Merge remote-tracking branch 'official/master' into contrib

pull/546/head
Léo Terziman 2014-07-03 10:25:47 +02:00
commit 6d16a5a5b7
104 changed files with 40172 additions and 57534 deletions

31
.gitignore vendored
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@ -1,3 +1,34 @@
build
.project
*.kdev4*
# Visual Studio
*.sln
*.ncb
*.vcproj
# Output
bin/
lib/
contrib/
# Generated
assimp.pc
revision.h
contrib/zlib/zconf.h
contrib/zlib/zlib.pc
# CMake
CMakeCache.txt
CMakeFiles
cmake_install.cmake
cmake_uninstall.cmake
*.dir/
assimp-config.cmake
assimp-config-version.cmake
# Tests
test/results
# Python
__pycache__

23
CHANGES
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@ -2,6 +2,29 @@
CHANGELOG
----------------------------------------------------------------------
3.1.1 (2014-06-15)
FEATURES:
- Support for FBX 2013 and newer, binary and ASCII (this is partly
work from Google Summer of Code 2012)
- Support for OGRE binary mesh and skeleton format
- Updated BLEND support for newer Blender versions
- Support for arbitrary meta data, used to hold FBX and DAE metadata
- OBJ Export now produces smaller files
- Meshes can now have names, this is supported by the major importers
- Improved IFC geometry generation
- M3 support has been removed
FIXES/HOUSEKEEPING:
- Hundreds of bugfixes in all parts of the library
- CMake is now the primary build system
API COMPATIBILITY:
- 3.1.1 is not binary compatible to 3.0 due to aiNode::mMetaData
and aiMesh::mName
- Export interface has been cleaned up and unified
- Other than that no relevant changes
3.0 (2012-07-07)

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@ -3,7 +3,7 @@ PROJECT( Assimp )
# Define here the needed parameters
set (ASSIMP_VERSION_MAJOR 3)
set (ASSIMP_VERSION_MINOR 0)
set (ASSIMP_VERSION_MINOR 1)
set (ASSIMP_VERSION_PATCH 1) # subversion revision?
set (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH})
set (ASSIMP_SOVERSION 3)
@ -32,11 +32,11 @@ if(NOT GIT_COMMIT_HASH)
endif(NOT GIT_COMMIT_HASH)
configure_file(
${CMAKE_SOURCE_DIR}/revision.h.in
${CMAKE_BINARY_DIR}/revision.h
${CMAKE_CURRENT_SOURCE_DIR}/revision.h.in
${CMAKE_CURRENT_BINARY_DIR}/revision.h
)
include_directories(${CMAKE_BINARY_DIR})
include_directories(${CMAKE_CURRENT_BINARY_DIR})
option(ASSIMP_OPT_BUILD_PACKAGES "Set to ON to generate CPack configuration files and packaging targets" OFF)
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules" )
@ -76,11 +76,18 @@ SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE PATH
"Path the header files are installed to." )
SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE PATH
"Path the tool executables are installed to." )
SET ( ASSIMP_BUILD_STATIC_LIB OFF CACHE BOOL
"Build a static (.a) version of the library" )
SET(ASSIMP_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfitx for lib, samples and tools")
# Allow the user to build a static library
option ( BUILD_SHARED_LIBS "Build a shared version of the library" ON )
IF ( ASSIMP_BUILD_STATIC_LIB )
option ( BUILD_SHARED_LIBS "Build a shared version of the library" OFF )
ELSE ( ASSIMP_BUILD_STATIC_LIB )
option ( BUILD_SHARED_LIBS "Build a shared version of the library" ON )
ENDIF ( ASSIMP_BUILD_STATIC_LIB )
# Generate a pkg-config .pc for the Assimp library.
CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
@ -104,7 +111,7 @@ IF ( ASSIMP_ENABLE_BOOST_WORKAROUND )
MESSAGE( STATUS "Building a non-boost version of Assimp." )
ELSE ( ASSIMP_ENABLE_BOOST_WORKAROUND )
SET( Boost_DETAILED_FAILURE_MSG ON )
SET( Boost_ADDITIONAL_VERSIONS "1.47" "1.47.0" "1.48.0" "1.48" "1.49" "1.49.0" "1.50" "1.50.0" "1.51" "1.51.0" "1.52.0" "1.53.0" "1.54.0")
SET( Boost_ADDITIONAL_VERSIONS "1.47" "1.47.0" "1.48.0" "1.48" "1.49" "1.49.0" "1.50" "1.50.0" "1.51" "1.51.0" "1.52.0" "1.53.0" "1.54.0" "1.55" )
FIND_PACKAGE( Boost )
IF ( NOT Boost_FOUND )
MESSAGE( FATAL_ERROR

13
CREDITS
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@ -3,8 +3,8 @@ Open Asset Import Library (Assimp)
Developers and Contributors
===============================================================
The following is the list of all constributors.
Thanks for your help!
The following is a non-exhaustive list of all constributors over the years.
If you think your name should be listed here, drop us a line and we'll add you.
- Alexander Gessler,
3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Admin and Design).
@ -41,7 +41,7 @@ Submitted patches to make Assimp compile with GCC-4, a makefile and the xcode3 w
- Andreas Nagel
First Assimp testing & verification under Windows Vista 64 Bit.
- Marius Schröder
- Marius Schr<EFBFBD>der
Allowed us to use many of his models for screenshots and testing.
- Christian Schubert
@ -92,7 +92,7 @@ Contributed the 'SimpleTexturedOpenGl' sample.
- Matthias Fauconneau
Contributed a fix for the Q3-BSP loader.
- Jørgen P. Tjernø
- J<EFBFBD>rgen P. Tjern<72>
Contributed updated and improved xcode workspaces
- drparallax
@ -137,7 +137,7 @@ GCC/Linux fixes for the SimpleOpenGL sample.
- Brian Miller
Bugfix for a compiler fix for iOS on arm.
- Séverin Lemaignan
- S<EFBFBD>verin Lemaignan
Rewrite of PyAssimp, distutils and Python3 support
- albert-wang
@ -145,3 +145,6 @@ Bugfixes for the collada parser
- Ya ping Jin
Bugfixes for uv-tanget calculation.
- Jonne Nauha
Ogre Binary format support

View File

@ -1,12 +1,12 @@
Open Asset Import Library (assimp)
========
Open Asset Import Library is a Open Source library designed to load various __3d file formats and convert them into a single, in-memory format__. It supports more than __30 file formats__ for import and a growing selection of file formats for export. Additionally, assimp features various __post processing tools__ to refine the imported data: _normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials_ and many more.
Its short name under which it is commonly known is __assimp__.
Open Asset Import Library is a Open Source library designed to load various __3d file formats and convert them into a shared, in-memory format__. It supports more than __30 file formats__ for import and a growing selection of file formats for export. Additionally, assimp features various __post processing tools__ to refine the imported data: _normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials_ and many more.
This is the development trunk of assimp containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [assimp.sf.net](http://assimp.sf.net) or from *nix package repositories. According to [Travis-CI] (https://travis-ci.org/), the current build status of the trunk is [![Build Status](https://travis-ci.org/assimp/assimp.png)](https://travis-ci.org/assimp/assimp)
[open3mod](https://github.com/acgessler/open3mod) is an Open Source 3D model viewer based off Assimp's import and export abilities.
#### Supported file formats ####
The library provides importers for a lot of file formats, including:
@ -43,6 +43,7 @@ The library provides importers for a lot of file formats, including:
- BVH
- B3D
- NDO
- Ogre Binary
- Ogre XML
- Q3D
@ -56,6 +57,7 @@ Exporters include:
- STL
- OBJ
- PLY
- JSON (for WebGl, via https://github.com/acgessler/assimp2json)
See [the full list here](http://assimp.sourceforge.net/main_features_formats.html).
@ -77,7 +79,7 @@ C++ish interface). The directory structure is:
/scripts Scripts used to generate the loading code for some formats
/port Ports to other languages and scripts to maintain those.
/test Unit- and regression tests, test suite of models
/tools Tools (viewer, command line `assimp`)
/tools Tools (old assimp viewer, command line `assimp`)
/samples A small number of samples to illustrate possible
use cases for Assimp
/workspaces Build enviroments for vc,xcode,... (deprecated,

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@ -44,20 +44,20 @@ if (CMAKE_BUILD_TYPE EQUAL "DEBUG")
set( ASSIMP_LIBRARIES ${ASSIMP_LIBRARIES}D)
endif (CMAKE_BUILD_TYPE EQUAL "DEBUG")
# search for the boost version assimp was compiled with
#set(Boost_USE_MULTITHREAD ON)
#set(Boost_USE_STATIC_LIBS OFF)
#set(Boost_USE_STATIC_RUNTIME OFF)
#find_package(Boost ${ASSIMP_Boost_VERSION} EXACT COMPONENTS thread date_time)
#if(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0")
# set( ASSIMP_INCLUDE_DIRS "${ASSIMP_INCLUDE_DIRS}" ${Boost_INCLUDE_DIRS})
#else(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0")
# message(WARNING "Failed to find Boost ${ASSIMP_Boost_VERSION} necessary for assimp")
#endif(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0")
# the boost version assimp was compiled with
set( ASSIMP_Boost_VERSION "@Boost_MAJOR_VERSION@.@Boost_MINOR_VERSION@")
# search for the boost version assimp was compiled with
set(Boost_USE_MULTITHREAD ON)
set(Boost_USE_STATIC_LIBS OFF)
set(Boost_USE_STATIC_RUNTIME OFF)
find_package(Boost ${ASSIMP_Boost_VERSION} EXACT COMPONENTS thread date_time)
if(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0")
set( ASSIMP_INCLUDE_DIRS "${ASSIMP_INCLUDE_DIRS}" ${Boost_INCLUDE_DIRS})
else(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0")
message(WARNING "Failed to find Boost ${ASSIMP_Boost_VERSION} necessary for assimp")
endif(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0")
# for compatibility wiht pkg-config
set(ASSIMP_CFLAGS_OTHER "${ASSIMP_CXX_FLAGS}")
set(ASSIMP_LDFLAGS_OTHER "${ASSIMP_LINK_FLAGS}")

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@ -61,6 +61,8 @@ ASSIMP_API size_t aiGetExportFormatCount(void)
// ------------------------------------------------------------------------------------------------
ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex)
{
// Note: this is valid as the index always pertains to a builtin exporter,
// for which the returned structure is guaranteed to be of static storage duration.
return Exporter().GetExportFormatDescription(pIndex);
}

View File

@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Include our stdint.h replacement header for MSVC, take the global header for gcc/mingw
#if defined( _MSC_VER) && (_MSC_VER < 1600)
# include "pstdint.h"
# include "../include/assimp/Compiler/pstdint.h"
#else
# include <stdint.h>
#endif

View File

@ -248,6 +248,15 @@ void BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data, co
}
}
// Only reverse the winding order if an odd number of axes were mirrored.
if (xs * ys * zs < 0) {
for( unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace& face = mesh->mFaces[i];
for( unsigned int fi = 0; fi < face.mNumIndices / 2; ++fi)
std::swap( face.mIndices[fi], face.mIndices[face.mNumIndices - 1 - fi]);
}
}
conv_data.meshes->push_back(mesh);
}
unsigned int* nind = new unsigned int[out.mNumMeshes*2];

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@ -10,7 +10,7 @@ SET( HEADER_PATH ../include/assimp )
SET( COMPILER_HEADERS
${HEADER_PATH}/Compiler/pushpack1.h
${HEADER_PATH}/Compiler/poppack1.h
pstdint.h
${HEADER_PATH}/Compiler/pstdint.h
)
SOURCE_GROUP( Compiler FILES ${COMPILER_HEADERS})
@ -322,11 +322,15 @@ SOURCE_GROUP( Obj FILES ${Obj_SRCS})
SET( Ogre_SRCS
OgreImporter.h
OgreStructs.h
OgreParsingUtils.h
OgreBinarySerializer.h
OgreXmlSerializer.h
OgreImporter.cpp
OgreStructs.cpp
OgreBinarySerializer.cpp
OgreXmlSerializer.cpp
OgreMaterial.cpp
OgreMesh.cpp
OgreSkeleton.cpp
)
SOURCE_GROUP( Ogre FILES ${Ogre_SRCS})
@ -539,6 +543,8 @@ SET( XFile_SRCS
XFileImporter.h
XFileParser.cpp
XFileParser.h
XFileExporter.h
XFileExporter.cpp
)
SOURCE_GROUP( XFile FILES ${XFile_SRCS})

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@ -58,7 +58,7 @@ namespace Assimp
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
{
std::string path = "";
std::string file = pFile;
@ -124,7 +124,7 @@ ColladaExporter::~ColladaExporter()
void ColladaExporter::WriteFile()
{
// write the DTD
mOutput << "<?xml version=\"1.0\"?>" << endstr;
mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
// COLLADA element start
mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
PushTag();
@ -151,7 +151,7 @@ void ColladaExporter::WriteFile()
// Writes the asset header
void ColladaExporter::WriteHeader()
{
static const float epsilon = 0.000001f;
static const float epsilon = 0.00001f;
static const aiQuaternion x_rot(aiMatrix3x3(
0, -1, 0,
1, 0, 0,
@ -176,6 +176,7 @@ void ColladaExporter::WriteHeader()
aiQuaternion rotation;
aiVector3D position;
mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
rotation.Normalize();
bool add_root_node = false;
@ -229,8 +230,22 @@ void ColladaExporter::WriteHeader()
PushTag();
mOutput << startstr << "<contributor>" << endstr;
PushTag();
mOutput << startstr << "<author>Assimp</author>" << endstr;
mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
aiMetadata* meta = mScene->mRootNode->mMetaData;
aiString value;
if (!meta || !meta->Get("Author", value))
mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
else
mOutput << startstr << "<author>" << value.C_Str() << "</author>" << endstr;
if (!meta || !meta->Get("AuthoringTool", value))
mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
else
mOutput << startstr << "<authoring_tool>" << value.C_Str() << "</authoring_tool>" << endstr;
//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
PopTag();
mOutput << startstr << "</contributor>" << endstr;
mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
@ -353,7 +368,8 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
if( pSurface.texture.empty() )
{
mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
} else
}
else
{
mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
@ -630,26 +646,63 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
PopTag();
mOutput << startstr << "</vertices>" << endstr;
// write face setup
mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
// count the number of lines, triangles and polygon meshes
int countLines = 0;
int countPoly = 0;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
if (mesh->mFaces[a].mNumIndices == 2) countLines++;
else if (mesh->mFaces[a].mNumIndices >= 3) countPoly++;
}
// lines
if (countLines)
{
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<p>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
if (face.mNumIndices != 2) continue;
for( size_t b = 0; b < face.mNumIndices; ++b )
mOutput << face.mIndices[b] << " ";
}
mOutput << "</p>" << endstr;
PopTag();
mOutput << startstr << "</lines>" << endstr;
}
// triangle - dont use it, because compatibility problems
// polygons
if (countPoly)
{
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<vcount>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
if (mesh->mFaces[a].mNumIndices < 3) continue;
mOutput << mesh->mFaces[a].mNumIndices << " ";
}
mOutput << "</vcount>" << endstr;
mOutput << startstr << "<p>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
if (face.mNumIndices < 3) continue;
for( size_t b = 0; b < face.mNumIndices; ++b )
mOutput << face.mIndices[b] << " ";
}
mOutput << "</p>" << endstr;
PopTag();
mOutput << startstr << "</polylist>" << endstr;
}
// closing tags
PopTag();
@ -770,8 +823,16 @@ void ColladaExporter::WriteSceneLibrary()
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void ColladaExporter::WriteNode( const aiNode* pNode)
void ColladaExporter::WriteNode(aiNode* pNode)
{
// the must have a name
if (pNode->mName.length == 0)
{
std::stringstream ss;
ss << "Node_" << pNode;
pNode->mName.Set(ss.str());
}
mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
PushTag();
@ -799,7 +860,7 @@ void ColladaExporter::WriteNode( const aiNode* pNode)
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
PopTag();
mOutput << startstr << "</technique_common>" << endstr;
PopTag();

View File

@ -92,7 +92,7 @@ protected:
void WriteSceneLibrary();
/// Recursively writes the given node
void WriteNode( const aiNode* pNode);
void WriteNode( aiNode* pNode);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append( " "); }

View File

@ -133,6 +133,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
mLights.clear();
mCameras.clear();
mTextures.clear();
mAnims.clear();
// parse the input file
ColladaParser parser( pIOHandler, pFile);
@ -904,6 +905,8 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
pScene->mAnimations = new aiAnimation*[mAnims.size()];
std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations);
}
mAnims.clear();
}
// ------------------------------------------------------------------------------------------------

View File

@ -71,7 +71,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
// ------------------------------------------------------------------------------------------------
// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
// do not use const, because some exporter need to convert the scene temporary
void ExportSceneCollada(const char*,IOSystem*, const aiScene*);
void ExportSceneXFile(const char*,IOSystem*, const aiScene*);
void ExportSceneObj(const char*,IOSystem*, const aiScene*);
void ExportSceneSTL(const char*,IOSystem*, const aiScene*);
void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*);
@ -86,6 +88,11 @@ Exporter::ExportFormatEntry gExporters[] =
Exporter::ExportFormatEntry( "collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada),
#endif
#ifndef ASSIMP_BUILD_NO_FXILE_EXPORTER
Exporter::ExportFormatEntry( "x", "X Files", "x", &ExportSceneXFile,
aiProcess_MakeLeftHanded | aiProcess_FlipWindingOrder | aiProcess_FlipUVs),
#endif
#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
Exporter::ExportFormatEntry( "obj", "Wavefront OBJ format", "obj", &ExportSceneObj,
aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */),
@ -437,6 +444,11 @@ const aiExportFormatDesc* Exporter :: GetExportFormatDescription( size_t pIndex
return NULL;
}
// Return from static storage if the requested index is built-in.
if (pIndex < sizeof(gExporters) / sizeof(gExporters[0])) {
return &gExporters[pIndex].mDescription;
}
return &pimpl->mExporters[pIndex].mDescription;
}

