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 case 'a': // Anisotropy
{ {
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->anisotropy); getFloatValue(m_pModel->m_pCurrentMaterial->anisotropy);
m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine); m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine);
} break; } 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) #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h" #include "AssetLib/glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include "AssetLib/glTF2/glTF2Asset.h" #include "AssetLib/glTF2/glTF2Asset.h"
#include "PostProcessing/MakeVerboseFormat.h"
#if !defined(ASSIMP_BUILD_NO_EXPORT) #if !defined(ASSIMP_BUILD_NO_EXPORT)
#include "AssetLib/glTF2/glTF2AssetWriter.h" #include "AssetLib/glTF2/glTF2AssetWriter.h"
#endif #endif
#include <assimp/CreateAnimMesh.h> #include <assimp/CreateAnimMesh.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/StringComparison.h> #include <assimp/StringComparison.h>
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
#include <assimp/ai_assert.h> #include <assimp/ai_assert.h>
#include <assimp/commonMetaData.h>
#include <assimp/importerdesc.h> #include <assimp/importerdesc.h>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp> #include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
#include <assimp/commonMetaData.h>
#include <assimp/DefaultIOSystem.h>
#include <memory> #include <memory>
#include <unordered_map> #include <unordered_map>
@ -186,7 +186,8 @@ static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
const ai_real rcos(cos(-transform.mRotation)); const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-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.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.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); 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_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_BASE_COLOR); 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, 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.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_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); aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
// KHR_materials_sheen // KHR_materials_sheen
if (mat.materialSheen.isPresent) { if (mat.materialSheen.isPresent) {
MaterialSheen &sheen = mat.materialSheen.value; MaterialSheen &sheen = mat.materialSheen.value;
@ -436,8 +439,7 @@ aiColor4D* GetVertexColorsForType(Ref<Accessor> input) {
for (size_t i = 0; i < input->count; i++) { for (size_t i = 0; i < input->count; i++) {
output[i] = aiColor4D( output[i] = aiColor4D(
colors[i].r / max, colors[i].g / max, colors[i].r / max, colors[i].g / max,
colors[i].b / max, colors[i].a / max colors[i].b / max, colors[i].a / max);
);
} }
delete[] colors; delete[] colors;
return output; return output;
@ -1068,8 +1070,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (!node.meshes.empty()) { if (!node.meshes.empty()) {
// GLTF files contain at most 1 mesh per node. // 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(), throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(),
" meshes in ", getContextForErrorMessages(node.id, node.name), " meshes in ", getContextForErrorMessages(node.id, node.name),
", but only 1 mesh per node allowed."); ", but only 1 mesh per node allowed.");

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@ -78,6 +78,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/matrix4x4.h ${HEADER_PATH}/matrix4x4.h
${HEADER_PATH}/matrix4x4.inl ${HEADER_PATH}/matrix4x4.inl
${HEADER_PATH}/mesh.h ${HEADER_PATH}/mesh.h
${HEADER_PATH}/ObjMaterial.h
${HEADER_PATH}/pbrmaterial.h ${HEADER_PATH}/pbrmaterial.h
${HEADER_PATH}/GltfMaterial.h ${HEADER_PATH}/GltfMaterial.h
${HEADER_PATH}/postprocess.h ${HEADER_PATH}/postprocess.h

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@ -90,12 +90,14 @@ void ArmaturePopulate::Execute(aiScene *out) {
ai_assert(armature); ai_assert(armature);
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
// set up bone armature id // set up bone armature id
bone->mArmature = armature; bone->mArmature = armature;
// set this bone node to be referenced properly // set this bone node to be referenced properly
ai_assert(bone_node); ai_assert(bone_node);
bone->mNode = bone_node; bone->mNode = bone_node;
#endif
} }
} }

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@ -32,13 +32,13 @@ PROJECT_NAME = Assimp
# This could be handy for archiving the generated documentation or # This could be handy for archiving the generated documentation or
# if some version control system is used. # 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 # 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 # 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. # 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 # 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 # included in the documentation. The maximum height of the logo should not

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@ -73,8 +73,7 @@ const char *TREE_STOP = TREE_STOP_UTF8;
const char *TREE_CONTINUE = TREE_CONTINUE_UTF8; const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int CountNodes(const aiNode* root) unsigned int CountNodes(const aiNode *root) {
