Merge branch 'master' into windows-crt

pull/4444/head
Kim Kulling 2022-03-15 21:29:21 +01:00 committed by GitHub
commit 6484dd6825
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6 changed files with 563 additions and 536 deletions

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@ -238,6 +238,7 @@ void ObjFileMtlImporter::load() {
case 'a': // Anisotropy
{
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->anisotropy);
m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine);
} break;

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@ -42,23 +42,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include "AssetLib/glTF2/glTF2Asset.h"
#include "PostProcessing/MakeVerboseFormat.h"
#if !defined(ASSIMP_BUILD_NO_EXPORT)
#include "AssetLib/glTF2/glTF2AssetWriter.h"
#endif
#include <assimp/CreateAnimMesh.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/ai_assert.h>
#include <assimp/commonMetaData.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/commonMetaData.h>
#include <assimp/DefaultIOSystem.h>
#include <memory>
#include <unordered_map>
@ -111,7 +111,7 @@ const aiImporterDesc *glTF2Importer::GetInfo() const {
return &desc;
}
bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig ) const {
bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig) const {
const std::string extension = GetExtension(filename);
if (!checkSig && (extension != "gltf") && (extension != "glb")) {
return false;
@ -127,16 +127,16 @@ bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, b
static inline aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) {
switch (gltfWrapMode) {
case SamplerWrap::Mirrored_Repeat:
return aiTextureMapMode_Mirror;
case SamplerWrap::Mirrored_Repeat:
return aiTextureMapMode_Mirror;
case SamplerWrap::Clamp_To_Edge:
return aiTextureMapMode_Clamp;
case SamplerWrap::Clamp_To_Edge:
return aiTextureMapMode_Clamp;
case SamplerWrap::UNSET:
case SamplerWrap::Repeat:
default:
return aiTextureMapMode_Wrap;
case SamplerWrap::UNSET:
case SamplerWrap::Repeat:
default:
return aiTextureMapMode_Wrap;
}
}
@ -185,8 +185,9 @@ static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
// coordinate of the actual meshes during import.
const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-transform.mRotation));
transform.mTranslation.x = (static_cast<ai_real>( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
transform.mTranslation.x = (static_cast<ai_real>(0.5) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>(0.5) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];
;
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}
@ -259,7 +260,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_BASE_COLOR);
// Keep AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE for backwards compatibility
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_METALNESS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_DIFFUSE_ROUGHNESS);
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
@ -305,7 +309,6 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
// KHR_materials_sheen
if (mat.materialSheen.isPresent) {
MaterialSheen &sheen = mat.materialSheen.value;
@ -378,7 +381,7 @@ void glTF2Importer::ImportMaterials(Asset &r) {
}
}
static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) {
static inline void SetFaceAndAdvance1(aiFace *&face, unsigned int numVertices, unsigned int a) {
if (a >= numVertices) {
return;
}
@ -388,7 +391,7 @@ static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, u
++face;
}
static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
static inline void SetFaceAndAdvance2(aiFace *&face, unsigned int numVertices,
unsigned int a, unsigned int b) {
if ((a >= numVertices) || (b >= numVertices)) {
return;
@ -400,7 +403,7 @@ static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
++face;
}
static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a,
static inline void SetFaceAndAdvance3(aiFace *&face, unsigned int numVertices, unsigned int a,
unsigned int b, unsigned int c) {
if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) {
return;
@ -427,17 +430,16 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
}
#endif // ASSIMP_BUILD_DEBUG
template<typename T>
aiColor4D* GetVertexColorsForType(Ref<Accessor> input) {
template <typename T>
aiColor4D *GetVertexColorsForType(Ref<Accessor> input) {
constexpr float max = std::numeric_limits<T>::max();
aiColor4t<T>* colors;
aiColor4t<T> *colors;
input->ExtractData(colors);
auto output = new aiColor4D[input->count];
for (size_t i = 0; i < input->count; i++) {
output[i] = aiColor4D(
colors[i].r / max, colors[i].g / max,
colors[i].b / max, colors[i].a / max
);
colors[i].r / max, colors[i].g / max,
colors[i].b / max, colors[i].a / max);
}
delete[] colors;
return output;
@ -471,21 +473,21 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
switch (prim.mode) {
case PrimitiveMode_POINTS:
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case PrimitiveMode_POINTS:
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case PrimitiveMode_LINES:
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP:
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case PrimitiveMode_LINES:
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP:
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case PrimitiveMode_TRIANGLES:
case PrimitiveMode_TRIANGLE_STRIP:
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
case PrimitiveMode_TRIANGLES:
case PrimitiveMode_TRIANGLE_STRIP:
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
}
Mesh::Primitive::Attributes &attr = prim.attributes;
@ -528,7 +530,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
if (attr.color[c]->count != aim->mNumVertices) {
DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
"\" does not match the vertex count");
"\" does not match the vertex count");
continue;
}
@ -551,7 +553,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
if (attr.texcoord[tc]->count != aim->mNumVertices) {
DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
"\" does not match the vertex count");
"\" does not match the vertex count");
continue;
}
@ -644,77 +646,77 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
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, data.GetUInt(i));
}
break;
case PrimitiveMode_POINTS: {
nFaces = count;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(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 = nFaces * 2;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(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 = 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, data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
}
break;
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(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 = 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, data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[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 = nFaces * 3;
}
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
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;
}
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

View File

@ -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

View File

@ -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
}
}

View File

@ -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

View File

@ -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;
}