View File

@ -121,7 +121,7 @@ public:
if(mat) {
if (materials_converted.find(mat) == materials_converted.end()) {
ConvertMaterial(*mat);
ConvertMaterial(*mat, 0);
}
}
}
@ -767,7 +767,6 @@ private:
// find user defined properties (3ds Max)
data->Set(index++, "UserProperties", aiString(PropertyGet<std::string>(props, "UDP3DSMAX", "")));
unparsedProperties.erase("UDP3DSMAX");
// preserve the info that a node was marked as Null node in the original file.
data->Set(index++, "IsNull", model.IsNull() ? true : false);
@ -783,8 +782,8 @@ private:
data->Set(index++, prop.first, interpreted->Value());
else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
data->Set(index++, prop.first, interpreted->Value());
else if (const TypedProperty<aiString>* interpreted = prop.second->As<TypedProperty<aiString> >())
data->Set(index++, prop.first, interpreted->Value());
else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
data->Set(index++, prop.first, aiString(interpreted->Value()));
else if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
data->Set(index++, prop.first, interpreted->Value());
else
@ -1381,7 +1380,7 @@ private:
return;
}
out->mMaterialIndex = ConvertMaterial(*mat);
out->mMaterialIndex = ConvertMaterial(*mat, &geo);
materials_converted[mat] = out->mMaterialIndex;
}
@ -1411,7 +1410,7 @@ private:
// ------------------------------------------------------------------------------------------------
// Material -> aiMaterial
unsigned int ConvertMaterial(const Material& material)
unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh)
{
const PropertyTable& props = material.Props();
@ -1440,8 +1439,8 @@ private:
SetShadingPropertiesCommon(out_mat,props);
// texture assignments
SetTextureProperties(out_mat,material.Textures());
SetTextureProperties(out_mat,material.LayeredTextures());
SetTextureProperties(out_mat,material.Textures(), mesh);
SetTextureProperties(out_mat,material.LayeredTextures(), mesh);
return static_cast<unsigned int>(materials.size() - 1);
}
@ -1450,7 +1449,7 @@ private:
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName,
aiTextureType target)
aiTextureType target, const MeshGeometry* const mesh)
{
TextureMap::const_iterator it = textures.find(propName);
if(it == textures.end()) {
@ -1495,7 +1494,10 @@ private:
std::find(materials.begin(),materials.end(),out_mat)
));
uvIndex = -1;
if (!mesh)
{
BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
if(!mesh) {
@ -1531,6 +1533,28 @@ private:
" appears at different positions in meshes, results will be wrong");
}
}
}
else
{
int index = -1;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if(mesh->GetTextureCoords(i).empty()) {
break;
}
const std::string& name = mesh->GetTextureCoordChannelName(i);
if(name == uvSet) {
index = static_cast<int>(i);
break;
}
}
if(index == -1) {
FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
}
if(uvIndex == -1) {
uvIndex = index;
}
}
if(uvIndex == -1) {
FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
@ -1546,7 +1570,7 @@ private:
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
const std::string& propName,
aiTextureType target)
aiTextureType target, const MeshGeometry* const mesh)
{
LayeredTextureMap::const_iterator it = layeredTextures.find(propName);
if(it == layeredTextures.end()) {
@ -1591,6 +1615,8 @@ private:
));
uvIndex = -1;
if (!mesh)
{
BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
if(!mesh) {
@ -1626,6 +1652,28 @@ private:
" appears at different positions in meshes, results will be wrong");
}
}
}
else
{
int index = -1;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if(mesh->GetTextureCoords(i).empty()) {
break;
}
const std::string& name = mesh->GetTextureCoordChannelName(i);
if(name == uvSet) {
index = static_cast<int>(i);
break;
}
}
if(index == -1) {
FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
}
if(uvIndex == -1) {
uvIndex = index;
}
}
if(uvIndex == -1) {
FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
@ -1638,33 +1686,33 @@ private:
}
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh)
{
TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE);
TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT);
TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE);
TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR);
TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY);
TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION);
TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT);
TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS);
TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT);
TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS);
TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh);
TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh);
TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh);
TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh);
TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT, mesh);
TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh);
}
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures)
void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
{
TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE);
TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT);
TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE);
TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR);
TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY);
TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION);
TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT);
TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS);
TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT);
TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS);
TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh);
TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh);
}

View File

@ -53,7 +53,7 @@ struct ImportSettings
ImportSettings()
: strictMode(true)
, readAllLayers(true)
, readAllMaterials()
, readAllMaterials(false)
, readMaterials(true)
, readCameras(true)
, readLights(true)

View File

@ -364,14 +364,24 @@ float ParseTokenAsFloat(const Token& t, const char*& err_out)
}
if (data[0] == 'F') {
ai_assert(t.end() - data == 5);
// no byte swapping needed for ieee floats
return *reinterpret_cast<const float*>(data+1);
// Actual size validation happens during Tokenization so
// this is valid as an assertion.
ai_assert(t.end() - data == sizeof(float) + 1);
// Initially, we did reinterpret_cast, breaking strict aliasing rules.
// This actually caused trouble on Android, so let's be safe this time.
// https://github.com/assimp/assimp/issues/24
float out_float;
::memcpy(&out_float, data+1, sizeof(float));
return out_float;
}
else {
ai_assert(t.end() - data == 9);
// no byte swapping needed for ieee floats
return static_cast<float>(*reinterpret_cast<const double*>(data+1));
ai_assert(t.end() - data == sizeof(double) + 1);
// Same
double out_double;
::memcpy(&out_double, data+1, sizeof(double));
return static_cast<float>(out_double);
}
}

View File

@ -199,7 +199,7 @@ void ObjExporter :: WriteGeometryFile()
// collect mesh geometry
aiMatrix4x4 mBase;
AddNode(pScene->mRootNode,mBase);
AddNode(pScene->mRootNode, mBase);
// write vertex positions
vpMap.getVectors(vp);
@ -228,7 +228,9 @@ void ObjExporter :: WriteGeometryFile()
// now write all mesh instances
BOOST_FOREACH(const MeshInstance& m, meshes) {
mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
if (!m.name.empty()) {
mOutput << "g " << m.name << endl;
}
mOutput << "usemtl " << m.matname << endl;
BOOST_FOREACH(const Face& f, m.faces) {
@ -243,11 +245,8 @@ void ObjExporter :: WriteGeometryFile()
if (fv.vt) {
mOutput << fv.vt;
}
if (f.kind == 'f') {
mOutput << '/';
if (fv.vn) {
mOutput << fv.vn;
}
if (f.kind == 'f' && fv.vn) {
mOutput << '/' << fv.vn;
}
}
}
@ -258,14 +257,12 @@ void ObjExporter :: WriteGeometryFile()
}
}
// ------------------------------------------------------------------------------------------------
int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
{
vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
if(vertIt != vecMap.end()){// vertex already exists, so reference it
// vertex already exists, so reference it
if(vertIt != vecMap.end()){
return vertIt->second;
}
vecMap[vec] = mNextIndex;
@ -274,6 +271,7 @@ int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
return ret;
}
// ------------------------------------------------------------------------------------------------
void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
{
vecs.resize(vecMap.size());
@ -282,14 +280,13 @@ void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
}
}
// ------------------------------------------------------------------------------------------------
void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
{
meshes.push_back(MeshInstance());
MeshInstance& mesh = meshes.back();
mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_"+std::string(m->mName.data,m->mName.length) : "");
mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_" + std::string(m->mName.data,m->mName.length) : "");
mesh.matname = GetMaterialName(m->mMaterialIndex);
mesh.faces.resize(m->mNumFaces);
@ -317,7 +314,8 @@ void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatri
face.indices[a].vp = vpMap.getIndex(vert);
if (m->mNormals) {
face.indices[a].vn = vnMap.getIndex(m->mNormals[idx]);
aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
face.indices[a].vn = vnMap.getIndex(norm);
}
else{
face.indices[a].vn = 0;
@ -339,11 +337,11 @@ void ObjExporter :: AddNode(const aiNode* nd, const aiMatrix4x4& mParent)
const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]],mAbs);
AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
}
for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
AddNode(nd->mChildren[i],mAbs);
AddNode(nd->mChildren[i], mAbs);
}
}

View File

@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaExporter.h
/** @file ObjExporter.h
* Declares the exporter class to write a scene to a Collada file
*/
#ifndef AI_OBJEXPORTER_H_INC

View File

@ -140,6 +140,22 @@ void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
strModelName = pFile;
}
// process all '\'
std::vector<char> ::iterator iter = m_Buffer.begin();
while (iter != m_Buffer.end())
{
if (*iter == '\\')
{
// remove '\'
iter = m_Buffer.erase(iter);
// remove next character
while (*iter == '\r' || *iter == '\n')
iter = m_Buffer.erase(iter);
}
else
++iter;
}
// parse the file into a temporary representation
ObjFileParser parser(m_Buffer, strModelName, pIOHandler);

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,416 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_OGREBINARYSERIALIZER_H_INC
#define AI_OGREBINARYSERIALIZER_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreStructs.h"
namespace Assimp
{
namespace Ogre
{
typedef Assimp::StreamReaderLE MemoryStreamReader;
typedef boost::shared_ptr<MemoryStreamReader> MemoryStreamReaderPtr;
class OgreBinarySerializer
{
public:
/// Imports mesh and returns the result.
/** @note Fatal unrecoverable errors will throw a DeadlyImportError. */
static Mesh *ImportMesh(MemoryStreamReader *reader);
/// Imports skeleton to @c mesh into Mesh::skeleton.
/** If mesh does not have a skeleton reference or the skeleton file
cannot be found it is not a fatal DeadlyImportError.
@return If skeleton import was successful. */
static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh);
static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh);
private:
enum AssetMode
{
AM_Mesh,
AM_Skeleton
};
OgreBinarySerializer(MemoryStreamReader *reader, AssetMode mode) :
m_reader(reader),
m_currentLen(0),
assetMode(mode)
{
}
static MemoryStreamReaderPtr OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename);
// Header
uint16_t ReadHeader(bool readLen = true);
void RollbackHeader();
// Mesh
void ReadMesh(Mesh *mesh);
void ReadMeshLodInfo(Mesh *mesh);
void ReadMeshSkeletonLink(Mesh *mesh);
void ReadMeshBounds(Mesh *mesh);
void ReadMeshExtremes(Mesh *mesh);
void ReadSubMesh(Mesh *mesh);
void ReadSubMeshNames(Mesh *mesh);
void ReadSubMeshOperation(SubMesh *submesh);
void ReadSubMeshTextureAlias(SubMesh *submesh);
void ReadBoneAssignment(VertexData *dest);
void ReadGeometry(VertexData *dest);
void ReadGeometryVertexDeclaration(VertexData *dest);
void ReadGeometryVertexElement(VertexData *dest);
void ReadGeometryVertexBuffer(VertexData *dest);
void ReadEdgeList(Mesh *mesh);
void ReadPoses(Mesh *mesh);
void ReadPoseVertices(Pose *pose);
void ReadAnimations(Mesh *mesh);
void ReadAnimation(Animation *anim);
void ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *track);
void NormalizeBoneWeights(VertexData *vertexData) const;
// Skeleton
void ReadSkeleton(Skeleton *skeleton);
void ReadBone(Skeleton *skeleton);
void ReadBoneParent(Skeleton *skeleton);
void ReadSkeletonAnimation(Skeleton *skeleton);
void ReadSkeletonAnimationTrack(Skeleton *skeleton, Animation *dest);
void ReadSkeletonAnimationKeyFrame(VertexAnimationTrack *dest);
void ReadSkeletonAnimationLink(Skeleton *skeleton);
// Reader utils
bool AtEnd() const;
template<typename T>
inline T Read();
void ReadBytes(char *dest, size_t numBytes);
void ReadBytes(uint8_t *dest, size_t numBytes);
void ReadBytes(void *dest, size_t numBytes);
uint8_t *ReadBytes(size_t numBytes);
void ReadVector(aiVector3D &vec);
void ReadQuaternion(aiQuaternion &quat);
std::string ReadString(size_t len);
std::string ReadLine();
void SkipBytes(size_t numBytes);
uint32_t m_currentLen;
MemoryStreamReader *m_reader;
AssetMode assetMode;
};
enum MeshChunkId
{
M_HEADER = 0x1000,
// char* version : Version number check
M_MESH = 0x3000,
// bool skeletallyAnimated // important flag which affects h/w buffer policies
// Optional M_GEOMETRY chunk
M_SUBMESH = 0x4000,
// char* materialName
// bool useSharedVertices
// unsigned int indexCount
// bool indexes32Bit
// unsigned int* faceVertexIndices (indexCount)
// OR
// unsigned short* faceVertexIndices (indexCount)
// M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
// unsigned short operationType
M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
// Optional bone weights (repeating section)
// unsigned int vertexIndex;
// unsigned short boneIndex;
// float weight;
// Optional chunk that matches a texture name to an alias
// a texture alias is sent to the submesh material to use this texture name
// instead of the one in the texture unit with a matching alias name
M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section
// char* aliasName;
// char* textureName;
M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
// unsigned int vertexCount
M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section
// unsigned short source; // buffer bind source
// unsigned short type; // VertexElementType
// unsigned short semantic; // VertexElementSemantic
// unsigned short offset; // start offset in buffer in bytes
// unsigned short index; // index of the semantic (for colours and texture coords)
M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section
// unsigned short bindIndex; // Index to bind this buffer to
// unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index
M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
// raw buffer data
M_MESH_SKELETON_LINK = 0x6000,
// Optional link to skeleton
// char* skeletonName : name of .skeleton to use
M_MESH_BONE_ASSIGNMENT = 0x7000,
// Optional bone weights (repeating section)
// unsigned int vertexIndex;
// unsigned short boneIndex;
// float weight;
M_MESH_LOD = 0x8000,
// Optional LOD information
// string strategyName;
// unsigned short numLevels;
// bool manual; (true for manual alternate meshes, false for generated)
M_MESH_LOD_USAGE = 0x8100,
// Repeating section, ordered in increasing depth
// NB LOD 0 (full detail from 0 depth) is omitted
// LOD value - this is a distance, a pixel count etc, based on strategy
// float lodValue;
M_MESH_LOD_MANUAL = 0x8110,
// Required if M_MESH_LOD section manual = true
// String manualMeshName;
M_MESH_LOD_GENERATED = 0x8120,
// Required if M_MESH_LOD section manual = false
// Repeating section (1 per submesh)
// unsigned int indexCount;
// bool indexes32Bit
// unsigned short* faceIndexes; (indexCount)
// OR
// unsigned int* faceIndexes; (indexCount)
M_MESH_BOUNDS = 0x9000,
// float minx, miny, minz
// float maxx, maxy, maxz
// float radius
// Added By DrEvil
// optional chunk that contains a table of submesh indexes and the names of
// the sub-meshes.
M_SUBMESH_NAME_TABLE = 0xA000,
// Subchunks of the name table. Each chunk contains an index & string
M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
// short index
// char* name
// Optional chunk which stores precomputed edge data
M_EDGE_LISTS = 0xB000,
// Each LOD has a separate edge list
M_EDGE_LIST_LOD = 0xB100,
// unsigned short lodIndex
// bool isManual // If manual, no edge data here, loaded from manual mesh
// bool isClosed
// unsigned long numTriangles
// unsigned long numEdgeGroups
// Triangle* triangleList
// unsigned long indexSet
// unsigned long vertexSet
// unsigned long vertIndex[3]
// unsigned long sharedVertIndex[3]
// float normal[4]
M_EDGE_GROUP = 0xB110,
// unsigned long vertexSet
// unsigned long triStart
// unsigned long triCount
// unsigned long numEdges
// Edge* edgeList
// unsigned long triIndex[2]
// unsigned long vertIndex[2]
// unsigned long sharedVertIndex[2]
// bool degenerate
// Optional poses section, referred to by pose keyframes
M_POSES = 0xC000,
M_POSE = 0xC100,
// char* name (may be blank)
// unsigned short target // 0 for shared geometry,
// 1+ for submesh index + 1
// bool includesNormals [1.8+]
M_POSE_VERTEX = 0xC111,
// unsigned long vertexIndex
// float xoffset, yoffset, zoffset
// float xnormal, ynormal, znormal (optional, 1.8+)
// Optional vertex animation chunk
M_ANIMATIONS = 0xD000,
M_ANIMATION = 0xD100,
// char* name
// float length
M_ANIMATION_BASEINFO = 0xD105,
// [Optional] base keyframe information (pose animation only)
// char* baseAnimationName (blank for self)
// float baseKeyFrameTime
M_ANIMATION_TRACK = 0xD110,
// unsigned short type // 1 == morph, 2 == pose
// unsigned short target // 0 for shared geometry,
// 1+ for submesh index + 1
M_ANIMATION_MORPH_KEYFRAME = 0xD111,
// float time
// bool includesNormals [1.8+]
// float x,y,z // repeat by number of vertices in original geometry
M_ANIMATION_POSE_KEYFRAME = 0xD112,
// float time
M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses
// unsigned short poseIndex
// float influence
// Optional submesh extreme vertex list chink
M_TABLE_EXTREMES = 0xE000,
// unsigned short submesh_index;
// float extremes [n_extremes][3];
};
static std::string MeshHeaderToString(MeshChunkId id)
{
switch(id)
{
case M_HEADER: return "HEADER";
case M_MESH: return "MESH";
case M_SUBMESH: return "SUBMESH";
case M_SUBMESH_OPERATION: return "SUBMESH_OPERATION";
case M_SUBMESH_BONE_ASSIGNMENT: return "SUBMESH_BONE_ASSIGNMENT";
case M_SUBMESH_TEXTURE_ALIAS: return "SUBMESH_TEXTURE_ALIAS";
case M_GEOMETRY: return "GEOMETRY";
case M_GEOMETRY_VERTEX_DECLARATION: return "GEOMETRY_VERTEX_DECLARATION";
case M_GEOMETRY_VERTEX_ELEMENT: return "GEOMETRY_VERTEX_ELEMENT";
case M_GEOMETRY_VERTEX_BUFFER: return "GEOMETRY_VERTEX_BUFFER";
case M_GEOMETRY_VERTEX_BUFFER_DATA: return "GEOMETRY_VERTEX_BUFFER_DATA";
case M_MESH_SKELETON_LINK: return "MESH_SKELETON_LINK";
case M_MESH_BONE_ASSIGNMENT: return "MESH_BONE_ASSIGNMENT";
case M_MESH_LOD: return "MESH_LOD";
case M_MESH_LOD_USAGE: return "MESH_LOD_USAGE";
case M_MESH_LOD_MANUAL: return "MESH_LOD_MANUAL";
case M_MESH_LOD_GENERATED: return "MESH_LOD_GENERATED";
case M_MESH_BOUNDS: return "MESH_BOUNDS";
case M_SUBMESH_NAME_TABLE: return "SUBMESH_NAME_TABLE";
case M_SUBMESH_NAME_TABLE_ELEMENT: return "SUBMESH_NAME_TABLE_ELEMENT";
case M_EDGE_LISTS: return "EDGE_LISTS";
case M_EDGE_LIST_LOD: return "EDGE_LIST_LOD";
case M_EDGE_GROUP: return "EDGE_GROUP";
case M_POSES: return "POSES";
case M_POSE: return "POSE";
case M_POSE_VERTEX: return "POSE_VERTEX";
case M_ANIMATIONS: return "ANIMATIONS";
case M_ANIMATION: return "ANIMATION";
case M_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
case M_ANIMATION_TRACK: return "ANIMATION_TRACK";
case M_ANIMATION_MORPH_KEYFRAME: return "ANIMATION_MORPH_KEYFRAME";
case M_ANIMATION_POSE_KEYFRAME: return "ANIMATION_POSE_KEYFRAME";
case M_ANIMATION_POSE_REF: return "ANIMATION_POSE_REF";
case M_TABLE_EXTREMES: return "TABLE_EXTREMES";
}
return "Unknown_MeshChunkId";
}
enum SkeletonChunkId
{
SKELETON_HEADER = 0x1000,
// char* version : Version number check
SKELETON_BLENDMODE = 0x1010, // optional
// unsigned short blendmode : SkeletonAnimationBlendMode
SKELETON_BONE = 0x2000,
// Repeating section defining each bone in the system.
// Bones are assigned indexes automatically based on their order of declaration
// starting with 0.
// char* name : name of the bone
// unsigned short handle : handle of the bone, should be contiguous & start at 0
// Vector3 position : position of this bone relative to parent
// Quaternion orientation : orientation of this bone relative to parent
// Vector3 scale : scale of this bone relative to parent
SKELETON_BONE_PARENT = 0x3000,
// Record of the parent of a single bone, used to build the node tree
// Repeating section, listed in Bone Index order, one per Bone
// unsigned short handle : child bone
// unsigned short parentHandle : parent bone
SKELETON_ANIMATION = 0x4000,
// A single animation for this skeleton
// char* name : Name of the animation
// float length : Length of the animation in seconds
SKELETON_ANIMATION_BASEINFO = 0x4010,
// [Optional] base keyframe information
// char* baseAnimationName (blank for self)
// float baseKeyFrameTime
SKELETON_ANIMATION_TRACK = 0x4100,
// A single animation track (relates to a single bone)
// Repeating section (within SKELETON_ANIMATION)
// unsigned short boneIndex : Index of bone to apply to
SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
// A single keyframe within the track
// Repeating section
// float time : The time position (seconds)
// Quaternion rotate : Rotation to apply at this keyframe
// Vector3 translate : Translation to apply at this keyframe
// Vector3 scale : Scale to apply at this keyframe
SKELETON_ANIMATION_LINK = 0x5000
// Link to another skeleton, to re-use its animations
// char* skeletonName : name of skeleton to get animations from
// float scale : scale to apply to trans/scale keys
};
static std::string SkeletonHeaderToString(SkeletonChunkId id)
{
switch(id)
{
case SKELETON_HEADER: return "HEADER";
case SKELETON_BLENDMODE: return "BLENDMODE";
case SKELETON_BONE: return "BONE";
case SKELETON_BONE_PARENT: return "BONE_PARENT";
case SKELETON_ANIMATION: return "ANIMATION";
case SKELETON_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
case SKELETON_ANIMATION_TRACK: return "ANIMATION_TRACK";
case SKELETON_ANIMATION_TRACK_KEYFRAME: return "ANIMATION_TRACK_KEYFRAME";
case SKELETON_ANIMATION_LINK: return "ANIMATION_LINK";
}
return "Unknown_SkeletonChunkId";
}
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGREBINARYSERIALIZER_H_INC

View File

@ -38,32 +38,27 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include <vector>
#include <sstream>
#include "AssimpPCH.h"
#include "OgreImporter.h"
#include "TinyFormatter.h"
#include "irrXMLWrapper.h"
#include "OgreBinarySerializer.h"
#include "OgreXmlSerializer.h"
static const aiImporterDesc desc = {
"Ogre XML Mesh Importer",
"Ogre3D Mesh Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"mesh.xml"
"mesh mesh.xml"
};
using namespace std;
namespace Assimp
{
namespace Ogre
@ -83,174 +78,67 @@ void OgreImporter::SetupProperties(const Importer* pImp)
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
if (!checkSig) {
return EndsWith(pFile, ".mesh.xml", false);
return EndsWith(pFile, ".mesh.xml", false) || EndsWith(pFile, ".mesh", false);
}
if (EndsWith(pFile, ".mesh.xml", false))
{
const char* tokens[] = { "<mesh>" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
}
else
{
/// @todo Read and validate first header chunk?
return EndsWith(pFile, ".mesh", false);
}
}
void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
{
// -------------------- Initial file and XML operations --------------------
// Open
boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
if (!file.get()) {
// Open source file
IOStream *f = pIOHandler->Open(pFile, "rb");
if (!f) {
throw DeadlyImportError("Failed to open file " + pFile);
}
// Read
boost::scoped_ptr<CIrrXML_IOStreamReader> xmlStream(new CIrrXML_IOStreamReader(file.get()));
// Binary .mesh import
if (EndsWith(pFile, ".mesh", false))
{
/// @note MemoryStreamReader takes ownership of f.
MemoryStreamReader reader(f);
// Import mesh
boost::scoped_ptr<Mesh> mesh(OgreBinarySerializer::ImportMesh(&reader));
// Import skeleton
OgreBinarySerializer::ImportSkeleton(pIOHandler, mesh.get());
// Import mesh referenced materials
ReadMaterials(pFile, pIOHandler, pScene, mesh.get());
// Convert to Assimp
mesh->ConvertToAssimpScene(pScene);
}
// XML .mesh.xml import
else
{
/// @note XmlReader does not take ownership of f, hence the scoped ptr.
boost::scoped_ptr<IOStream> scopedFile(f);
boost::scoped_ptr<CIrrXML_IOStreamReader> xmlStream(new CIrrXML_IOStreamReader(scopedFile.get()));
boost::scoped_ptr<XmlReader> reader(irr::io::createIrrXMLReader(xmlStream.get()));
if (!reader) {
throw DeadlyImportError("Failed to create XML Reader for " + pFile);
// Import mesh
boost::scoped_ptr<MeshXml> mesh(OgreXmlSerializer::ImportMesh(reader.get()));
// Import skeleton
OgreXmlSerializer::ImportSkeleton(pIOHandler, mesh.get());
// Import mesh referenced materials
ReadMaterials(pFile, pIOHandler, pScene, mesh.get());
// Convert to Assimp
mesh->ConvertToAssimpScene(pScene);
}
DefaultLogger::get()->debug("Opened a XML reader for " + pFile);
// Read root node
NextNode(reader.get());
if (!CurrentNodeNameEquals(reader.get(), "mesh")) {
throw DeadlyImportError("Root node is not <mesh> but <" + string(reader->getNodeName()) + "> in " + pFile);
}
// Node names
const string nnSharedGeometry = "sharedgeometry";
const string nnVertexBuffer = "vertexbuffer";
const string nnSubMeshes = "submeshes";
const string nnSubMesh = "submesh";
const string nnSubMeshNames = "submeshnames";
const string nnSkeletonLink = "skeletonlink";
// -------------------- Shared Geometry --------------------
// This can be used to share geometry between submeshes
NextNode(reader.get());
if (CurrentNodeNameEquals(reader.get(), nnSharedGeometry))
{
DefaultLogger::get()->debug("Reading shared geometry");
unsigned int NumVertices = GetAttribute<unsigned int>(reader.get(), "vertexcount");
NextNode(reader.get());
while(CurrentNodeNameEquals(reader.get(), nnVertexBuffer)) {
ReadVertexBuffer(m_SharedGeometry, reader.get(), NumVertices);
}
}
// -------------------- Sub Meshes --------------------
if (!CurrentNodeNameEquals(reader.get(), nnSubMeshes)) {
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
}
vector<boost::shared_ptr<SubMesh> > subMeshes;
vector<aiMaterial*> materials;
NextNode(reader.get());
while(CurrentNodeNameEquals(reader.get(), nnSubMesh))
{
SubMesh* submesh = new SubMesh();
ReadSubMesh(subMeshes.size(), *submesh, reader.get());
// Just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
// so it is important to do this before pushing the mesh in the vector!
/// @todo Not sure if this really is needed, refactor out if possible.
submesh->MaterialIndex = subMeshes.size();
subMeshes.push_back(boost::shared_ptr<SubMesh>(submesh));
/** @todo What is the correct way of handling empty ref here.
Does Assimp require there to be a valid material index for each mesh,
even if its a dummy material. */
aiMaterial* material = ReadMaterial(pFile, pIOHandler, submesh->MaterialName);
materials.push_back(material);
}
if (subMeshes.empty()) {
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
}
// This is really a internal error if we failed to create dummy materials.
if (subMeshes.size() != materials.size()) {
throw DeadlyImportError("Internal Error: Material count does not match the submesh count");
}
// Skip submesh names.
/// @todo Should these be read to scene etc. metadata?
if (CurrentNodeNameEquals(reader.get(), nnSubMeshNames))
{
NextNode(reader.get());
while(CurrentNodeNameEquals(reader.get(), nnSubMesh)) {
NextNode(reader.get());
}
}
// -------------------- Skeleton --------------------
vector<Bone> Bones;
vector<Animation> Animations;
if (CurrentNodeNameEquals(reader.get(), nnSkeletonLink))
{
string skeletonFile = GetAttribute<string>(reader.get(), "name");
if (!skeletonFile.empty())
{
ReadSkeleton(pFile, pIOHandler, pScene, skeletonFile, Bones, Animations);
}
else
{
DefaultLogger::get()->debug("Found a unusual <" + nnSkeletonLink + "> with a empty file reference");
}
NextNode(reader.get());
}
else
{
DefaultLogger::get()->debug("Mesh has no assigned skeleton with <" + nnSkeletonLink + ">");
}
// Now there might be <boneassignments> for the shared geometry
if (CurrentNodeNameEquals(reader.get(), "boneassignments")) {
ReadBoneWeights(m_SharedGeometry, reader.get());
}
// -------------------- Process Results --------------------
BOOST_FOREACH(boost::shared_ptr<SubMesh> submesh, subMeshes)
{
ProcessSubMesh(*submesh.get(), m_SharedGeometry);
}
// -------------------- Apply to aiScene --------------------
// Materials
pScene->mMaterials = new aiMaterial*[materials.size()];
pScene->mNumMaterials = materials.size();
for(size_t i=0, len=materials.size(); i<len; ++i) {
pScene->mMaterials[i] = materials[i];
}
// Meshes
pScene->mMeshes = new aiMesh*[subMeshes.size()];
pScene->mNumMeshes = subMeshes.size();
for(size_t i=0, len=subMeshes.size(); i<len; ++i)
{
boost::shared_ptr<SubMesh> submesh = subMeshes[i];
pScene->mMeshes[i] = CreateAssimpSubMesh(pScene, *(submesh.get()), Bones);
}
// Create the root node
pScene->mRootNode = new aiNode();
pScene->mRootNode->mMeshes = new unsigned int[subMeshes.size()];
pScene->mRootNode->mNumMeshes = subMeshes.size();
for(size_t i=0, len=subMeshes.size(); i<len; ++i) {
pScene->mRootNode->mMeshes[i] = static_cast<unsigned int>(i);
}
// Skeleton and animations
CreateAssimpSkeleton(pScene, Bones, Animations);
}
} // Ogre

View File

@ -1,3 +1,42 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_OGREIMPORTER_H_INC
#define AI_OGREIMPORTER_H_INC
@ -5,6 +44,8 @@
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "BaseImporter.h"
#include "OgreStructs.h"
#include "OgreParsingUtils.h"
namespace Assimp
@ -12,58 +53,10 @@ namespace Assimp
namespace Ogre
{
struct Face;
struct BoneWeight;
struct Bone;
struct Animation;
/// Ogre SubMesh
struct SubMesh
{
bool UseSharedGeometry;
bool Use32bitIndexes;
std::string Name;
std::string MaterialName;
bool HasGeometry;
bool HasPositions;
bool HasNormals;
bool HasTangents;
std::vector<Face> Faces;
std::vector<aiVector3D> Positions;
std::vector<aiVector3D> Normals;
std::vector<aiVector3D> Tangents;
/// Arbitrary number of texcoords, they are nearly always 2d, but Assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner).
std::vector<std::vector<aiVector3D> > Uvs;
/// A list(inner) of bones for each vertex(outer).
std::vector<std::vector<BoneWeight> > Weights;
/// The Index in the Assimp material array from the material witch is attached to this submesh.
int MaterialIndex;
// The highest index of a bone from a bone weight, this is needed to create the Assimp bone struct. Converting from vertex-bones to bone-vertices.
unsigned int BonesUsed;
SubMesh() :
UseSharedGeometry(false),
Use32bitIndexes(false),
HasGeometry(false),
HasPositions(false),
HasNormals(false),
HasTangents(false),
MaterialIndex(-1),
BonesUsed(0)
{
}
};
/** Importer for Ogre mesh, skeleton and material formats.
@todo Support vertex colors
@todo Support multiple TexCoords (this is already done??) */
@todo Support vertex colors.
@todo Support poses/animations from the mesh file.
Currently only skeleton file animations are supported. */
class OgreImporter : public BaseImporter
{
public:
@ -80,39 +73,10 @@ public:
virtual void SetupProperties(const Importer *pImp);
private:
//-------------------------------- OgreMesh.cpp -------------------------------
/// Helper Functions to read parts of the XML File.
void ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader);
/// Reads a single Vertexbuffer and writes its data in the Submesh.
static void ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices);
/// Reads bone weights are stores them into the given submesh.
static void ReadBoneWeights(SubMesh &submesh, XmlReader *reader);
/// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights).
static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
aiMesh *CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone> &bones) const;
//-------------------------------- OgreSkeleton.cpp -------------------------------
/// Writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
void ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
const std::string &skeletonFile, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
/// Converts the animations in aiAnimations and puts them into the scene.
void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiSkeleton in current scene.
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations);
/// Recursively creates a filled aiNode from a given root bone.
static aiNode* CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode *parent);
//-------------------------------- OgreMaterial.cpp -------------------------------
/// Read materials referenced by the @c mesh to @c pScene.
void ReadMaterials(const std::string &pFile, Assimp::IOSystem *pIOHandler, aiScene *pScene, Mesh *mesh);
void ReadMaterials(const std::string &pFile, Assimp::IOSystem *pIOHandler, aiScene *pScene, MeshXml *mesh);
void AssignMaterials(aiScene *pScene, std::vector<aiMaterial*> &materials);
/// Reads material
aiMaterial* ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string MaterialName);
@ -125,104 +89,8 @@ private:
std::string m_userDefinedMaterialLibFile;
bool m_detectTextureTypeFromFilename;
/// VertexBuffer for the sub meshes that use shader geometry.
SubMesh m_SharedGeometry;
std::map<aiTextureType, unsigned int> m_textures;
};
/// Simplified face.
/** @todo Support other polygon types than just just triangles. Move to using aiFace. */
struct Face
{
unsigned int VertexIndices[3];
};
/// Ogre Bone assignment
struct BoneAssignment
{
/// Bone ID from Ogre.
unsigned int BoneId;
// Bone name for Assimp.
std::string BoneName;
};
/// Ogre Bone weight
struct BoneWeight
{
/// Bone Id
unsigned int Id;
/// BoneWeight
float Value;
};
/// Ogre Bone
struct Bone
{
std::string Name;
int Id;
int ParentId;
aiVector3D Position;
aiVector3D RotationAxis;
float RotationAngle;
aiMatrix4x4 BoneToWorldSpace;
std::vector<int> Children;
Bone() :
Id(-1),
ParentId(-1),
RotationAngle(0.0f)
{
}
/// Returns if this bone is parented.
bool IsParented() const { return (ParentId != -1); }
/// This operator is needed to sort the bones by Id in a vector<Bone>.
bool operator<(const Bone &other) const { return (Id < other.Id); }
/// This operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& other) const { return Name == other; }
bool operator==(const aiString& other) const { return Name == std::string(other.data); }
/// @note Implemented in OgreSkeleton.cpp
void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
};
/// Ogre animation key frame
/** Transformations for a frame. */
struct KeyFrame
{
float Time;
aiVector3D Position;
aiQuaternion Rotation;
aiVector3D Scaling;
};
/// Ogre animation track
/** Keyframes for one bone. */
struct Track
{
std::string BoneName;
std::vector<KeyFrame> Keyframes;
};
/// Ogre animation
struct Animation
{
/// Name
std::string Name;
/// Length
float Length;
/// Tracks
std::vector<Track> Tracks;
};
} // Ogre
} // Assimp

View File

@ -42,12 +42,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include <vector>
#include <sstream>
#include "OgreImporter.h"
#include "TinyFormatter.h"
#include "fast_atof.h"
#include <vector>
#include <sstream>
using namespace std;
namespace Assimp
@ -59,11 +61,66 @@ static const string partComment = "//";
static const string partBlockStart = "{";
static const string partBlockEnd = "}";
void OgreImporter::ReadMaterials(const std::string &pFile, Assimp::IOSystem *pIOHandler, aiScene *pScene, Mesh *mesh)
{
std::vector<aiMaterial*> materials;
// Create materials that can be found and parsed via the IOSystem.
for (size_t i=0, len=mesh->NumSubMeshes(); i<len; ++i)
{
SubMesh *submesh = mesh->GetSubMesh(i);
if (submesh && !submesh->materialRef.empty())
{
aiMaterial *material = ReadMaterial(pFile, pIOHandler, submesh->materialRef);
if (material)
{
submesh->materialIndex = materials.size();
materials.push_back(material);
}
}
}
AssignMaterials(pScene, materials);
}
void OgreImporter::ReadMaterials(const std::string &pFile, Assimp::IOSystem *pIOHandler, aiScene *pScene, MeshXml *mesh)
{
std::vector<aiMaterial*> materials;
// Create materials that can be found and parsed via the IOSystem.
for (size_t i=0, len=mesh->NumSubMeshes(); i<len; ++i)
{
SubMeshXml *submesh = mesh->GetSubMesh(i);
if (submesh && !submesh->materialRef.empty())
{
aiMaterial *material = ReadMaterial(pFile, pIOHandler, submesh->materialRef);
if (material)
{
submesh->materialIndex = materials.size();
materials.push_back(material);
}
}
}
AssignMaterials(pScene, materials);
}
void OgreImporter::AssignMaterials(aiScene *pScene, std::vector<aiMaterial*> &materials)
{
pScene->mNumMaterials = materials.size();
if (pScene->mNumMaterials > 0)
{
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for(size_t i=0;i<pScene->mNumMaterials; ++i) {
pScene->mMaterials[i] = materials[i];
}
}
}
aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string materialName)
{
/// @todo Should we return null ptr here or a empty material?
if (materialName.empty()) {
return new aiMaterial();
return 0;
}
// Full reference and examples of Ogre Material Script
@ -117,17 +174,15 @@ aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSyste
}
if (!materialFile)
{
/// @todo Should we return null ptr here or a empty material?
DefaultLogger::get()->error(Formatter::format() << "Failed to find source file for material '" << materialName << "'");
return new aiMaterial();
return 0;
}
boost::scoped_ptr<IOStream> stream(materialFile);
if (stream->FileSize() == 0)
{
/// @todo Should we return null ptr here or a empty material?
DefaultLogger::get()->warn(Formatter::format() << "Source file for material '" << materialName << "' is empty (size is 0 bytes)");
return new aiMaterial();
return 0;
}
// Read bytes
@ -162,8 +217,7 @@ aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSyste
// Skip commented lines
if (linePart == partComment)
{
string postComment = NextAfterNewLine(ss, linePart);
DefaultLogger::get()->debug("//" + postComment + " (comment line ignored)");
NextAfterNewLine(ss, linePart);
continue;
}
if (linePart != partMaterial)
@ -306,8 +360,7 @@ bool OgreImporter::ReadTechnique(const std::string &techniqueName, stringstream
// Skip commented lines
if (linePart == partComment)
{
string postComment = SkipLine(ss);
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
SkipLine(ss);
continue;
}
@ -347,8 +400,7 @@ bool OgreImporter::ReadPass(const std::string &passName, stringstream &ss, aiMat
// Skip commented lines
if (linePart == partComment)
{
string postComment = SkipLine(ss);
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
SkipLine(ss);
continue;
}
@ -416,8 +468,7 @@ bool OgreImporter::ReadTextureUnit(const std::string &textureUnitName, stringstr
// Skip commented lines
if (linePart == partComment)
{
string postComment = SkipLine(ss);
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
SkipLine(ss);
continue;
}

View File

@ -1,569 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreImporter.h"
#include "TinyFormatter.h"
using namespace std;
namespace Assimp
{
namespace Ogre
{
void OgreImporter::ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader)
{
if (reader->getAttributeValue("material")) {
submesh.MaterialName = GetAttribute<string>(reader, "material");
}
if (reader->getAttributeValue("use32bitindexes")) {
submesh.Use32bitIndexes = GetAttribute<bool>(reader, "use32bitindexes");
}
if (reader->getAttributeValue("usesharedvertices")) {
submesh.UseSharedGeometry = GetAttribute<bool>(reader, "usesharedvertices");
}
DefaultLogger::get()->debug(Formatter::format() << "Reading submesh " << submeshIndex);
DefaultLogger::get()->debug(Formatter::format() << " - Material '" << submesh.MaterialName << "'");
DefaultLogger::get()->debug(Formatter::format() << " - Shader geometry = " << (submesh.UseSharedGeometry ? "true" : "false") <<
", 32bit indexes = " << (submesh.Use32bitIndexes ? "true" : "false"));
//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
//of faces and geometry changed, and not if we have more than one of one
/// @todo Fix above comment with better read logic below
NextNode(reader);
string currentNodeName = reader->getNodeName();
const string nnFaces = "faces";
const string nnFace = "face";
const string nnGeometry = "geometry";
const string nnBoneAssignments = "boneassignments";
const string nnVertexBuffer = "vertexbuffer";
bool quadWarned = false;
while(currentNodeName == nnFaces ||
currentNodeName == nnGeometry ||
currentNodeName == nnBoneAssignments)
{
if (currentNodeName == nnFaces)
{
unsigned int numFaces = GetAttribute<unsigned int>(reader, "count");
NextNode(reader);
currentNodeName = reader->getNodeName();
while(currentNodeName == nnFace)
{
Face NewFace;
NewFace.VertexIndices[0] = GetAttribute<int>(reader, "v1");
NewFace.VertexIndices[1] = GetAttribute<int>(reader, "v2");
NewFace.VertexIndices[2] = GetAttribute<int>(reader, "v3");
/// @todo Support quads
if (!quadWarned && reader->getAttributeValue("v4")) {
DefaultLogger::get()->warn("Submesh has quads, only triangles are supported at the moment!");
}
submesh.Faces.push_back(NewFace);
// Advance
NextNode(reader);
currentNodeName = reader->getNodeName();
}
if (submesh.Faces.size() == numFaces)
{
DefaultLogger::get()->debug(Formatter::format() << " - Faces " << numFaces);
}
else
{
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Faces.size() << " faces when should have read " << numFaces);
}
}
else if (currentNodeName == nnGeometry)
{
unsigned int numVertices = GetAttribute<int>(reader, "vertexcount");
NextNode(reader);
while(string(reader->getNodeName()) == nnVertexBuffer) {
ReadVertexBuffer(submesh, reader, numVertices);
}
}
else if (reader->getNodeName() == nnBoneAssignments)
{
ReadBoneWeights(submesh, reader);
}
currentNodeName = reader->getNodeName();
}
}
void OgreImporter::ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices)
{
DefaultLogger::get()->debug(Formatter::format() << "Reading vertex buffer with " << numVertices << " vertices");
submesh.HasGeometry = true;
if (reader->getAttributeValue("positions") && GetAttribute<bool>(reader, "positions"))
{
submesh.HasPositions = true;
submesh.Positions.reserve(numVertices);
DefaultLogger::get()->debug(" - Has positions");
}
if (reader->getAttributeValue("normals") && GetAttribute<bool>(reader, "normals"))
{
submesh.HasNormals = true;
submesh.Normals.reserve(numVertices);
DefaultLogger::get()->debug(" - Has normals");
}
if (reader->getAttributeValue("tangents") && GetAttribute<bool>(reader, "tangents"))
{
submesh.HasTangents = true;
submesh.Tangents.reserve(numVertices);
DefaultLogger::get()->debug(" - Has tangents");
}
if (reader->getAttributeValue("texture_coords"))
{
submesh.Uvs.resize(GetAttribute<unsigned int>(reader, "texture_coords"));
for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i) {
submesh.Uvs[i].reserve(numVertices);
}
DefaultLogger::get()->debug(Formatter::format() << " - Has " << submesh.Uvs.size() << " texture coords");
}
if (!submesh.HasPositions) {
throw DeadlyImportError("Vertex buffer does not contain positions!");
}
const string nnVertex = "vertex";
const string nnPosition = "position";
const string nnNormal = "normal";
const string nnTangent = "tangent";
const string nnBinormal = "binormal";
const string nnTexCoord = "texcoord";
const string nnColorDiffuse = "colour_diffuse";
const string nnColorSpecular = "colour_specular";
bool warnBinormal = true;
bool warnColorDiffuse = true;
bool warnColorSpecular = true;
NextNode(reader);
string currentNodeName = reader->getNodeName();
/// @todo Make this loop nicer.
while(currentNodeName == nnVertex ||
currentNodeName == nnPosition ||
currentNodeName == nnNormal ||
currentNodeName == nnTangent ||
currentNodeName == nnBinormal ||
currentNodeName == nnTexCoord ||
currentNodeName == nnColorDiffuse ||
currentNodeName == nnColorSpecular)
{
if (currentNodeName == nnVertex)
{
NextNode(reader);
currentNodeName = reader->getNodeName();
}
/// @todo Implement nnBinormal, nnColorDiffuse and nnColorSpecular
if (submesh.HasPositions && currentNodeName == nnPosition)
{
aiVector3D NewPos;
NewPos.x = GetAttribute<float>(reader, "x");
NewPos.y = GetAttribute<float>(reader, "y");
NewPos.z = GetAttribute<float>(reader, "z");
submesh.Positions.push_back(NewPos);
}
else if (submesh.HasNormals && currentNodeName == nnNormal)
{
aiVector3D NewNormal;
NewNormal.x = GetAttribute<float>(reader, "x");
NewNormal.y = GetAttribute<float>(reader, "y");
NewNormal.z = GetAttribute<float>(reader, "z");
submesh.Normals.push_back(NewNormal);
}
else if (submesh.HasTangents && currentNodeName == nnTangent)
{
aiVector3D NewTangent;
NewTangent.x = GetAttribute<float>(reader, "x");
NewTangent.y = GetAttribute<float>(reader, "y");
NewTangent.z = GetAttribute<float>(reader, "z");
submesh.Tangents.push_back(NewTangent);
}
else if (submesh.Uvs.size() > 0 && currentNodeName == nnTexCoord)
{
for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
if (currentNodeName != nnTexCoord) {
throw DeadlyImportError("Vertex buffer declared more UVs than can be found in a vertex");
}
aiVector3D NewUv;
NewUv.x = GetAttribute<float>(reader, "u");
NewUv.y = GetAttribute<float>(reader, "v") * (-1)+1; //flip the uv vertikal, blender exports them so! (ahem... @todo ????)
submesh.Uvs[i].push_back(NewUv);
NextNode(reader);
currentNodeName = reader->getNodeName();
}
// Continue main loop as above already read next node
continue;
}
else
{
/// @todo Remove this stuff once implemented. We only want to log warnings once per element.
bool warn = true;
if (currentNodeName == nnBinormal)
{
if (warnBinormal)
{
warnBinormal = false;
}
else
{
warn = false;
}
}
else if (currentNodeName == nnColorDiffuse)
{
if (warnColorDiffuse)
{
warnColorDiffuse = false;
}
else
{
warn = false;
}
}
else if (currentNodeName == nnColorSpecular)
{
if (warnColorSpecular)
{
warnColorSpecular = false;
}
else
{
warn = false;
}
}
if (warn) {
DefaultLogger::get()->warn(string("Vertex buffer attribute read not implemented for element: ") + currentNodeName);
}
}
// Advance
NextNode(reader);
currentNodeName = reader->getNodeName();
}
DefaultLogger::get()->debug(Formatter::format() <<
" - Positions " << submesh.Positions.size() <<
" Normals " << submesh.Normals.size() <<
" TexCoords " << submesh.Uvs.size() <<
" Tangents " << submesh.Tangents.size());
// Sanity checks
if (submesh.HasNormals && submesh.Normals.size() != numVertices) {
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Normals.size() << " normals when should have read " << numVertices);
}
if (submesh.HasTangents && submesh.Tangents.size() != numVertices) {
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Tangents.size() << " tangents when should have read " << numVertices);
}
for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
{
if (submesh.Uvs[i].size() != numVertices) {
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Uvs[i].size()
<< " uvs for uv index " << i << " when should have read " << numVertices);
}
}
}
void OgreImporter::ReadBoneWeights(SubMesh &submesh, XmlReader *reader)
{
submesh.Weights.resize(submesh.Positions.size());
unsigned int numRead = 0;
const string nnVertexBoneAssignment = "vertexboneassignment";
NextNode(reader);
while(CurrentNodeNameEquals(reader, nnVertexBoneAssignment))
{
numRead++;
BoneWeight weight;
weight.Id = GetAttribute<int>(reader, "boneindex");
weight.Value = GetAttribute<float>(reader, "weight");
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
/// @todo This can probably be refactored to something else.
submesh.BonesUsed = max(submesh.BonesUsed, weight.Id+1);
const unsigned int vertexId = GetAttribute<int>(reader, "vertexindex");
submesh.Weights[vertexId].push_back(weight);
NextNode(reader);
}
DefaultLogger::get()->debug(Formatter::format() << " - Bone weights " << numRead);
}
void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
{
// Make all vertexes unique. Required by Assimp.
vector<Face> uniqueFaceList(submesh.Faces.size());
unsigned int uniqueVertexCount = submesh.Faces.size() * 3;
vector<aiVector3D> uniquePositions(uniqueVertexCount);
vector<aiVector3D> uniqueNormals(uniqueVertexCount);
vector<aiVector3D> uniqueTangents(uniqueVertexCount);
vector<vector<BoneWeight> > uniqueWeights(uniqueVertexCount);
vector<vector<aiVector3D> > uniqueUvs(submesh.UseSharedGeometry ? sharedGeometry.Uvs.size() : submesh.Uvs.size());
for(size_t uvi=0; uvi<uniqueUvs.size(); ++uvi) {
uniqueUvs[uvi].resize(uniqueVertexCount);
}
/* Support for shared geometry.
We can use this loop to copy vertex informations from the shared data pool. In order to do so
we just use a reference to a submodel instead of our submodel itself */
SubMesh &vertexSource = (submesh.UseSharedGeometry ? sharedGeometry : submesh);
if (submesh.UseSharedGeometry)
{
submesh.HasPositions = sharedGeometry.HasPositions;
submesh.HasNormals = sharedGeometry.HasNormals;
submesh.HasTangents = sharedGeometry.HasTangents;
submesh.BonesUsed = sharedGeometry.BonesUsed;
}
for (size_t i=0, flen=submesh.Faces.size(); i<flen; ++i)
{
const Face &face = submesh.Faces[i];
// We pre calculate the index values here,
// because we need them in all vertex attributes.
unsigned int v1 = face.VertexIndices[0];
unsigned int v2 = face.VertexIndices[1];
unsigned int v3 = face.VertexIndices[2];
size_t pos = i*3;
uniqueFaceList[i].VertexIndices[0] = pos;
uniqueFaceList[i].VertexIndices[1] = pos + 1;
uniqueFaceList[i].VertexIndices[2] = pos + 2;
uniquePositions[pos] = vertexSource.Positions[v1];
uniquePositions[pos+1] = vertexSource.Positions[v2];
uniquePositions[pos+2] = vertexSource.Positions[v3];
if (vertexSource.HasNormals)
{
uniqueNormals[pos ] = vertexSource.Normals[v1];
uniqueNormals[pos+1] = vertexSource.Normals[v2];
uniqueNormals[pos+2] = vertexSource.Normals[v3];
}
if (vertexSource.HasTangents)
{
uniqueTangents[pos] = vertexSource.Tangents[v1];
uniqueTangents[pos+1] = vertexSource.Tangents[v2];
uniqueTangents[pos+2] = vertexSource.Tangents[v3];
}
for(size_t uvi=0; uvi<uniqueUvs.size(); ++uvi)
{
const std::vector<aiVector3D> &uv = vertexSource.Uvs[uvi];
uniqueUvs[uvi][pos] = uv[v1];
uniqueUvs[uvi][pos+1] = uv[v2];
uniqueUvs[uvi][pos+2] = uv[v3];
}
if (!vertexSource.Weights.empty())
{
uniqueWeights[pos] = vertexSource.Weights[v1];
uniqueWeights[pos+1] = vertexSource.Weights[v2];
uniqueWeights[pos+2] = vertexSource.Weights[v3];
}
}
// Now we have the unique data, but want them in the SubMesh, so we swap all the containers.
// If we don't have one of them, we just swap empty containers, so everything is ok.
submesh.Faces.swap(uniqueFaceList);
submesh.Positions.swap(uniquePositions);
submesh.Normals.swap(uniqueNormals);
submesh.Tangents.swap(uniqueTangents);
submesh.Uvs.swap(uniqueUvs);
submesh.Weights.swap(uniqueWeights);
// Normalize bone weights
// For example the Blender exporter doesn't care about whether the sum of all bone
// weights for a single vertex equals 1 or not, so validate here.
for(size_t vertexId=0, wlen=submesh.Weights.size(); vertexId<wlen; ++vertexId)
{
std::vector<BoneWeight> &weights = submesh.Weights[vertexId];
float sum = 0.0f;
for(size_t boneId=0, blen=weights.size(); boneId<blen; ++boneId) {
sum += weights[boneId].Value;
}
//check if the sum is too far away from 1
if ((sum < (1.0f - 0.05f)) || (sum > (1.0f + 0.05f)))
{
for(size_t boneId=0, blen=weights.size(); boneId<blen; ++boneId) {
weights[boneId].Value /= sum;
}
}
}
}
aiMesh *OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
{
const size_t sizeVector3D = sizeof(aiVector3D);
aiMesh *dest = new aiMesh();
// Material
dest->mMaterialIndex = submesh.MaterialIndex;
// Positions
dest->mVertices = new aiVector3D[submesh.Positions.size()];
dest->mNumVertices = submesh.Positions.size();
memcpy(dest->mVertices, &submesh.Positions[0], submesh.Positions.size() * sizeVector3D);
// Normals
if (submesh.HasNormals)
{
dest->mNormals = new aiVector3D[submesh.Normals.size()];
memcpy(dest->mNormals, &submesh.Normals[0], submesh.Normals.size() * sizeVector3D);
}
// Tangents
// Until we have support for bitangents, no tangents will be written
/// @todo Investigate why the above?
if (submesh.HasTangents)
{
DefaultLogger::get()->warn("Tangents found from Ogre mesh but writing to Assimp mesh not yet supported!");
//dest->mTangents = new aiVector3D[submesh.Tangents.size()];
//memcpy(dest->mTangents, &submesh.Tangents[0], submesh.Tangents.size() * sizeVector3D);
}
// UVs
for (size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
dest->mNumUVComponents[i] = 2;
dest->mTextureCoords[i] = new aiVector3D[submesh.Uvs[i].size()];
memcpy(dest->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size() * sizeVector3D);
}
// Bone weights. Convert internal vertex-to-bone mapping to bone-to-vertex.
vector<vector<aiVertexWeight> > assimpWeights(submesh.BonesUsed);
for(size_t vertexId=0, len=submesh.Weights.size(); vertexId<len; ++vertexId)
{
const vector<BoneWeight> &vertexWeights = submesh.Weights[vertexId];
for (size_t boneId=0, len=vertexWeights.size(); boneId<len; ++boneId)
{
const BoneWeight &ogreWeight = vertexWeights[boneId];
assimpWeights[ogreWeight.Id].push_back(aiVertexWeight(vertexId, ogreWeight.Value));
}
}
// Bones.
vector<aiBone*> assimpBones;
assimpBones.reserve(submesh.BonesUsed);
for(size_t boneId=0, len=submesh.BonesUsed; boneId<len; ++boneId)
{
const vector<aiVertexWeight> &boneWeights = assimpWeights[boneId];
if (boneWeights.size() == 0) {
continue;
}
// @note The bones list is sorted by id's, this was done in LoadSkeleton.
aiBone *assimpBone = new aiBone();
assimpBone->mName = bones[boneId].Name;
assimpBone->mOffsetMatrix = bones[boneId].BoneToWorldSpace;
assimpBone->mNumWeights = boneWeights.size();
assimpBone->mWeights = new aiVertexWeight[boneWeights.size()];
memcpy(assimpBone->mWeights, &boneWeights[0], boneWeights.size() * sizeof(aiVertexWeight));
assimpBones.push_back(assimpBone);
}
if (!assimpBones.empty())
{
dest->mBones = new aiBone*[assimpBones.size()];
dest->mNumBones = assimpBones.size();
for(size_t i=0, len=assimpBones.size(); i<len; ++i) {
dest->mBones[i] = assimpBones[i];
}
}
// Faces
dest->mFaces = new aiFace[submesh.Faces.size()];
dest->mNumFaces = submesh.Faces.size();
for(size_t i=0, len=submesh.Faces.size(); i<len; ++i)
{
dest->mFaces[i].mNumIndices = 3;
dest->mFaces[i].mIndices = new unsigned int[3];
const Face &f = submesh.Faces[i];
dest->mFaces[i].mIndices[0] = f.VertexIndices[0];
dest->mFaces[i].mIndices[1] = f.VertexIndices[1];
dest->mFaces[i].mIndices[2] = f.VertexIndices[2];
}
return dest;
}
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER

View File

@ -1,3 +1,42 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_OGREPARSINGUTILS_H_INC
#define AI_OGREPARSINGUTILS_H_INC
@ -5,144 +44,13 @@
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "ParsingUtils.h"
#include "irrXMLWrapper.h"
#include "fast_atof.h"
#include <functional>
namespace Assimp
{
namespace Ogre
{
typedef irr::io::IrrXMLReader XmlReader;
static void ThrowAttibuteError(const XmlReader* reader, const std::string &name, const std::string &error = "")
{
if (!error.empty())
{
throw DeadlyImportError(error + " in node '" + std::string(reader->getNodeName()) + "' and attribute '" + name + "'");
}
else
{
throw DeadlyImportError("Attribute '" + name + "' does not exist in node '" + std::string(reader->getNodeName()) + "'");
}
}
template<typename T>
inline T GetAttribute(const XmlReader* reader, const std::string &name);
template<>
inline int GetAttribute<int>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return atoi(value);
}
else
{
ThrowAttibuteError(reader, name);
return 0;
}
}
template<>
inline unsigned int GetAttribute<unsigned int>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return static_cast<unsigned int>(atoi(value)); ///< @todo Find a better way...
}
else
{
ThrowAttibuteError(reader, name);
return 0;
}
}
template<>
inline float GetAttribute<float>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return fast_atof(value);
}
else
{
ThrowAttibuteError(reader, name);
return 0.f;
}
}
template<>
inline std::string GetAttribute<std::string>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return std::string(value);
}
else
{
ThrowAttibuteError(reader, name);
return "";
}
}
template<>
inline bool GetAttribute<bool>(const XmlReader* reader, const std::string &name)
{
std::string value = GetAttribute<std::string>(reader, name);
if (ASSIMP_stricmp(value, "true") == 0)
{
return true;
}
else if (ASSIMP_stricmp(value, "false") == 0)
{
return false;
}
else
{
ThrowAttibuteError(reader, name, "Boolean value is expected to be 'true' or 'false', encountered '" + value + "'");
return false;
}
}
inline bool NextNode(XmlReader* reader)
{
do
{
if (!reader->read()) {
return false;
}
}
while(reader->getNodeType() != irr::io::EXN_ELEMENT);
return true;
}
inline bool CurrentNodeNameEquals(const XmlReader* reader, const std::string &name)
{
return (ASSIMP_stricmp(std::string(reader->getNodeName()), name) == 0);
}
/// Skips a line from current @ss position until a newline. Returns the skipped part.
static inline std::string SkipLine(std::stringstream &ss)
{
std::string skipped;
getline(ss, skipped);
return skipped;
}
/// Skips a line and reads next element from @c ss to @c nextElement.
/** @return Skipped line content until newline. */
static inline std::string NextAfterNewLine(std::stringstream &ss, std::string &nextElement)
{
std::string skipped = SkipLine(ss);
ss >> nextElement;
return skipped;
}
/// Returns a lower cased copy of @s.
static inline std::string ToLower(std::string s)
{
@ -207,6 +115,23 @@ static inline std::string &Trim(std::string &s, bool newlines = true)
return TrimLeft(TrimRight(s, newlines), newlines);
}
/// Skips a line from current @ss position until a newline. Returns the skipped part.
static inline std::string SkipLine(std::stringstream &ss)
{
std::string skipped;
getline(ss, skipped);
return skipped;
}
/// Skips a line and reads next element from @c ss to @c nextElement.
/** @return Skipped line content until newline. */
static inline std::string NextAfterNewLine(std::stringstream &ss, std::string &nextElement)
{
std::string skipped = SkipLine(ss);
ss >> nextElement;
return skipped;
}
} // Ogre
} // Assimp

View File

@ -1,446 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in aSource and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of aSource code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreImporter.h"
#include "TinyFormatter.h"
using namespace std;
namespace Assimp
{
namespace Ogre
{
void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
const std::string &skeletonFile, vector<Bone> &Bones, vector<Animation> &Animations) const
{
string filename = skeletonFile;
if (EndsWith(filename, ".skeleton"))
{
DefaultLogger::get()->warn("Mesh is referencing a Ogre binary skeleton. Parsing binary Ogre assets is not supported at the moment. Trying to find .skeleton.xml file instead.");
filename += ".xml";
}
if (!pIOHandler->Exists(filename))
{
DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "', skeleton will be missing.");
return;
}
boost::scoped_ptr<IOStream> file(pIOHandler->Open(filename));
if (!file.get()) {
throw DeadlyImportError("Failed to open skeleton file " + filename);
}
boost::scoped_ptr<CIrrXML_IOStreamReader> stream(new CIrrXML_IOStreamReader(file.get()));
XmlReader* reader = irr::io::createIrrXMLReader(stream.get());
if (!reader) {
throw DeadlyImportError("Failed to create XML reader for skeleton file " + filename);
}
DefaultLogger::get()->debug("Reading skeleton '" + filename + "'");
// Root
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "skeleton")) {
throw DeadlyImportError("Root node is not <skeleton> but <" + string(reader->getNodeName()) + "> in " + filename);
}
// Bones
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "bones")) {
throw DeadlyImportError("No <bones> node in skeleton " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "bone"))
{
/** @todo Fix this mandatory ordering. Some exporters might just write rotation first etc.
There is no technical reason this has to be so strict. */
Bone bone;
bone.Id = GetAttribute<int>(reader, "id");
bone.Name = GetAttribute<string>(reader, "name");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "position")) {
throw DeadlyImportError("Position is not first node in Bone!");
}
bone.Position.x = GetAttribute<float>(reader, "x");
bone.Position.y = GetAttribute<float>(reader, "y");
bone.Position.z = GetAttribute<float>(reader, "z");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "rotation")) {
throw DeadlyImportError("Rotation is not the second node in Bone!");
}
bone.RotationAngle = GetAttribute<float>(reader, "angle");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "axis")) {
throw DeadlyImportError("No axis specified for bone rotation!");
}
bone.RotationAxis.x = GetAttribute<float>(reader, "x");
bone.RotationAxis.y = GetAttribute<float>(reader, "y");
bone.RotationAxis.z = GetAttribute<float>(reader, "z");
Bones.push_back(bone);
NextNode(reader);
}
// Order bones by Id
std::sort(Bones.begin(), Bones.end());
// Validate that bone indexes are not skipped.
/** @note Left this from original authors code, but not sure if this is strictly necessary
as per the Ogre skeleton spec. It might be more that other (later) code in this imported does not break. */
for (size_t i=0, len=Bones.size(); i<len; ++i)
{
if (static_cast<int>(Bones[i].Id) != static_cast<int>(i)) {
throw DeadlyImportError("Bone Ids are not in sequence in " + skeletonFile);
}
}
DefaultLogger::get()->debug(Formatter::format() << " - Bones " << Bones.size());
// Bone hierarchy
if (!CurrentNodeNameEquals(reader, "bonehierarchy")) {
throw DeadlyImportError("No <bonehierarchy> node found after <bones> in " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "boneparent"))
{
string childName = GetAttribute<string>(reader, "bone");
string parentName = GetAttribute<string>(reader, "parent");
vector<Bone>::iterator iterChild = find(Bones.begin(), Bones.end(), childName);
vector<Bone>::iterator iterParent = find(Bones.begin(), Bones.end(), parentName);
if (iterChild != Bones.end() && iterParent != Bones.end())
{
iterChild->ParentId = iterParent->Id;
iterParent->Children.push_back(iterChild->Id);
}
else
{
DefaultLogger::get()->warn("Failed to find bones for parenting: Child " + childName + " Parent " + parentName);
}
NextNode(reader);
}
// Calculate bone matrices for root bones. Recursively does their children.
BOOST_FOREACH(Bone &theBone, Bones)
{
if (!theBone.IsParented()) {
theBone.CalculateBoneToWorldSpaceMatrix(Bones);
}
}
aiVector3D zeroVec(0.f, 0.f, 0.f);
// Animations
if (CurrentNodeNameEquals(reader, "animations"))
{
DefaultLogger::get()->debug(" - Animations");
NextNode(reader);
while(CurrentNodeNameEquals(reader, "animation"))
{
Animation animation;
animation.Name = GetAttribute<string>(reader, "name");
animation.Length = GetAttribute<float>(reader, "length");
// Tracks
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "tracks")) {
throw DeadlyImportError("No <tracks> node found in animation '" + animation.Name + "' in " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "track"))
{
Track track;
track.BoneName = GetAttribute<string>(reader, "bone");
// Keyframes
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "keyframes")) {
throw DeadlyImportError("No <keyframes> node found in a track in animation '" + animation.Name + "' in " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "keyframe"))
{
KeyFrame keyFrame;
keyFrame.Time = GetAttribute<float>(reader, "time");
NextNode(reader);
while(CurrentNodeNameEquals(reader, "translate") || CurrentNodeNameEquals(reader, "rotate") || CurrentNodeNameEquals(reader, "scale"))
{
if (CurrentNodeNameEquals(reader, "translate"))
{
keyFrame.Position.x = GetAttribute<float>(reader, "x");
keyFrame.Position.y = GetAttribute<float>(reader, "y");
keyFrame.Position.z = GetAttribute<float>(reader, "z");
}
else if (CurrentNodeNameEquals(reader, "rotate"))
{
float angle = GetAttribute<float>(reader, "angle");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "axis")) {
throw DeadlyImportError("No axis for keyframe rotation in animation '" + animation.Name + "'");
}
aiVector3D axis;
axis.x = GetAttribute<float>(reader, "x");
axis.y = GetAttribute<float>(reader, "y");
axis.z = GetAttribute<float>(reader, "z");
if (axis.Equal(zeroVec))
{
axis.x = 1.0f;
if (angle != 0) {
DefaultLogger::get()->warn("Found invalid a key frame with a zero rotation axis in animation '" + animation.Name + "'");
}
}
keyFrame.Rotation = aiQuaternion(axis, angle);
}
else if (CurrentNodeNameEquals(reader, "scale"))
{
keyFrame.Scaling.x = GetAttribute<float>(reader, "x");
keyFrame.Scaling.y = GetAttribute<float>(reader, "y");
keyFrame.Scaling.z = GetAttribute<float>(reader, "z");
}
NextNode(reader);
}
track.Keyframes.push_back(keyFrame);
}
animation.Tracks.push_back(track);
}
Animations.push_back(animation);
DefaultLogger::get()->debug(Formatter::format() << " " << animation.Name << " (" << animation.Length << " sec, " << animation.Tracks.size() << " tracks)");
}
}
}
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations)
{
if (bones.empty()) {
return;
}
if (!pScene->mRootNode) {
throw DeadlyImportError("Creating Assimp skeleton: No root node created!");
}
if (pScene->mRootNode->mNumChildren > 0) {
throw DeadlyImportError("Creating Assimp skeleton: Root node already has children!");
}
// Bones
vector<aiNode*> rootBones;
BOOST_FOREACH(const Bone &bone, bones)
{
if (!bone.IsParented()) {
rootBones.push_back(CreateNodeFromBone(bone.Id, bones, pScene->mRootNode));
}
}
if (!rootBones.empty())
{
pScene->mRootNode->mChildren = new aiNode*[rootBones.size()];
pScene->mRootNode->mNumChildren = rootBones.size();
for(size_t i=0, len=rootBones.size(); i<len; ++i) {
pScene->mRootNode->mChildren[i] = rootBones[i];
}
}
// TODO: Auf nicht vorhandene Animationskeys achten!
// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
// Animations
if (!animations.empty())
{
pScene->mAnimations = new aiAnimation*[animations.size()];
pScene->mNumAnimations = animations.size();
for(size_t ai=0, alen=animations.size(); ai<alen; ++ai)
{
const Animation &aSource = animations[ai];
aiAnimation *animation = new aiAnimation();
animation->mName = aSource.Name;
animation->mDuration = aSource.Length;
animation->mTicksPerSecond = 1.0f;
// Tracks
animation->mChannels = new aiNodeAnim*[aSource.Tracks.size()];
animation->mNumChannels = aSource.Tracks.size();
for(size_t ti=0, tlen=aSource.Tracks.size(); ti<tlen; ++ti)
{
const Track &tSource = aSource.Tracks[ti];
aiNodeAnim *animationNode = new aiNodeAnim();
animationNode->mNodeName = tSource.BoneName;
// We need this, to access the bones default pose.
// Which we need to make keys absolute to the default bone pose.
vector<Bone>::const_iterator boneIter = find(bones.begin(), bones.end(), tSource.BoneName);
if (boneIter == bones.end())
{
for(size_t createdAnimationIndex=0; createdAnimationIndex<ai; createdAnimationIndex++) {
delete pScene->mAnimations[createdAnimationIndex];
}
delete [] pScene->mAnimations;
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
DefaultLogger::get()->error("Failed to find bone for name " + tSource.BoneName + " when creating animation " + aSource.Name +
". This is a serious error, animations wont be imported.");
return;
}
aiMatrix4x4 t0, t1;
aiMatrix4x4 defaultBonePose = aiMatrix4x4::Translation(boneIter->Position, t1) * aiMatrix4x4::Rotation(boneIter->RotationAngle, boneIter->RotationAxis, t0);
// Keyframes
unsigned int numKeyframes = tSource.Keyframes.size();
animationNode->mPositionKeys = new aiVectorKey[numKeyframes];
animationNode->mRotationKeys = new aiQuatKey[numKeyframes];
animationNode->mScalingKeys = new aiVectorKey[numKeyframes];
animationNode->mNumPositionKeys = numKeyframes;
animationNode->mNumRotationKeys = numKeyframes;
animationNode->mNumScalingKeys = numKeyframes;
//...and fill them
for(size_t kfi=0; kfi<numKeyframes; ++kfi)
{
const KeyFrame &kfSource = tSource.Keyframes[kfi];
// Create a matrix to transform a vector from the bones
// default pose to the bone bones in this animation key
aiMatrix4x4 t2, t3;
aiMatrix4x4 keyBonePose =
aiMatrix4x4::Translation(kfSource.Position, t3) *
aiMatrix4x4(kfSource.Rotation.GetMatrix()) *
aiMatrix4x4::Scaling(kfSource.Scaling, t2);
// Calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform = defaultBonePose * keyBonePose;
aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
CompleteTransform.Decompose(kfScale, kfRot, kfPos);
animationNode->mPositionKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mRotationKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mScalingKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mPositionKeys[kfi].mValue = kfPos;
animationNode->mRotationKeys[kfi].mValue = kfRot;
animationNode->mScalingKeys[kfi].mValue = kfScale;
}
animation->mChannels[ti] = animationNode;
}
pScene->mAnimations[ai] = animation;
}
}
}
aiNode* OgreImporter::CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode* parent)
{
aiMatrix4x4 t0,t1;
const Bone &source = bones[boneId];
aiNode* boneNode = new aiNode(source.Name);
boneNode->mParent = parent;
boneNode->mTransformation = aiMatrix4x4::Translation(source.Position, t0) * aiMatrix4x4::Rotation(source.RotationAngle, source.RotationAxis, t1);
if (!source.Children.empty())
{
boneNode->mChildren = new aiNode*[source.Children.size()];
boneNode->mNumChildren = source.Children.size();
for(size_t i=0, len=source.Children.size(); i<len; ++i) {
boneNode->mChildren[i] = CreateNodeFromBone(source.Children[i], bones, boneNode);
}
}
return boneNode;
}
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
{
aiMatrix4x4 t0, t1;
aiMatrix4x4 transform = aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1) * aiMatrix4x4::Translation(-Position, t0);
if (!IsParented())
{
BoneToWorldSpace = transform;
}
else
{
BoneToWorldSpace = transform * Bones[ParentId].BoneToWorldSpace;
}
// Recursively for all children now that the parent matrix has been calculated.
BOOST_FOREACH(int childId, Children)
{
Bones[childId].CalculateBoneToWorldSpaceMatrix(Bones);
}
}
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_OGRESTRUCTS_H_INC
#define AI_OGRESTRUCTS_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "AssimpPCH.h"
#include "MemoryIOWrapper.h"
/** @note Parts of this implementation, for example enums, deserialization constants and logic
has been copied directly with minor modifications from the MIT licensed Ogre3D code base.
See more from https://bitbucket.org/sinbad/ogre. */
namespace Assimp
{
namespace Ogre
{
// Forward decl
class Mesh;
class MeshXml;
class SubMesh;
class SubMeshXml;
class Skeleton;
#define OGRE_SAFE_DELETE(p) delete p; p=0;
// Typedefs
typedef Assimp::MemoryIOStream MemoryStream;
typedef boost::shared_ptr<MemoryStream> MemoryStreamPtr;
typedef std::map<uint16_t, MemoryStreamPtr> VertexBufferBindings;
// Ogre Vertex Element
class VertexElement
{
public:
/// Vertex element semantics, used to identify the meaning of vertex buffer contents
enum Semantic {
/// Position, 3 reals per vertex
VES_POSITION = 1,
/// Blending weights
VES_BLEND_WEIGHTS = 2,
/// Blending indices
VES_BLEND_INDICES = 3,
/// Normal, 3 reals per vertex
VES_NORMAL = 4,
/// Diffuse colours
VES_DIFFUSE = 5,
/// Specular colours
VES_SPECULAR = 6,
/// Texture coordinates
VES_TEXTURE_COORDINATES = 7,
/// Binormal (Y axis if normal is Z)
VES_BINORMAL = 8,
/// Tangent (X axis if normal is Z)
VES_TANGENT = 9,
/// The number of VertexElementSemantic elements (note - the first value VES_POSITION is 1)
VES_COUNT = 9
};
/// Vertex element type, used to identify the base types of the vertex contents
enum Type
{
VET_FLOAT1 = 0,
VET_FLOAT2 = 1,
VET_FLOAT3 = 2,
VET_FLOAT4 = 3,
/// alias to more specific colour type - use the current rendersystem's colour packing
VET_COLOUR = 4,
VET_SHORT1 = 5,
VET_SHORT2 = 6,
VET_SHORT3 = 7,
VET_SHORT4 = 8,
VET_UBYTE4 = 9,
/// D3D style compact colour
VET_COLOUR_ARGB = 10,
/// GL style compact colour
VET_COLOUR_ABGR = 11,
VET_DOUBLE1 = 12,
VET_DOUBLE2 = 13,
VET_DOUBLE3 = 14,
VET_DOUBLE4 = 15,
VET_USHORT1 = 16,
VET_USHORT2 = 17,
VET_USHORT3 = 18,
VET_USHORT4 = 19,
VET_INT1 = 20,
VET_INT2 = 21,
VET_INT3 = 22,
VET_INT4 = 23,
VET_UINT1 = 24,
VET_UINT2 = 25,
VET_UINT3 = 26,
VET_UINT4 = 27
};
VertexElement();
/// Size of the vertex element in bytes.
size_t Size() const;
/// Count of components in this element, eg. VET_FLOAT3 return 3.
size_t ComponentCount() const;
/// Type as string.
std::string TypeToString();
/// Semantic as string.
std::string SemanticToString();
static size_t TypeSize(Type type);
static size_t ComponentCount(Type type);
static std::string TypeToString(Type type);
static std::string SemanticToString(Semantic semantic);
uint16_t index;
uint16_t source;
uint16_t offset;
Type type;
Semantic semantic;
};
typedef std::vector<VertexElement> VertexElementList;
/// Ogre Vertex Bone Assignment
struct VertexBoneAssignment
{
uint32_t vertexIndex;
uint16_t boneIndex;
float weight;
};
typedef std::vector<VertexBoneAssignment> VertexBoneAssignmentList;
typedef std::map<uint32_t, VertexBoneAssignmentList > VertexBoneAssignmentsMap;
typedef std::map<uint16_t, std::vector<aiVertexWeight> > AssimpVertexBoneWeightList;
// Ogre Vertex Data interface, inherited by the binary and XML implementations.
class IVertexData
{
public:
IVertexData();
/// Returns if bone assignments are available.
bool HasBoneAssignments() const;
/// Add vertex mapping from old to new index.
void AddVertexMapping(uint32_t oldIndex, uint32_t newIndex);
/// Returns re-mapped bone assignments.
/** @note Uses mappings added via AddVertexMapping. */
AssimpVertexBoneWeightList AssimpBoneWeights(size_t vertices);
/// Returns a set of bone indexes that are referenced by bone assignments (weights).
std::set<uint16_t> ReferencedBonesByWeights() const;
/// Vertex count.
uint32_t count;
/// Bone assignments.
VertexBoneAssignmentList boneAssignments;
private:
void BoneAssignmentsForVertex(uint32_t currentIndex, uint32_t newIndex, VertexBoneAssignmentList &dest) const;
std::map<uint32_t, std::vector<uint32_t> > vertexIndexMapping;
VertexBoneAssignmentsMap boneAssignmentsMap;
};
// Ogre Vertex Data
class VertexData : public IVertexData
{
public:
VertexData();
~VertexData();
/// Releases all memory that this data structure owns.
void Reset();
/// Get vertex size for @c source.
uint32_t VertexSize(uint16_t source) const;
/// Get vertex buffer for @c source.
MemoryStream *VertexBuffer(uint16_t source);
/// Get vertex element for @c semantic for @c index.
VertexElement *GetVertexElement(VertexElement::Semantic semantic, uint16_t index = 0);
/// Vertex elements.
VertexElementList vertexElements;
/// Vertex buffers mapped to bind index.
VertexBufferBindings vertexBindings;
};
// Ogre Index Data
class IndexData
{
public:
IndexData();
~IndexData();
/// Releases all memory that this data structure owns.
void Reset();
/// Index size in bytes.
size_t IndexSize() const;
/// Face size in bytes.
size_t FaceSize() const;
/// Index count.
uint32_t count;
/// Face count.
uint32_t faceCount;
/// If has 32-bit indexes.
bool is32bit;
/// Index buffer.
MemoryStreamPtr buffer;
};
/// Ogre Pose
class Pose
{
public:
struct Vertex
{
uint32_t index;
aiVector3D offset;
aiVector3D normal;
};
typedef std::map<uint32_t, Vertex> PoseVertexMap;
Pose() : target(0), hasNormals(false) {}
/// Name.
std::string name;
/// Target.
uint16_t target;
/// Does vertices map have normals.
bool hasNormals;
/// Vertex offset and normals.
PoseVertexMap vertices;
};
typedef std::vector<Pose*> PoseList;
/// Ogre Pose Key Frame Ref
struct PoseRef
{
uint16_t index;
float influence;
};
typedef std::vector<PoseRef> PoseRefList;
/// Ogre Pose Key Frame
struct PoseKeyFrame
{
/// Time position in the animation.
float timePos;
PoseRefList references;
};
typedef std::vector<PoseKeyFrame> PoseKeyFrameList;
/// Ogre Morph Key Frame
struct MorphKeyFrame
{
/// Time position in the animation.
float timePos;
MemoryStreamPtr buffer;
};
typedef std::vector<MorphKeyFrame> MorphKeyFrameList;
/// Ogre animation key frame
struct TransformKeyFrame
{
TransformKeyFrame();
aiMatrix4x4 Transform();
float timePos;
aiQuaternion rotation;
aiVector3D position;
aiVector3D scale;
};
typedef std::vector<TransformKeyFrame> TransformKeyFrameList;
/// Ogre Animation Track
struct VertexAnimationTrack
{
enum Type
{
/// No animation
VAT_NONE = 0,
/// Morph animation is made up of many interpolated snapshot keyframes
VAT_MORPH = 1,
/// Pose animation is made up of a single delta pose keyframe
VAT_POSE = 2,
/// Keyframe that has its on pos, rot and scale for a time position
VAT_TRANSFORM = 3
};
VertexAnimationTrack();
/// Convert to Assimp node animation.
aiNodeAnim *ConvertToAssimpAnimationNode(Skeleton *skeleton);
// Animation type.
Type type;
/// Vertex data target.
/** 0 == shared geometry
>0 == submesh index + 1 */
uint16_t target;
/// Only valid for VAT_TRANSFORM.
std::string boneName;
/// Only one of these will contain key frames, depending on the type enum.
PoseKeyFrameList poseKeyFrames;
MorphKeyFrameList morphKeyFrames;
TransformKeyFrameList transformKeyFrames;
};
typedef std::vector<VertexAnimationTrack> VertexAnimationTrackList;
/// Ogre Animation
class Animation
{
public:
Animation(Skeleton *parent);
Animation(Mesh *parent);
/// Returns the associated vertex data for a track in this animation.
/** @note Only valid to call when parent Mesh is set. */
VertexData *AssociatedVertexData(VertexAnimationTrack *track) const;
/// Convert to Assimp animation.
aiAnimation *ConvertToAssimpAnimation();
/// Parent mesh.
/** @note Set only when animation is read from a mesh. */
Mesh *parentMesh;
/// Parent skeleton.
/** @note Set only when animation is read from a skeleton. */
Skeleton *parentSkeleton;
/// Animation name.
std::string name;
/// Base animation name.
std::string baseName;
/// Length in seconds.
float length;
/// Base animation key time.
float baseTime;
/// Animation tracks.
VertexAnimationTrackList tracks;
};
typedef std::vector<Animation*> AnimationList;
/// Ogre Bone
class Bone
{
public:
Bone();
/// Returns if this bone is parented.
bool IsParented() const;
/// Parent index as uint16_t. Internally int32_t as -1 means unparented.
uint16_t ParentId() const;
/// Add child bone.
void AddChild(Bone *bone);
/// Calculates the world matrix for bone and its children.
void CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton);
/// Convert to Assimp node (animation nodes).
aiNode *ConvertToAssimpNode(Skeleton *parent, aiNode *parentNode = 0);
/// Convert to Assimp bone (mesh bones).
aiBone *ConvertToAssimpBone(Skeleton *parent, const std::vector<aiVertexWeight> &boneWeights);
uint16_t id;
std::string name;
Bone *parent;
int32_t parentId;
std::vector<uint16_t> children;
aiVector3D position;
aiQuaternion rotation;
aiVector3D scale;
aiMatrix4x4 worldMatrix;
aiMatrix4x4 defaultPose;
};
typedef std::vector<Bone*> BoneList;
/// Ogre Skeleton
class Skeleton
{
public:
enum BlendMode
{
/// Animations are applied by calculating a weighted average of all animations
ANIMBLEND_AVERAGE = 0,
/// Animations are applied by calculating a weighted cumulative total
ANIMBLEND_CUMULATIVE = 1
};
Skeleton();
~Skeleton();
/// Releases all memory that this data structure owns.
void Reset();
/// Returns unparented root bones.
BoneList RootBones() const;
/// Returns number of unparented root bones.
size_t NumRootBones() const;
/// Get bone by name.
Bone *BoneByName(const std::string &name) const;
/// Get bone by id.
Bone *BoneById(uint16_t id) const;
BoneList bones;
AnimationList animations;
/// @todo Take blend mode into account, but where?
BlendMode blendMode;
};
/// Ogre Sub Mesh interface, inherited by the binary and XML implementations.
class ISubMesh
{
public:
/// @note Full list of Ogre types, not all of them are supported and exposed to Assimp.
enum OperationType
{
/// A list of points, 1 vertex per point
OT_POINT_LIST = 1,
/// A list of lines, 2 vertices per line
OT_LINE_LIST = 2,
/// A strip of connected lines, 1 vertex per line plus 1 start vertex
OT_LINE_STRIP = 3,
/// A list of triangles, 3 vertices per triangle
OT_TRIANGLE_LIST = 4,
/// A strip of triangles, 3 vertices for the first triangle, and 1 per triangle after that
OT_TRIANGLE_STRIP = 5,
/// A fan of triangles, 3 vertices for the first triangle, and 1 per triangle after that
OT_TRIANGLE_FAN = 6
};
ISubMesh();
/// SubMesh index.
unsigned int index;
/// SubMesh name.
std::string name;
/// Material used by this submesh.
std::string materialRef;
/// Texture alias information.
std::string textureAliasName;
std::string textureAliasRef;
/// Assimp scene material index used by this submesh.
/** -1 if no material or material could not be imported. */
int materialIndex;
/// If submesh uses shared geometry from parent mesh.
bool usesSharedVertexData;
/// Operation type.
OperationType operationType;
};
/// Ogre SubMesh
class SubMesh : public ISubMesh
{
public:
SubMesh();
~SubMesh();
/// Releases all memory that this data structure owns.
/** @note Vertex and index data contains shared ptrs
that are freed automatically. In practice the ref count
should be 0 after this reset. */
void Reset();
/// Covert to Assimp mesh.
aiMesh *ConvertToAssimpMesh(Mesh *parent);
/// Vertex data.
VertexData *vertexData;
/// Index data.
IndexData *indexData;
};
typedef std::vector<SubMesh*> SubMeshList;
/// Ogre Mesh
class Mesh
{
public:
Mesh();
~Mesh();
/// Releases all memory that this data structure owns.
void Reset();
/// Returns number of subMeshes.
size_t NumSubMeshes() const;
/// Returns submesh for @c index.
SubMesh *GetSubMesh(uint16_t index) const;
/// Convert mesh to Assimp scene.
void ConvertToAssimpScene(aiScene* dest);
/// Mesh has skeletal animations.
bool hasSkeletalAnimations;
/// Skeleton reference.
std::string skeletonRef;
/// Skeleton.
Skeleton *skeleton;
/// Vertex data
VertexData *sharedVertexData;
/// Sub meshes.
SubMeshList subMeshes;
/// Animations
AnimationList animations;
/// Poses
PoseList poses;
};
/// Ogre XML Vertex Data
class VertexDataXml : public IVertexData
{
public:
VertexDataXml();
bool HasPositions() const;
bool HasNormals() const;
bool HasTangents() const;
bool HasUvs() const;
size_t NumUvs() const;
std::vector<aiVector3D> positions;
std::vector<aiVector3D> normals;
std::vector<aiVector3D> tangents;
std::vector<std::vector<aiVector3D> > uvs;
};
/// Ogre XML Index Data
class IndexDataXml
{
public:
IndexDataXml() : faceCount(0) {}
/// Face count.
uint32_t faceCount;
std::vector<aiFace> faces;
};
/// Ogre XML SubMesh
class SubMeshXml : public ISubMesh
{
public:
SubMeshXml();
~SubMeshXml();
/// Releases all memory that this data structure owns.
void Reset();
aiMesh *ConvertToAssimpMesh(MeshXml *parent);
IndexDataXml *indexData;
VertexDataXml *vertexData;
};
typedef std::vector<SubMeshXml*> SubMeshXmlList;
/// Ogre XML Mesh
class MeshXml
{
public:
MeshXml();
~MeshXml();
/// Releases all memory that this data structure owns.
void Reset();
/// Returns number of subMeshes.
size_t NumSubMeshes() const;
/// Returns submesh for @c index.
SubMeshXml *GetSubMesh(uint16_t index) const;
/// Convert mesh to Assimp scene.
void ConvertToAssimpScene(aiScene* dest);
/// Skeleton reference.
std::string skeletonRef;
/// Skeleton.
Skeleton *skeleton;
/// Vertex data
VertexDataXml *sharedVertexData;
/// Sub meshes.
SubMeshXmlList subMeshes;
};
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGRESTRUCTS_H_INC

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@ -0,0 +1,116 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_OGREXMLSERIALIZER_H_INC
#define AI_OGREXMLSERIALIZER_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreStructs.h"
#include "irrXMLWrapper.h"
namespace Assimp
{
namespace Ogre
{
typedef irr::io::IrrXMLReader XmlReader;
typedef boost::shared_ptr<XmlReader> XmlReaderPtr;
class OgreXmlSerializer
{
public:
/// Imports mesh and returns the result.
/** @note Fatal unrecoverable errors will throw a DeadlyImportError. */
static MeshXml *ImportMesh(XmlReader *reader);
/// Imports skeleton to @c mesh.
/** If mesh does not have a skeleton reference or the skeleton file
cannot be found it is not a fatal DeadlyImportError.
@return If skeleton import was successful. */
static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh);
static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh);
private:
OgreXmlSerializer(XmlReader *reader) :
m_reader(reader)
{
}
static XmlReaderPtr OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename);
// Mesh
void ReadMesh(MeshXml *mesh);
void ReadSubMesh(MeshXml *mesh);
void ReadGeometry(VertexDataXml *dest);
void ReadGeometryVertexBuffer(VertexDataXml *dest);
void ReadBoneAssignments(VertexDataXml *dest);
// Skeleton
void ReadSkeleton(Skeleton *skeleton);
void ReadBones(Skeleton *skeleton);
void ReadBoneHierarchy(Skeleton *skeleton);
void ReadAnimations(Skeleton *skeleton);
void ReadAnimationTracks(Animation *dest);
void ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *dest);
template<typename T>
T ReadAttribute(const std::string &name) const;
bool HasAttribute(const std::string &name) const;
std::string &NextNode();
std::string &SkipCurrentNode();
bool CurrentNodeNameEquals(const std::string &name) const;
std::string CurrentNodeName(bool forceRead = false);
XmlReader *m_reader;
std::string m_currentNodeName;
};
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGREXMLSERIALIZER_H_INC

View File

@ -47,22 +47,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
using namespace Assimp;
#include "OptimizeMeshes.h"
#include "ProcessHelper.h"
#include "SceneCombiner.h"
static const unsigned int NotSet = 0xffffffff;
static const unsigned int DeadBeef = 0xdeadbeef;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OptimizeMeshesProcess::OptimizeMeshesProcess()
: pts (false)
, max_verts (0xffffffff)
, max_faces (0xffffffff)
{}
, max_verts( NotSet )
, max_faces( NotSet ) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OptimizeMeshesProcess::~OptimizeMeshesProcess()
{}
OptimizeMeshesProcess::~OptimizeMeshesProcess() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
@ -74,17 +80,17 @@ bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
// That's a serious design flaw, consider redesign.
if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
pts = (0 != (pFlags & aiProcess_SortByPType));
max_verts = (0 != (pFlags & aiProcess_SplitLargeMeshes)) ? 0xdeadbeef : max_verts;
max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the postprocessing step
// Setup properties for the post-processing step
void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
{
if (max_verts == 0xdeadbeef /* magic hack */) {
if( max_verts == DeadBeef /* magic hack */ ) {
max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
}
@ -104,35 +110,36 @@ void OptimizeMeshesProcess::Execute( aiScene* pScene)
mScene = pScene;
// need to clear persistent members from previous runs
merge_list.clear();
output.clear();
merge_list.resize( 0 );
output.resize( 0 );
// ensure we have the right sizes
merge_list.reserve(pScene->mNumMeshes);
output.reserve(pScene->mNumMeshes);
// Prepare lookup tables
meshes.resize(pScene->mNumMeshes);
FindInstancedMeshes(pScene->mRootNode);
if (max_verts == 0xdeadbeef) /* undo the magic hack */
max_verts = 0xffffffff;
if( max_verts == DeadBeef ) /* undo the magic hack */
max_verts = NotSet;
// ... instanced meshes are immediately processed and added to the output list
for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
if (meshes[i].instance_cnt > 1 && meshes[i].output_id == 0xffffffff) {
if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
meshes[i].output_id = n++;
output.push_back(mScene->mMeshes[i]);
}
}
// and process all nodes in the scenegraoh recursively
// and process all nodes in the scenegraph recursively
ProcessNode(pScene->mRootNode);
if (!output.size()) {
throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
}
meshes.clear();
meshes.resize( 0 );
ai_assert(output.size() <= num_old);
mScene->mNumMeshes = output.size();
@ -142,8 +149,9 @@ void OptimizeMeshesProcess::Execute( aiScene* pScene)
char tmp[512];
::sprintf(tmp,"OptimizeMeshesProcess finished. Input meshes: %i, Output meshes: %i",num_old,pScene->mNumMeshes);
DefaultLogger::get()->info(tmp);
} else {
DefaultLogger::get()->debug( "OptimizeMeshesProcess finished" );
}
else DefaultLogger::get()->debug("OptimizeMeshesProcess finished");
}
// ------------------------------------------------------------------------------------------------
@ -157,7 +165,7 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
im = meshes[im].output_id;
}
else {
merge_list.clear();
merge_list.resize( 0 );
unsigned int verts = 0, faces = 0;
// Find meshes to merge with us
@ -170,8 +178,9 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
faces += mScene->mMeshes[am]->mNumFaces;
--pNode->mNumMeshes;
for (unsigned int n = a; n < pNode->mNumMeshes; ++n)
pNode->mMeshes[n] = pNode->mMeshes[n+1];
for( unsigned int n = a; n < pNode->mNumMeshes; ++n ) {
pNode->mMeshes[ n ] = pNode->mMeshes[ n + 1 ];
}
--a;
}
@ -184,8 +193,7 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
aiMesh* out;
SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
output.push_back(out);
}
else {
} else {
output.push_back(mScene->mMeshes[im]);
}
im = output.size()-1;
@ -193,8 +201,9 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
}
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
ProcessNode(pNode->mChildren[i]);
for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
ProcessNode( pNode->mChildren[ i ] );
}
}
// ------------------------------------------------------------------------------------------------
@ -206,8 +215,8 @@ bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned i
aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
if ((0xffffffff != max_verts && verts+mb->mNumVertices > max_verts) ||
(0xffffffff != max_faces && faces+mb->mNumFaces > max_faces)) {
if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
(NotSet != max_faces && faces+mb->mNumFaces > max_faces)) {
return false;
}
@ -221,7 +230,7 @@ bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned i
return false;
// If both meshes are skinned, check whether we have many bones defined in both meshes.
// If yes, we can savely join them.
// If yes, we can join them.
if (ma->HasBones()) {
// TODO
return false;
@ -230,14 +239,18 @@ bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned i
}
// ------------------------------------------------------------------------------------------------
// Buidl a LUT of all instanced meshes
// Build a LUT of all instanced meshes
void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
{
for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
++meshes[pNode->mMeshes[i]].instance_cnt;
for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
}
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
FindInstancedMeshes(pNode->mChildren[i]);
for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
FindInstancedMeshes( pNode->mChildren[ i ] );
}
}
// ------------------------------------------------------------------------------------------------
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS

View File

@ -38,6 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
// TODO: refactor entire file to get rid of the "flat-copy" first approach
// to copying structures. This easily breaks in the most unintuitive way
// possible as new fields are added to assimp structures.
// ----------------------------------------------------------------------------
/** @file Implements Assimp::SceneCombiner. This is a smart utility
@ -1194,10 +1197,53 @@ void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
// get a flat copy
::memcpy(dest,src,sizeof(aiNode));
if (src->mMetaData) {
Copy(&dest->mMetaData, src->mMetaData);
}
// and reallocate all arrays
GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMetadata** _dest, const aiMetadata* src)
{
ai_assert(NULL != _dest && NULL != src);
aiMetadata* dest = *_dest = new aiMetadata();
dest->mNumProperties = src->mNumProperties;
dest->mKeys = new aiString[src->mNumProperties];
std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
dest->mValues = new aiMetadataEntry[src->mNumProperties];
for (unsigned int i = 0; i < src->mNumProperties; ++i) {
aiMetadataEntry& in = src->mValues[i];
aiMetadataEntry& out = dest->mValues[i];
out.mType = in.mType;
switch (dest->mValues[i].mType) {
case AI_BOOL:
out.mData = new bool(*static_cast<bool*>(in.mData));
break;
case AI_INT:
out.mData = new int(*static_cast<int*>(in.mData));
break;
case AI_UINT64:
out.mData = new uint64_t(*static_cast<uint64_t*>(in.mData));
break;
case AI_FLOAT:
out.mData = new float(*static_cast<float*>(in.mData));
break;
case AI_AISTRING:
out.mData = new aiString(*static_cast<aiString*>(in.mData));
break;
case AI_AIVECTOR3D:
out.mData = new aiVector3D(*static_cast<aiVector3D*>(in.mData));
break;
default:
ai_assert(false);
}
}
}
}

View File

@ -349,6 +349,7 @@ public:
static void Copy (aiBone** dest, const aiBone* src);
static void Copy (aiLight** dest, const aiLight* src);
static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
static void Copy (aiMetadata** dest, const aiMetadata* src);
// recursive, of course
static void Copy (aiNode** dest, const aiNode* src);

View File

@ -0,0 +1,517 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
@author: Richard Steffen, 2014
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_XFILE_EXPORTER
#include "XFileExporter.h"
#include "ConvertToLHProcess.h"
#include "Bitmap.h"
#include "fast_atof.h"
#include "SceneCombiner.h"
#include <ctime>
#include <set>
using namespace Assimp;
namespace Assimp
{
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
{
std::string path = "";
std::string file = pFile;
// We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
// Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
const char* end_path = std::max(strrchr(pFile, '\\'), strrchr(pFile, '/'));
if(end_path != NULL) {
path = std::string(pFile, end_path + 1 - pFile);
file = file.substr(end_path + 1 - pFile, file.npos);
std::size_t pos = file.find_last_of('.');
if(pos != file.npos) {
file = file.substr(0, pos);
}
}
// invoke the exporter
XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file);
// we're still here - export successfully completed. Write result to the given IOSYstem
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
}
// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
{
// make sure that all formatting happens using the standard, C locale and not the user's current locale
mOutput.imbue( std::locale("C") );
mScene = pScene;
mSceneOwned = false;
// set up strings
endstr = "\n";
// start writing
WriteFile();
}
// ------------------------------------------------------------------------------------------------
// Destructor
XFileExporter::~XFileExporter()
{
if(mSceneOwned) {
delete mScene;
}
}
// ------------------------------------------------------------------------------------------------
// Starts writing the contents
void XFileExporter::WriteFile()
{
// note, that all realnumber values must be comma separated in x files
mOutput.setf(std::ios::fixed);
mOutput.precision(6); // precission for float
// entry of writing the file
WriteHeader();
mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
PushTag();
aiMatrix4x4 I; // identity
WriteFrameTransform(I);
WriteNode(mScene->mRootNode);
PopTag();
mOutput << startstr << "}" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the asset header
void XFileExporter::WriteHeader()
{
mOutput << startstr << "xof 0303txt 0032" << endstr;
mOutput << endstr;
mOutput << startstr << "template Frame {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "[...]" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Matrix4x4 {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "array FLOAT matrix[16];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template FrameTransformMatrix {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Vector {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "FLOAT x;" << endstr;
mOutput << startstr << "FLOAT y;" << endstr;
mOutput << startstr << "FLOAT z;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshFace {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Mesh {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "DWORD nVertices;" << endstr;
mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
mOutput << startstr << "DWORD nFaces;" << endstr;
mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
mOutput << startstr << "[...]" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshNormals {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD nNormals;" << endstr;
mOutput << startstr << "array Vector normals[nNormals];" << endstr;
mOutput << startstr << "DWORD nFaceNormals;" << endstr;
mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Coords2d {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "FLOAT u;" << endstr;
mOutput << startstr << "FLOAT v;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshTextureCoords {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD nTextureCoords;" << endstr;
mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template ColorRGBA {" << endstr;
PushTag();
mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "FLOAT red;" << endstr;
mOutput << startstr << "FLOAT green;" << endstr;
mOutput << startstr << "FLOAT blue;" << endstr;
mOutput << startstr << "FLOAT alpha;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template IndexedColor {" << endstr;
PushTag();
mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD index;" << endstr;
mOutput << startstr << "ColorRGBA indexColor;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshVertexColors {" << endstr;
PushTag();
mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD nVertexColors;" << endstr;
mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template VertexElement {" << endstr;
PushTag();
mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr;
mOutput << startstr << "DWORD Type;" << endstr;
mOutput << startstr << "DWORD Method;" << endstr;
mOutput << startstr << "DWORD Usage;" << endstr;
mOutput << startstr << "DWORD UsageIndex;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template DeclData {" << endstr;
PushTag();
mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr;
mOutput << startstr << "DWORD nElements;" << endstr;
mOutput << startstr << "array VertexElement Elements[nElements];" << endstr;
mOutput << startstr << "DWORD nDWords;" << endstr;
mOutput << startstr << "array DWORD data[nDWords];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
}
// Writes the material setup
void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
{
mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
PushTag();
mOutput << startstr << m.a1 << ", " << m.b1 << ", " << m.c1 << ", " << m.d1 << "," << endstr;
mOutput << startstr << m.a2 << ", " << m.b2 << ", " << m.c2 << ", " << m.d2 << "," << endstr;
mOutput << startstr << m.a3 << ", " << m.b3 << ", " << m.c3 << ", " << m.d3 << "," << endstr;
mOutput << startstr << m.a4 << ", " << m.b4 << ", " << m.c4 << ", " << m.d4 << ";;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr << endstr;
}
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void XFileExporter::WriteNode( aiNode* pNode)
{
if (pNode->mName.length==0)
{
std::stringstream ss;
ss << "Node_" << pNode;
pNode->mName.Set(ss.str());
}
mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << endstr;
PushTag();
aiMatrix4x4 m = pNode->mTransformation;
WriteFrameTransform(m);
for (size_t i = 0; i < pNode->mNumMeshes; i++)
WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]);
// recursive call the Nodes
for (size_t a = 0; a < pNode->mNumChildren; a++)
WriteNode( mScene->mRootNode->mChildren[a]);
PopTag();
mOutput << startstr << "}" << endstr << endstr;
}
void XFileExporter::WriteMesh(const aiMesh* mesh)
{
mOutput << startstr << "Mesh " << mesh->mName.C_Str() << "_mShape" << " {" << endstr;
PushTag();
// write all the vertices
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiVector3D &v = mesh->mVertices[a];
mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
if (a < mesh->mNumVertices - 1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
// write all the faces
mOutput << startstr << mesh->mNumFaces << ";" << endstr;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
mOutput << startstr << face.mNumIndices << ";";
// must be counter clockwise triangle
//for(int b = face.mNumIndices - 1; b >= 0 ; --b)
for(size_t b = 0; b < face.mNumIndices ; ++b)
{
mOutput << face.mIndices[b];
//if (b > 0)
if (b<face.mNumIndices-1)
mOutput << ",";
else
mOutput << ";";
}
if (a < mesh->mNumFaces - 1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << endstr;
if (mesh->HasTextureCoords(0))
{
const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
aiString relpath;
mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
mOutput << startstr << "MeshMaterialList {" << endstr;
PushTag();
mOutput << startstr << "1;" << endstr; // number of materials
mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
mOutput << startstr;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
mOutput << "0"; // the material index
if (a < mesh->mNumFaces - 1)
mOutput << ", ";
else
mOutput << ";" << endstr;
}
mOutput << startstr << "Material {" << endstr;
PushTag();
mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
mOutput << startstr << "1.000000;" << endstr; // power
mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
mOutput << startstr << "TextureFilename { \"";
writePath(relpath);
mOutput << "\"; }" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
}
// write normals (every vertex has one)
if (mesh->HasNormals())
{
mOutput << endstr << startstr << "MeshNormals {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiVector3D &v = mesh->mNormals[a];
// because we have a LHS and also changed wth winding, we need to invert the normals again
mOutput << startstr << -v[0] << ";"<< -v[1] << ";" << -v[2] << ";";
if (a < mesh->mNumVertices - 1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << mesh->mNumFaces << ";" << endstr;
for (size_t a = 0; a < mesh->mNumFaces; a++)
{
const aiFace& face = mesh->mFaces[a];
mOutput << startstr << face.mNumIndices << ";";
//for(int b = face.mNumIndices-1; b >= 0 ; --b)
for(size_t b = 0; b < face.mNumIndices ; ++b)
{
mOutput << face.mIndices[b];
//if (b > 0)
if (b<face.mNumIndices-1)
mOutput << ",";
else
mOutput << ";";
}
if (a < mesh->mNumFaces-1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << "}" << endstr;
}
// write texture UVs if available
if (mesh->HasTextureCoords(0))
{
mOutput << endstr << startstr << "MeshTextureCoords {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
//for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
{
aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
mOutput << startstr << uv.x << ";" << uv.y;
if (a < mesh->mNumVertices-1)
//if (a >0 )
mOutput << ";," << endstr;
else
mOutput << ";;" << endstr;
}
mOutput << startstr << "}" << endstr;
}
// write color channel if available
if (mesh->HasVertexColors(0))
{
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiColor4D& mColors = mesh->mColors[0][a]; // color of first vertex color set for the vertex
mOutput << startstr << a << ";" << mColors.r << ";" << mColors.g << ";" << mColors.b << ";" << mColors.a << ";;";
if (a < mesh->mNumVertices-1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << "}" << endstr;
}
/*
else
{
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiColor4D* mColors = mesh->mColors[a];
mOutput << startstr << a << ";0.500000;0.000000;0.000000;0.500000;;";
if (a < mesh->mNumVertices-1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << "}" << endstr;
}
*/
PopTag();
mOutput << startstr << "}" << endstr << endstr;
}
void XFileExporter::writePath(aiString path)
{
std::string str = std::string(path.C_Str());
BaseImporter::ConvertUTF8toISO8859_1(str);
while( str.find( "\\\\") != std::string::npos)
str.replace( str.find( "\\\\"), 2, "\\");
while( str.find( "\\") != std::string::npos)
str.replace( str.find( "\\"), 1, "/");
mOutput << str;
}
#endif
#endif

View File

@ -0,0 +1,125 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
@author: Richard Steffen, 2014
----------------------------------------------------------------------
*/
/** @file XFileExporter.h
* Declares the exporter class to write a scene to a Collada file
*/
#ifndef AI_XFILEEXPORTER_H_INC
#define AI_XFILEEXPORTER_H_INC
#include "../include/assimp/ai_assert.h"
#include <sstream>
struct aiScene;
struct aiNode;
namespace Assimp
{
/// Helper class to export a given scene to a X-file.
/// Note: an xFile uses a left hand system. Assimp used a right hand system (OpenGL), therefore we have to transform everything
class XFileExporter
{
public:
/// Constructor for a specific scene to export
XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
/// Destructor
virtual ~XFileExporter();
protected:
/// Starts writing the contents
void WriteFile();
/// Writes the asset header
void WriteHeader();
/// write a frame transform
void WriteFrameTransform(aiMatrix4x4& m);
/// Recursively writes the given node
void WriteNode( aiNode* pNode );
/// write a mesh entry of the scene
void WriteMesh(const aiMesh* mesh);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append( " "); }
/// Leaves an element, decreasing the indentation
void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
public:
/// Stringstream to write all output into
std::stringstream mOutput;
protected:
/// write a path
void writePath(aiString path);
/// The IOSystem for output
IOSystem* mIOSystem;
/// Path of the directory where the scene will be exported
const std::string mPath;
/// Name of the file (without extension) where the scene will be exported
const std::string mFile;
/// The scene to be written
const aiScene* mScene;
bool mSceneOwned;
/// current line start string, contains the current indentation for simple stream insertion
std::string startstr;
/// current line end string for simple stream insertion
std::string endstr;
protected:
};
}
#endif // !! AI_XFILEEXPORTER_H_INC

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@ -1,445 +0,0 @@
body, table, div, p, dl {
font-family: Verdana, Geneva, Arial, sans-serif;
font-size: 12px;
}
/* @group Heading Levels */
h1 {
text-align: center;
font-size: 160%;
color: black;
}
h2 {
font-size: 140%;
font-weight: bold;
}
h3 {
font-size: 120%;
font-weight: bold;
}
/* @end */
caption {
font-weight: bold;
}
div.qindex, div.navtab{
background-color: #e8eef2;
border: 1px solid #84b0c7;
text-align: center;
margin: 2px;
padding: 2px;
}
div.qindex, div.navpath {
width: 100%;
line-height: 140%;
}
div.navtab {
margin-right: 15px;
}
/* @group Link Styling */
a {
color: #153788;
font-weight: normal;
text-decoration: none;
}
.contents a:visited {
color: #1b77c5;
}
a:hover {
text-decoration: underline;
}
a.qindex {
font-weight: bold;
}
a.qindexHL {
font-weight: bold;
background-color: #6666cc;
color: #ffffff;
border: 1px double #9295C2;
}
.contents a.qindexHL:visited {
color: #ffffff;
}
a.el {
font-weight: bold;
}
a.elRef {
}
a.code {
}
a.codeRef {
}
/* @end */
dl.el {
margin-left: -1cm;
}
.fragment {
font-family: monospace, fixed;
font-size: 105%;
}
pre.fragment {
border: 1px solid #CCCCCC;
background-color: #f5f5f5;
padding: 4px 6px;
margin: 4px 8px 4px 2px;
}
div.ah {
background-color: black;
font-weight: bold;
color: #ffffff;
margin-bottom: 3px;
margin-top: 3px
}
div.groupHeader {
margin-left: 16px;
margin-top: 12px;
margin-bottom: 6px;
font-weight: bold;
}
div.groupText {
margin-left: 16px;
font-style: italic;
}
body {
background: white;
color: #252525;
margin-right: 20px;
margin-left: 20px;
margin: 20px;
}
td.indexkey {
background-color: #e8eef2;
font-weight: bold;
border: 1px solid #CCCCCC;
margin: 2px 0px 2px 0;
padding: 2px 10px;
}
td.indexvalue {
background-color: #e8eef2;
border: 1px solid #CCCCCC;
padding: 2px 10px;
margin: 2px 0px;
}
tr.memlist {
background-color: #f0f0f0;
}
p.formulaDsp {
text-align: center;
}
img.formulaDsp {
}
img.formulaInl {
vertical-align: middle;
}
/* @group Code Colorization */
span.keyword {
color: #008000
}
span.keywordtype {
color: #604020
}
span.keywordflow {
color: #e08000
}
span.comment {
color: #800000
}
span.preprocessor {
color: #806020
}
span.stringliteral {
color: #002080
}
span.charliteral {
color: #008080
}
span.vhdldigit {
color: #ff00ff
}
span.vhdlchar {
color: #000000
}
span.vhdlkeyword {
color: #700070
}
span.vhdllogic {
color: #ff0000
}
/* @end */
.search {
color: #003399;
font-weight: bold;
}
form.search {
margin-bottom: 0px;
margin-top: 0px;
}
input.search {
font-size: 75%;
color: #000080;
font-weight: normal;
background-color: #e8eef2;
}
td.tiny {
font-size: 75%;
}
.dirtab {
padding: 4px;
border-collapse: collapse;
border: 1px solid #84b0c7;
}
th.dirtab {
background: #e8eef2;
font-weight: bold;
}
hr {
height: 0;
border: none;
border-top: 1px solid #666;
}
/* @group Member Descriptions */
.mdescLeft, .mdescRight,
.memItemLeft, .memItemRight,
.memTemplItemLeft, .memTemplItemRight, .memTemplParams {
background-color: #FAFAFA;
border: none;
margin: 4px;
padding: 1px 0 0 8px;
}
.mdescLeft, .mdescRight {
padding: 0px 8px 4px 8px;
color: #555;
}
.memItemLeft, .memItemRight, .memTemplParams {
border-top: 1px solid #ccc;
}
.memTemplParams {
color: #606060;
}
/* @end */
/* @group Member Details */
/* Styles for detailed member documentation */
.memtemplate {
font-size: 80%;
color: #606060;
font-weight: normal;
margin-left: 3px;
}
.memnav {
background-color: #e8eef2;
border: 1px solid #84b0c7;
text-align: center;
margin: 2px;
margin-right: 15px;
padding: 2px;
}
.memitem {
padding: 0;
}
.memname {
white-space: nowrap;
font-weight: bold;
}
.memproto, .memdoc {
border: 1px solid #84b0c7;
}
.memproto {
padding: 0;
background-color: #d5e1e8;
font-weight: bold;
-webkit-border-top-left-radius: 8px;
-webkit-border-top-right-radius: 8px;
-moz-border-radius-topleft: 8px;
-moz-border-radius-topright: 8px;
}
.memdoc {
padding: 2px 5px;
background-color: #eef3f5;
border-top-width: 0;
-webkit-border-bottom-left-radius: 8px;
-webkit-border-bottom-right-radius: 8px;
-moz-border-radius-bottomleft: 8px;
-moz-border-radius-bottomright: 8px;
}
.paramkey {
text-align: right;
}
.paramtype {
white-space: nowrap;
}
.paramname {
color: #602020;
white-space: nowrap;
}
.paramname em {
font-style: normal;
}
/* @end */
/* @group Directory (tree) */
/* for the tree view */
.ftvtree {
font-family: sans-serif;
margin: 0.5em;
}
/* these are for tree view when used as main index */
.directory {
font-size: 9pt;
font-weight: bold;
}
.directory h3 {
margin: 0px;
margin-top: 1em;
font-size: 11pt;
}
/*
The following two styles can be used to replace the root node title
with an image of your choice. Simply uncomment the next two styles,
specify the name of your image and be sure to set 'height' to the
proper pixel height of your image.
*/
/*
.directory h3.swap {
height: 61px;
background-repeat: no-repeat;
background-image: url("yourimage.gif");
}
.directory h3.swap span {
display: none;
}
*/
.directory > h3 {
margin-top: 0;
}
.directory p {
margin: 0px;
white-space: nowrap;
}
.directory div {
display: none;
margin: 0px;
}
.directory img {
vertical-align: -30%;
}
/* these are for tree view when not used as main index */
.directory-alt {
font-size: 100%;
font-weight: bold;
}
.directory-alt h3 {
margin: 0px;
margin-top: 1em;
font-size: 11pt;
}
.directory-alt > h3 {
margin-top: 0;
}
.directory-alt p {
margin: 0px;
white-space: nowrap;
}
.directory-alt div {
display: none;
margin: 0px;
}
.directory-alt img {
vertical-align: -30%;
}
/* @end */
address {
font-style: normal;
color: #333;
}

View File

@ -81,7 +81,7 @@ class ASSIMP_API Exporter
public:
/** Function pointer type of a Export worker function */
typedef void (*fpExportFunc)(const char*,IOSystem*,const aiScene*);
typedef void (*fpExportFunc)(const char*,IOSystem*, const aiScene*);
/** Internal description of an Assimp export format option */
struct ExportFormatEntry
@ -251,7 +251,11 @@ public:
// -------------------------------------------------------------------
/** Returns the number of export file formats available in the current
* Assimp build. Use #Exporter::GetExportFormatDescription to
* retrieve infos of a specific export format */
* retrieve infos of a specific export format.
*
* This includes built-in exporters as well as exporters registered
* using #RegisterExporter.
**/
size_t GetExportFormatCount() const;
@ -259,6 +263,12 @@ public:
/** Returns a description of the nth export file format. Use #
* #Exporter::GetExportFormatCount to learn how many export
* formats are supported.
*
* The returned pointer is of static storage duration iff the
* pIndex pertains to a built-in exporter (i.e. one not registered
* via #RegistrerExporter). It is restricted to the life-time of the
* #Exporter instance otherwise.
*
* @param pIndex Index of the export format to retrieve information
* for. Valid range is 0 to #Exporter::GetExportFormatCount
* @return A description of that specific export format.
@ -269,7 +279,9 @@ public:
// -------------------------------------------------------------------
/** Register a custom exporter. Custom export formats are limited to
* to the current #Exporter instance and do not affect the
* library globally.
* library globally. The indexes under which the format's
* export format description can be queried are assigned
* monotonously.
* @param desc Exporter description.
* @return aiReturn_SUCCESS if the export format was successfully
* registered. A common cause that would prevent an exporter

View File

@ -84,8 +84,8 @@ public:
* @param rotation The rotation as a hamilton quaternion
* @param position The position for the x,y,z axes
*/
aiMatrix4x4t(aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position);
aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
const aiVector3t<TReal>& position);
public:

View File

@ -109,7 +109,7 @@ inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation, aiVector3t<TReal>& position)
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
{
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m = rotation.GetMatrix();

View File

@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assert.h>
#if defined(_MSC_VER) && (_MSC_VER <= 1500)
#include "pstdint.h"
#include "Compiler/pstdint.h"
#else
#include <stdint.h>
#endif

View File

@ -55,7 +55,7 @@ template <typename TReal>
class aiQuaterniont
{
public:
aiQuaterniont() : w(), x(), y(), z() {}
aiQuaterniont() : w(1.0), x(), y(), z() {}
aiQuaterniont(TReal pw, TReal px, TReal py, TReal pz)
: w(pw), x(px), y(py), z(pz) {}

View File

@ -22,6 +22,7 @@ INCLUDE_DIRECTORIES(
LINK_DIRECTORIES(
${Assimp_BINARY_DIR}
${Assimp_BINARY_DIR}/lib/
${Assimp_SOURCE_DIR}/samples/DevIL/lib/
)
ADD_EXECUTABLE( assimp_simpletexturedogl WIN32

View File

@ -1,316 +0,0 @@
<skeleton>
<bones>
<bone id="1" name="Unten">
<position x="0.000000" y="0.000000" z="0.000000"/>
<rotation angle="0.000000">
<axis x="1.000000" y="0.000000" z="0.000000"/>
</rotation>
</bone>
<bone id="0" name="Oben">
<position x="0.000000" y="1.900000" z="0.000000"/>
<rotation angle="0.000000">
<axis x="1.000000" y="0.000000" z="0.000000"/>
</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="Oben" parent="Unten" />
</bonehierarchy>
<animations>
<animation name="Winken" length="1.600000">
<tracks>
<track bone="Oben">
<keyframes>
<keyframe time="0.000000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="0.000000">
<axis x="1.000000" y="0.000000" z="0.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.040000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="0.158026">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.080000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="0.349055">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.120000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="0.567840">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.160000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="0.800710">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.200000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="1.026944">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.240000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="1.225277">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.280000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="1.381198">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.320000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="1.489394">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.360000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="1.551204">
<axis x="0.000000" y="0.000000" z="1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
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View File

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View File

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View File

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OGRE (www.ogre3d.org) is made available under the MIT License.
Copyright (c) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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The assets found in this folder are copied from the Ogre3D SDK samples.
This asset set is used to test the full functionality of both binary and XML Assimp scene import of the Ogre mesh and skeleton file formats and in addition the text based material parser.
* Binary mesh and skeleton files have not been modified.
* XML mesh and skeleton files were produced from the binary versions with the `OgreXMLConverter` tool.
* Material file was created by copying the relevant material parts from the sample sources. See the file for further information.
* Some textures were converted from .png to .jpg to reduce the file size.
See the LICENSE file in this folder for further copyright information about these assets.

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// Materials copied from the Ogre3D SDK
// from location Samples/Media/materials/scripts
// fish.mesh
material Examples/Fish
{
technique
{
pass
{
texture_unit
{
texture fish.jpg
}
}
}
}
// ninja.mesh
material Examples/Ninja
{
technique
{
pass
{
texture_unit
{
texture ninja.jpg
}
}
}
}
// razor.mesh
material Material__25
{
technique
{
pass
{
texture_unit
{
texture razor.jpg
}
}
}
}

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<skeleton blendmode="average">
<bones>
<bone id="0" name="zzwxy">
<position x="0" y="0" z="0" />
<rotation angle="0">
<axis x="1" y="0" z="0" />
</rotation>
</bone>
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<rotation angle="1.5708">
<axis x="-1" y="-0" z="-0" />
</rotation>
</bone>
<bone id="2" name="Bone02">
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<rotation angle="0.340339">
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</bone>
<bone id="3" name="Bone03">
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<rotation angle="0.305433">
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</rotation>
</bone>
<bone id="4" name="Bone04">
<position x="1.3291" y="1.80418e-007" z="0" />
<rotation angle="0">
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</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="zzwxy" parent="Bone01" />
<boneparent bone="Bone02" parent="Bone01" />
<boneparent bone="Bone03" parent="Bone02" />
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</bonehierarchy>
<animations>
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</keyframes>
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<track bone="Bone01">
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<keyframe time="0">
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<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone="Bone02">
<keyframes>
<keyframe time="0">
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</rotate>
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<keyframe time="1">
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</track>
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</animation>
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</keyframe>
</keyframes>
</track>
</tracks>
</animation>
</animations>
</skeleton>

View File

@ -1,14 +0,0 @@
material Material
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.640000 0.640000 0.640000 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
}
}
}

Binary file not shown.

View File

@ -188,6 +188,7 @@ if __name__ == "__main__":
stdout=subprocess.PIPE).communicate()
ext_list = str(ext_list).lower().split(";")
# todo: Fix for multi dot extensions like .skeleton.xml
ext_list = list(filter(lambda f: not f in settings.exclude_extensions,
map(clean, ext_list)))

View File

@ -172,6 +172,12 @@ def process_dir(d, outfile_results, zipin, result):
#print("Didn't find "+fullpath+" (Hash is "+filehash+") in database")
continue
# Ignore extensions via settings.py configured list
# todo: Fix for multi dot extensions like .skeleton.xml
ext = os.path.splitext(fullpath)[1].lower()
if ext != "" and ext in settings.exclude_extensions:
continue
print("-"*60 + "\n " + os.path.realpath(fullpath) + " pp: " + pppreset)
outfile_actual = mkoutputdir_andgetpath(fullpath, filehash, "ACTUAL")

View File

@ -46,11 +46,16 @@ test scripts rely on this)
"""
import os
# -------------------------------------------------------------------------------
# List of file extensions to be excluded from the regression suite
# File extensions are case insensitive
# -------------------------------------------------------------------------------
exclude_extensions = [".lws",".assbin",".assxml",".txt",".jpeg",".jpg",".png",".gif",".tga",".bmp"]
exclude_extensions = [
".lws", ".assbin", ".assxml", ".txt", ".md",
".jpeg", ".jpg", ".png", ".gif", ".tga", ".bmp",
".skeleton", ".skeleton.xml"
]
# -------------------------------------------------------------------------------
# Post processing configurations to be included in the test. The
@ -93,8 +98,8 @@ database_name = "db"
# List of directories to be processed. Paths are processed recursively.
# -------------------------------------------------------------------------------
model_directories = [
os.path.join("..","models"),
os.path.join("..","models-nonbsd")
os.path.join("..","models"),
os.path.join("..","models-nonbsd")
]
# -------------------------------------------------------------------------------
@ -114,5 +119,8 @@ dump_header_skip = 500
# -------------------------------------------------------------------------------
results = os.path.join("..","results")
# Create results directory if it does not exist
if not os.path.exists(results):
os.makedirs(results)
# vim: ai ts=4 sts=4 et sw=4

View File

@ -87,20 +87,28 @@ def find_assimp_or_die():
global assimp_bin_path
if os.name == "nt":
search_x86 = [
os.path.join("..","..","bin","assimpcmd_release-dll_Win32","assimp.exe"),
os.path.join("..","..","bin","x86","assimp"),
os.path.join("..","..","bin","Release","assimp.exe")
]
if platform.machine() == "x86":
search = [os.path.join("..","..","bin","assimpcmd_release-dll_Win32","assimp.exe"),
os.path.join("..","..","bin","x86","assimp")]
search = search_x86
else: # amd64, hopefully
search = [os.path.join("..","..","bin","assimpcmd_release-dll_x64","assimp.exe"),
os.path.join("..","..","bin","x64","assimp")]
search = [
os.path.join("..","..","bin","assimpcmd_release-dll_x64","assimp.exe"),
os.path.join("..","..","bin","x64","assimp")
]
# x64 platform does not guarantee a x64 build. Also look for x86 as last paths.
search += search_x86
assimp_bin_path = locate_file(search)
if assimp_bin_path is None:
print("Can't locate assimp_cmd binary")
print("Looked in", search)
sys.exit(-5)
print("Located assimp/assimp_cmd binary at ",assimp_bin_path)
print("Located assimp/assimp_cmd binary from", assimp_bin_path)
elif os.name == "posix":
#search = [os.path.join("..","..","bin","gcc","assimp"),
# os.path.join("/usr","local","bin",'assimp')]
@ -110,8 +118,6 @@ def find_assimp_or_die():
print("Unsupported operating system")
sys.exit(-5)
if __name__ == '__main__':
find_assimp_or_die()

View File

@ -36,43 +36,6 @@ IDI_ASSIMP_VIEW ICON "../shared/assimp_tools_icon.ico
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1, 1, GitVersion, 0
PRODUCTVERSION 1, 1, GitVersion, 1
FILEFLAGSMASK 0x17L
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L
FILETYPE 0x0L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040704b0"
BEGIN
VALUE "CompanyName", "assimp team"
VALUE "FileDescription", "ASSIMP Command-line Tools"
VALUE "FileVersion", "1, 1, SVNRevision, 0"
VALUE "InternalName", "assimp_view"
VALUE "LegalCopyright", "Licensed under the LGPL"
VALUE "OriginalFilename", "assimp.exe"
VALUE "ProductName", "ASSIMP Command-line Tools"
VALUE "ProductVersion", "1, 1, SVNRevision, 0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x407, 1200
END
END

File diff suppressed because it is too large Load Diff

View File

@ -1,164 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "assimpview", "assimp_view.vcproj", "{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}"
ProjectSection(ProjectDependencies) = postProject
{5691E159-2D9B-407F-971F-EA5C592DC524} = {5691E159-2D9B-407F-971F-EA5C592DC524}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "assimp", "assimp.vcproj", "{5691E159-2D9B-407F-971F-EA5C592DC524}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "unit", "UnitTest.vcproj", "{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}"
ProjectSection(ProjectDependencies) = postProject
{5691E159-2D9B-407F-971F-EA5C592DC524} = {5691E159-2D9B-407F-971F-EA5C592DC524}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "assimpcmd", "assimp_cmd.vcproj", "{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}"
ProjectSection(ProjectDependencies) = postProject
{5691E159-2D9B-407F-971F-EA5C592DC524} = {5691E159-2D9B-407F-971F-EA5C592DC524}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
debug|Win32 = debug|Win32
debug|x64 = debug|x64
debug-dll|Win32 = debug-dll|Win32
debug-dll|x64 = debug-dll|x64
debug-noboost-st|Win32 = debug-noboost-st|Win32
debug-noboost-st|x64 = debug-noboost-st|x64
debug-st|Win32 = debug-st|Win32
debug-st|x64 = debug-st|x64
release|Win32 = release|Win32
release|x64 = release|x64
release-dll|Win32 = release-dll|Win32
release-dll|x64 = release-dll|x64
release-noboost-st|Win32 = release-noboost-st|Win32
release-noboost-st|x64 = release-noboost-st|x64
release-st|Win32 = release-st|Win32
release-st|x64 = release-st|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug|Win32.ActiveCfg = debug|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug|Win32.Build.0 = debug|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug|x64.ActiveCfg = debug|x64
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug|x64.Build.0 = debug|x64
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-dll|Win32.ActiveCfg = debug-dll|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-dll|Win32.Build.0 = debug-dll|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-dll|x64.ActiveCfg = debug-dll|x64
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-dll|x64.Build.0 = debug-dll|x64
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-noboost-st|Win32.ActiveCfg = debug-noboost-st|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-noboost-st|Win32.Build.0 = debug-noboost-st|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-noboost-st|x64.ActiveCfg = debug-noboost-st|x64
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{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.debug-st|Win32.Build.0 = debug-st|Win32
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{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.release-dll|Win32.Build.0 = release-dll|Win32
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{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.release-noboost-st|Win32.ActiveCfg = release-noboost-st|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.release-noboost-st|Win32.Build.0 = release-noboost-st|Win32
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{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.release-st|Win32.Build.0 = release-st|Win32
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.release-st|x64.ActiveCfg = release-st|x64
{B17B959B-BB8A-4596-AF0F-A8C8DBBC3C5E}.release-st|x64.Build.0 = release-st|x64
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug|Win32.ActiveCfg = debug|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug|Win32.Build.0 = debug|Win32
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{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-dll|Win32.ActiveCfg = debug-dll|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-dll|Win32.Build.0 = debug-dll|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-dll|x64.ActiveCfg = debug-dll|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-noboost-st|Win32.ActiveCfg = debug-noboost-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-noboost-st|Win32.Build.0 = debug-noboost-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-noboost-st|x64.ActiveCfg = debug-noboost-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-st|Win32.ActiveCfg = debug-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-st|Win32.Build.0 = debug-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.debug-st|x64.ActiveCfg = debug-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release|Win32.ActiveCfg = release|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release|Win32.Build.0 = release|Win32
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{5691E159-2D9B-407F-971F-EA5C592DC524}.release-dll|Win32.ActiveCfg = release-dll|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-dll|Win32.Build.0 = release-dll|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-dll|x64.ActiveCfg = release-dll|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-noboost-st|Win32.ActiveCfg = release-noboost-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-noboost-st|Win32.Build.0 = release-noboost-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-noboost-st|x64.ActiveCfg = release-noboost-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-st|Win32.ActiveCfg = release-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-st|Win32.Build.0 = release-st|Win32
{5691E159-2D9B-407F-971F-EA5C592DC524}.release-st|x64.ActiveCfg = release-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug|Win32.ActiveCfg = debug|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug|Win32.Build.0 = debug|Win32
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{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug|x64.Build.0 = debug|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-dll|Win32.ActiveCfg = debug-dll|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-dll|x64.ActiveCfg = debug-dll|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-dll|x64.Build.0 = debug-dll|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-noboost-st|Win32.ActiveCfg = debug-noboost-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-noboost-st|Win32.Build.0 = debug-noboost-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-noboost-st|x64.ActiveCfg = debug-noboost-st|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-noboost-st|x64.Build.0 = debug-noboost-st|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-st|Win32.ActiveCfg = debug-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-st|Win32.Build.0 = debug-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-st|x64.ActiveCfg = debug-st|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.debug-st|x64.Build.0 = debug-st|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release|Win32.ActiveCfg = release|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release|Win32.Build.0 = release|Win32
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{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-dll|Win32.Build.0 = release-dll|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-dll|x64.ActiveCfg = release-dll|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-dll|x64.Build.0 = release-dll|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-noboost-st|Win32.ActiveCfg = release-noboost-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-noboost-st|Win32.Build.0 = release-noboost-st|Win32
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{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-noboost-st|x64.Build.0 = release-noboost-st|x64
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-st|Win32.ActiveCfg = release-st|Win32
{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-st|Win32.Build.0 = release-st|Win32
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{9B9D1C90-8A03-409A-B547-AE7B48B90F1A}.release-st|x64.Build.0 = release-st|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug|Win32.ActiveCfg = Debug|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug|Win32.Build.0 = Debug|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug|x64.ActiveCfg = Debug|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug|x64.Build.0 = Debug|x64
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{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-dll|Win32.Build.0 = debug-dll|Win32
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{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-dll|x64.Build.0 = debug-dll|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-noboost-st|Win32.ActiveCfg = debug-noboost-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-noboost-st|Win32.Build.0 = debug-noboost-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-noboost-st|x64.ActiveCfg = debug-noboost-st|x64
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{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-st|Win32.ActiveCfg = debug-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.debug-st|Win32.Build.0 = debug-st|Win32
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{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release|Win32.ActiveCfg = Release|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release|Win32.Build.0 = Release|Win32
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{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release|x64.Build.0 = Release|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-dll|Win32.ActiveCfg = release-dll|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-dll|Win32.Build.0 = release-dll|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-dll|x64.ActiveCfg = release-dll|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-dll|x64.Build.0 = release-dll|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-noboost-st|Win32.ActiveCfg = release-noboost-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-noboost-st|Win32.Build.0 = release-noboost-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-noboost-st|x64.ActiveCfg = release-noboost-st|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-noboost-st|x64.Build.0 = release-noboost-st|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-st|Win32.ActiveCfg = release-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-st|Win32.Build.0 = release-st|Win32
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-st|x64.ActiveCfg = release-st|x64
{7C8F7B44-C990-4EA8-A2A5-9028472E0AD3}.release-st|x64.Build.0 = release-st|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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@ -1,17 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="DllShared"
OutputDirectory="./../../bin/$(ProjectName)_$(ConfigurationName)_$(PlatformName)"
IntermediateDirectory="./../../obj/$(ProjectName)_$(ConfigurationName)_$(PlatformName)"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions="ASSIMP_BUILD_DLL_EXPORT"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine=""
/>
</VisualStudioPropertySheet>

View File

@ -1,11 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="FastSTL"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions="_HAS_ITERATOR_DEBUGGING=0;_SECURE_SCL=0"
/>
</VisualStudioPropertySheet>

View File

@ -1,9 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="LibShared"
OutputDirectory="./../../lib/$(ProjectName)_$(ConfigurationName)_$(PlatformName)"
IntermediateDirectory="./../../obj/$(ProjectName)_$(ConfigurationName)_$(PlatformName)"
>
</VisualStudioPropertySheet>

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