNumMeshes) {
|
||||
printf("\nMeshes: (name) [vertices / bones / faces | primitive_types]\n");
|
||||
}
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
const aiMesh *mesh = scene->mMeshes[i];
|
||||
printf(" %d (%s)", i, mesh->mName.C_Str());
|
||||
printf(
|
||||
": [%d / %d / %d |",
|
||||
mesh->mNumVertices,
|
||||
mesh->mNumBones,
|
||||
mesh->mNumFaces);
|
||||
const unsigned int ptypes = mesh->mPrimitiveTypes;
|
||||
if (ptypes & aiPrimitiveType_POINT) {
|
||||
printf(" point");
|
||||
}
|
||||
if (ptypes & aiPrimitiveType_LINE) {
|
||||
printf(" line");
|
||||
}
|
||||
if (ptypes & aiPrimitiveType_TRIANGLE) {
|
||||
printf(" triangle");
|
||||
}
|
||||
if (ptypes & aiPrimitiveType_POLYGON) {
|
||||
printf(" polygon");
|
||||
}
|
||||
printf("]\n");
|
||||
}
|
||||
|
||||
// meshes
|
||||
if (scene->mNumMeshes) {
|
||||
printf("\nMeshes: (name) [vertices / bones / faces | primitive_types]\n");
|
||||
}
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
const aiMesh* mesh = scene->mMeshes[i];
|
||||
printf(" %d (%s)", i, mesh->mName.C_Str());
|
||||
printf(
|
||||
": [%d / %d / %d |",
|
||||
mesh->mNumVertices,
|
||||
mesh->mNumBones,
|
||||
mesh->mNumFaces
|
||||
);
|
||||
const unsigned int ptypes = mesh->mPrimitiveTypes;
|
||||
if (ptypes & aiPrimitiveType_POINT) { printf(" point"); }
|
||||
if (ptypes & aiPrimitiveType_LINE) { printf(" line"); }
|
||||
if (ptypes & aiPrimitiveType_TRIANGLE) { printf(" triangle"); }
|
||||
if (ptypes & aiPrimitiveType_POLYGON) { printf(" polygon"); }
|
||||
printf("]\n");
|
||||
}
|
||||
// materials
|
||||
if (scene->mNumMaterials)
|
||||
printf("\nNamed Materials:");
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
|
||||
const aiMaterial *mat = scene->mMaterials[i];
|
||||
aiString name = mat->GetName();
|
||||
printf("\n \'%s\'", name.data);
|
||||
if (mat->mNumProperties)
|
||||
printf(" (prop) [index / bytes | texture semantic]");
|
||||
for (unsigned p = 0; p < mat->mNumProperties; p++) {
|
||||
const aiMaterialProperty *prop = mat->mProperties[p];
|
||||
const aiTextureType textype = static_cast<aiTextureType>(prop->mSemantic);
|
||||
printf("\n %d (%s): [%d / %d | %s]",
|
||||
p,
|
||||
prop->mKey.data,
|
||||
prop->mIndex,
|
||||
prop->mDataLength,
|
||||
TextureTypeToString(textype));
|
||||
}
|
||||
}
|
||||
if (scene->mNumMaterials) {
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
// materials
|
||||
unsigned int total=0;
|
||||
for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
|
||||
aiString name;
|
||||
if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) {
|
||||
printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data);
|
||||
}
|
||||
}
|
||||
if(total) {
|
||||
printf("\n");
|
||||
}
|
||||
// textures
|
||||
unsigned int total = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
|
||||
aiString name;
|
||||
static const aiTextureType types[] = {
|
||||
aiTextureType_NONE,
|
||||
aiTextureType_DIFFUSE,
|
||||
aiTextureType_SPECULAR,
|
||||
aiTextureType_AMBIENT,
|
||||
aiTextureType_EMISSIVE,
|
||||