{
unsigned int i = 0; unsigned int i = 0;
for (unsigned int a = 0; a < root->mNumChildren; ++a) { for (unsigned int a = 0; a < root->mNumChildren; ++a) {
i += CountNodes(root->mChildren[a]); i += CountNodes(root->mChildren[a]);
@ -83,8 +82,7 @@ unsigned int CountNodes(const aiNode* root)
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int GetMaxDepth(const aiNode* root) unsigned int GetMaxDepth(const aiNode *root) {
{
unsigned int cnt = 0; unsigned int cnt = 0;
for (unsigned int i = 0; i < root->mNumChildren; ++i) { for (unsigned int i = 0; i < root->mNumChildren; ++i) {
cnt = std::max(cnt, GetMaxDepth(root->mChildren[i])); cnt = std::max(cnt, GetMaxDepth(root->mChildren[i]));
@ -93,8 +91,7 @@ unsigned int GetMaxDepth(const aiNode* root)
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int CountVertices(const aiScene* scene) unsigned int CountVertices(const aiScene *scene) {
{
unsigned int cnt = 0; unsigned int cnt = 0;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
cnt += scene->mMeshes[i]->mNumVertices; cnt += scene->mMeshes[i]->mNumVertices;
@ -103,8 +100,7 @@ unsigned int CountVertices(const aiScene* scene)
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int CountFaces(const aiScene* scene) unsigned int CountFaces(const aiScene *scene) {
{
unsigned int cnt = 0; unsigned int cnt = 0;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
cnt += scene->mMeshes[i]->mNumFaces; cnt += scene->mMeshes[i]->mNumFaces;
@ -113,8 +109,7 @@ unsigned int CountFaces(const aiScene* scene)
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int CountBones(const aiScene* scene) unsigned int CountBones(const aiScene *scene) {
{
unsigned int cnt = 0; unsigned int cnt = 0;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
cnt += scene->mMeshes[i]->mNumBones; cnt += scene->mMeshes[i]->mNumBones;
@ -123,8 +118,7 @@ unsigned int CountBones(const aiScene* scene)
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int CountAnimChannels(const aiScene* scene) unsigned int CountAnimChannels(const aiScene *scene) {
{
unsigned int cnt = 0; unsigned int cnt = 0;
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) { for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
cnt += scene->mAnimations[i]->mNumChannels; cnt += scene->mAnimations[i]->mNumChannels;
@ -143,8 +137,7 @@ unsigned int GetAvgVertsPerMesh(const aiScene* scene) {
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4()) 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 that could be greatly simplified by using code from code/ProcessHelper.h
// XXX I just don't want to include it here. // XXX I just don't want to include it here.
const aiMatrix4x4 trafo = root->mTransformation * mat; const aiMatrix4x4 trafo = root->mTransformation * mat;
@ -170,8 +163,7 @@ void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D specia
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3]) void FindSpecialPoints(const aiScene *scene, aiVector3D special_points[3]) {
{
special_points[0] = aiVector3D(1e10, 1e10, 1e10); special_points[0] = aiVector3D(1e10, 1e10, 1e10);
special_points[1] = aiVector3D(-1e10, -1e10, -1e10); special_points[1] = aiVector3D(-1e10, -1e10, -1e10);
@ -180,8 +172,7 @@ void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
} }
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
std::string FindPTypes(const aiScene* scene) std::string FindPTypes(const aiScene *scene) {
{
bool haveit[4] = { 0 }; bool haveit[4] = { 0 };
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes; const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
@ -209,13 +200,17 @@ void PrintHierarchy(
const std::string &indent, const std::string &indent,
bool verbose, bool verbose,
bool last = false, bool last = false,
bool first = true bool first = true) {
){
// tree visualization // tree visualization
std::string branchchar; std::string branchchar;
if (first) { branchchar = ""; } if (first) {
else if (last) { branchchar = TREE_STOP; } // "'-" branchchar = "";
else { branchchar = TREE_BRANCH; } // "|-" } else if (last) {
branchchar = TREE_STOP;
} // "'-"
else {
branchchar = TREE_BRANCH;
} // "|-"
// print the indent and the branch character and the name // print the indent and the branch character and the name
std::cout << indent << branchchar << node->mName.C_Str(); std::cout << indent << branchchar << node->mName.C_Str();
@ -226,7 +221,9 @@ void PrintHierarchy(
bool sep = false; bool sep = false;
for (size_t i = 0; i < node->mNumMeshes; ++i) { for (size_t i = 0; i < node->mNumMeshes; ++i) {
unsigned int mesh_index = node->mMeshes[i]; unsigned int mesh_index = node->mMeshes[i];
if (sep) { std::cout << ", "; } if (sep) {
std::cout << ", ";
}
std::cout << mesh_index; std::cout << mesh_index;
sep = true; sep = true;
} }
@ -240,10 +237,16 @@ void PrintHierarchy(
if (verbose) { if (verbose) {
// indent to use // indent to use
std::string indentadd; std::string indentadd;
if (last) { indentadd += " "; } if (last) {
else { indentadd += TREE_CONTINUE; } // "| ".. indentadd += " ";
if (node->mNumChildren == 0) { indentadd += " "; } } else {
else { indentadd += TREE_CONTINUE; } // .."| " indentadd += TREE_CONTINUE;
} // "| "..
if (node->mNumChildren == 0) {
indentadd += " ";
} else {
indentadd += TREE_CONTINUE;
} // .."| "
aiVector3D s, r, t; aiVector3D s, r, t;
node->mTransformation.Decompose(s, r, t); node->mTransformation.Decompose(s, r, t);
if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) { if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
@ -262,9 +265,13 @@ void PrintHierarchy(
// and recurse // and recurse
std::string nextIndent; std::string nextIndent;
if (first) { nextIndent = indent; } if (first) {
else if (last) { nextIndent = indent + " "; } nextIndent = indent;
else { nextIndent = indent + TREE_CONTINUE; } // "| " } else if (last) {
nextIndent = indent + " ";
} else {
nextIndent = indent + TREE_CONTINUE;
} // "| "
for (size_t i = 0; i < node->mNumChildren; ++i) { for (size_t i = 0; i < node->mNumChildren; ++i) {
bool lastone = (i == node->mNumChildren - 1); bool lastone = (i == node->mNumChildren - 1);
PrintHierarchy( PrintHierarchy(
@ -272,8 +279,7 @@ void PrintHierarchy(
nextIndent, nextIndent,
verbose, verbose,
lastone, lastone,
false false);
);
} }
} }
@ -339,7 +345,6 @@ int Assimp_Info (const char* const* params, unsigned int num) {
aiMemoryInfo mem; aiMemoryInfo mem;
globalImporter->GetMemoryRequirements(mem); globalImporter->GetMemoryRequirements(mem);
static const char *format_string = static const char *format_string =
"Memory consumption: %i B\n" "Memory consumption: %i B\n"
"Nodes: %i\n" "Nodes: %i\n"
@ -384,12 +389,9 @@ int Assimp_Info (const char* const* params, unsigned int num) {
GetAvgVertsPerMesh(scene), GetAvgVertsPerMesh(scene),
special_points[0][0], special_points[0][1], special_points[0][2], 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[1][0], special_points[1][1], special_points[1][2],
special_points[2][0],special_points[2][1],special_points[2][2] special_points[2][0], special_points[2][1], special_points[2][2]);
)
;
if (silent) if (silent) {
{
printf("\n"); printf("\n");
return AssimpCmdError::Success; return AssimpCmdError::Success;
} }
@ -405,30 +407,49 @@ int Assimp_Info (const char* const* params, unsigned int num) {
": [%d / %d / %d |", ": [%d / %d / %d |",
mesh->mNumVertices, mesh->mNumVertices,
mesh->mNumBones, mesh->mNumBones,
mesh->mNumFaces mesh->mNumFaces);
);
const unsigned int ptypes = mesh->mPrimitiveTypes; const unsigned int ptypes = mesh->mPrimitiveTypes;
if (ptypes & aiPrimitiveType_POINT) { printf(" point"); } if (ptypes & aiPrimitiveType_POINT) {
if (ptypes & aiPrimitiveType_LINE) { printf(" line"); } printf(" point");
if (ptypes & aiPrimitiveType_TRIANGLE) { printf(" triangle"); } }
if (ptypes & aiPrimitiveType_POLYGON) { printf(" polygon"); } if (ptypes & aiPrimitiveType_LINE) {
printf(" line");
}
if (ptypes & aiPrimitiveType_TRIANGLE) {
printf(" triangle");
}
if (ptypes & aiPrimitiveType_POLYGON) {
printf(" polygon");
}
printf("]\n"); printf("]\n");
} }
// materials // materials
unsigned int total=0; if (scene->mNumMaterials)
printf("\nNamed Materials:");
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
aiString name; const aiMaterial *mat = scene->mMaterials[i];
if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) { aiString name = mat->GetName();
printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data); 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(total) { if (scene->mNumMaterials) {
printf("\n"); printf("\n");
} }
// textures // textures
total=0; unsigned int total = 0;
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
aiString name; aiString name;
static const aiTextureType types[] = { static const aiTextureType types[] = {
@ -454,7 +475,8 @@ int Assimp_Info (const char* const* params, unsigned int num) {
}; };
for (unsigned int type = 0; type < sizeof(types) / sizeof(types[0]); ++type) { for (unsigned int type = 0; type < sizeof(types) / sizeof(types[0]); ++type) {
for (unsigned int idx = 0; AI_SUCCESS == aiGetMaterialString(scene->mMaterials[i], for (unsigned int idx = 0; AI_SUCCESS == aiGetMaterialString(scene->mMaterials[i],
AI_MATKEY_TEXTURE(types[type],idx),&name); ++idx) { AI_MATKEY_TEXTURE(types[type], idx), &name);
++idx) {
printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data); printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data);
} }
} }