aiTextureType_HEIGHT,
|
||||
aiTextureType_NORMALS,
|
||||
aiTextureType_SHININESS,
|
||||
aiTextureType_OPACITY,
|
||||
aiTextureType_DISPLACEMENT,
|
||||
aiTextureType_LIGHTMAP,
|
||||
aiTextureType_REFLECTION,
|
||||
aiTextureType_BASE_COLOR,
|
||||
aiTextureType_NORMAL_CAMERA,
|
||||
aiTextureType_EMISSION_COLOR,
|
||||
aiTextureType_METALNESS,
|
||||
aiTextureType_DIFFUSE_ROUGHNESS,
|
||||
aiTextureType_AMBIENT_OCCLUSION,
|
||||
aiTextureType_UNKNOWN
|
||||
};
|
||||
for (unsigned int type = 0; type < sizeof(types) / sizeof(types[0]); ++type) {
|
||||
for (unsigned int idx = 0; AI_SUCCESS == aiGetMaterialString(scene->mMaterials[i],
|
||||
AI_MATKEY_TEXTURE(types[type], idx), &name);
|
||||
++idx) {
|
||||
printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (total) {
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
// textures
|
||||
total=0;
|
||||
for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
|
||||
aiString name;
|
||||
static const aiTextureType types[] = {
|
||||
aiTextureType_NONE,
|
||||
aiTextureType_DIFFUSE,
|
||||
aiTextureType_SPECULAR,
|
||||
aiTextureType_AMBIENT,
|
||||
aiTextureType_EMISSIVE,
|
||||
aiTextureType_HEIGHT,
|
||||
aiTextureType_NORMALS,
|
||||
aiTextureType_SHININESS,
|
||||
aiTextureType_OPACITY,
|
||||
aiTextureType_DISPLACEMENT,
|
||||
aiTextureType_LIGHTMAP,
|
||||
aiTextureType_REFLECTION,
|
||||
aiTextureType_BASE_COLOR,
|
||||
aiTextureType_NORMAL_CAMERA,
|
||||
aiTextureType_EMISSION_COLOR,
|
||||
aiTextureType_METALNESS,
|
||||
aiTextureType_DIFFUSE_ROUGHNESS,
|
||||
aiTextureType_AMBIENT_OCCLUSION,
|
||||
aiTextureType_UNKNOWN
|
||||
};
|
||||
for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) {
|
||||
for(unsigned int idx = 0;AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],
|
||||
AI_MATKEY_TEXTURE(types[type],idx),&name); ++idx) {
|
||||
printf("%s\n \'%s\'",(total++?"":"\nTexture Refs:" ),name.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
if(total) {
|
||||
printf("\n");
|
||||
}
|
||||
// animations
|
||||
total = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
|
||||
if (scene->mAnimations[i]->mName.length) {
|
||||
printf("%s\n \'%s\'", (total++ ? "" : "\nNamed Animations:"), scene->mAnimations[i]->mName.data);
|
||||
}
|
||||
}
|
||||
if (total) {
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
// animations
|
||||
total=0;
|
||||
for(unsigned int i = 0;i < scene->mNumAnimations; ++i) {
|
||||
if (scene->mAnimations[i]->mName.length) {
|
||||
printf("%s\n \'%s\'",(total++?"":"\nNamed Animations:" ),scene->mAnimations[i]->mName.data);
|
||||
}
|
||||
}
|
||||
if(total) {
|
||||
printf("\n");
|
||||
}
|
||||
// node hierarchy
|
||||
printf("\nNode hierarchy:\n");
|
||||
PrintHierarchy(scene->mRootNode, "", verbose);
|
||||
|
||||
// node hierarchy
|
||||
printf("\nNode hierarchy:\n");
|
||||
PrintHierarchy(scene->mRootNode,"",verbose);
|
||||
|
||||
printf("\n");
|
||||
return AssimpCmdError::Success;
|
||||
printf("\n");
|
||||
return AssimpCmdError::Success;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue