Merge branch 'assimp:master' into master
commit
736bae96c2
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@ -15,10 +15,10 @@ Open Asset Import Library is a library to load various 3d file formats into a sh
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APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
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Additionally, assimp features various __mesh post-processing tools__: 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.
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### Latest Doc's ###
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### Documentation ###
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Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/).
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### Prebuild binaries ###
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### Pre-built binaries ###
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Please check our [Itchi Projectspace](https://kimkulling.itch.io/the-asset-importer-lib)
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If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
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@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// to be able to return valid cameras/lights even if no scenegraph is given.
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for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
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if (pcSOut->mCameras[n]->mName == pcOut->mName) {
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pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
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@ -365,7 +365,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
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// IMPLEMENTATION NOTE;
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// to be able to return valid cameras/lights even if no scenegraph is given.
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// get chunk type
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switch (chunk.Flag) {
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@ -904,7 +904,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector<aiMesh *> &avOutMes
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ASSIMP_LOG_WARN("Material index is out of range");
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}
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// If the material the mesh is assigned to is consisting of submeshes, split it
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// If the material the mesh is assigned to consists of submeshes, split it
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if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
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std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
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@ -297,7 +297,7 @@ void Structure ::Convert<Base>(
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const FileDatabase &db) const {
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// note: as per https://github.com/assimp/assimp/issues/128,
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// reading the Object linked list recursively is prone to stack overflow.
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// This structure converter is therefore an hand-written exception that
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// This structure converter is therefore a hand-written exception that
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// does it iteratively.
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const int initial_pos = db.reader->GetCurrentPos();
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@ -1867,7 +1867,7 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
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///@note This function won't work correctly if both PerIndex and PerVertex channels have same channels.
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///For example if TEXCOORD present in both <vertices> and <polylist> tags this function will create wrong uv coordinates.
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///It's not clear from COLLADA documentation is this allowed or not. For now only exporter fixed to avoid such behavior
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///It's not clear from COLLADA documentation whether this is allowed or not. For now only exporter fixed to avoid such behavior
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void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh,
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std::vector<InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices) {
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// calculate the base offset of the vertex whose attributes we ant to copy
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@ -1204,7 +1204,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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const auto &curNormals = shapeGeometry->GetNormals();
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const auto &curIndices = shapeGeometry->GetIndices();
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//losing channel name if using shapeGeometry->Name()
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// if blendShapeChannel Name is empty or don't have a ".", add geoMetryName;
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// if blendShapeChannel Name is empty or doesn't have a ".", add geoMetryName;
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auto aniName = FixAnimMeshName(blendShapeChannel->Name());
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auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
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if (aniName.empty()) {
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@ -84,7 +84,7 @@ Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const
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transform = ReadMatrix(Transform);
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transformLink = ReadMatrix(TransformLink);
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// it is actually possible that there be Deformer's with no weights
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// it is actually possible that there are Deformer's with no weights
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if (!!Indexes != !!Weights) {
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DOMError("either Indexes or Weights are missing from Cluster",&element);
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}
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@ -367,7 +367,9 @@ Video::Video(uint64_t id, const Element &element, const Document &doc, const std
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}
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Video::~Video() {
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delete[] content;
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if (contentLength > 0) {
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delete[] content;
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}
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}
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} //!FBX
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@ -467,9 +467,9 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
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std::vector<int> uvIndices;
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ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
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if (uvIndices.size() != vertex_count) {
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if (uvIndices.size() != mapping_offsets.size()) {
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FBXImporter::LogError("length of input data unexpected for ByVertice mapping: ",
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uvIndices.size(), ", expected ", vertex_count);
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uvIndices.size(), ", expected ", mapping_offsets.size());
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return;
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}
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@ -720,7 +720,7 @@ const vec4 defaultBaseColor = { 1, 1, 1, 1 };
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const vec3 defaultEmissiveFactor = { 0, 0, 0 };
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const vec4 defaultDiffuseFactor = { 1, 1, 1, 1 };
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const vec3 defaultSpecularFactor = { 1, 1, 1 };
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const vec3 defaultSpecularColorFactor = { 0, 0, 0 };
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const vec3 defaultSpecularColorFactor = { 1, 1, 1 };
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const vec3 defaultSheenFactor = { 0, 0, 0 };
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const vec3 defaultAttenuationColor = { 1, 1, 1 };
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@ -1392,7 +1392,7 @@ inline void PbrSpecularGlossiness::SetDefaults() {
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inline void MaterialSpecular::SetDefaults() {
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//KHR_materials_specular properties
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SetVector(specularColorFactor, defaultSpecularColorFactor);
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specularFactor = 0.f;
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specularFactor = 1.f;
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}
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inline void MaterialSheen::SetDefaults() {
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@ -1552,6 +1552,22 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
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}
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}
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}
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if(this->targetNames.empty())
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{
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Value *curExtras = FindObject(primitive, "extras");
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if (nullptr != curExtras) {
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if (Value *curTargetNames = FindArray(*curExtras, "targetNames")) {
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this->targetNames.resize(curTargetNames->Size());
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for (unsigned int j = 0; j < curTargetNames->Size(); ++j) {
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Value &targetNameValue = (*curTargetNames)[j];
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if (targetNameValue.IsString()) {
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this->targetNames[j] = targetNameValue.GetString();
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}
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}
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}
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}
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}
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}
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}
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@ -426,13 +426,14 @@ namespace glTF2 {
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if (specular.specularFactor != 0.0f) {
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WriteFloat(materialSpecular, specular.specularFactor, "specularFactor", w.mAl);
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WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl);
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}
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if (specular.specularColorFactor[0] != defaultSpecularColorFactor[0] && specular.specularColorFactor[1] != defaultSpecularColorFactor[1] && specular.specularColorFactor[2] != defaultSpecularColorFactor[2]) {
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WriteVec(materialSpecular, specular.specularColorFactor, "specularColorFactor", w.mAl);
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WriteTex(materialSpecular, specular.specularColorTexture, "specularColorTexture", w.mAl);
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}
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WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl);
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WriteTex(materialSpecular, specular.specularColorTexture, "specularColorTexture", w.mAl);
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if (!materialSpecular.ObjectEmpty()) {
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exts.AddMember("KHR_materials_specular", materialSpecular, w.mAl);
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}
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@ -730,8 +730,8 @@ bool glTF2Exporter::GetMatSpecular(const aiMaterial &mat, glTF2::MaterialSpecula
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} else if (colorFactorIsZero) {
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specular.specularColorFactor[0] = specular.specularColorFactor[1] = specular.specularColorFactor[2] = 1.0f;
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}
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GetMatTex(mat, specular.specularColorTexture, aiTextureType_SPECULAR);
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GetMatTex(mat, specular.specularTexture, aiTextureType_SPECULAR);
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GetMatTex(mat, specular.specularTexture, aiTextureType_SPECULAR, 0);
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GetMatTex(mat, specular.specularColorTexture, aiTextureType_SPECULAR, 1);
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return true;
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}
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@ -288,8 +288,8 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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if (std::memcmp(specular.specularColorFactor, defaultSpecularColorFactor, sizeof(glTFCommon::vec3)) != 0 || specular.specularFactor != 0.0f) {
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SetMaterialColorProperty(r, specular.specularColorFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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aimat->AddProperty(&specular.specularFactor, 1, AI_MATKEY_SPECULAR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularTexture, aimat, aiTextureType_SPECULAR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularColorTexture, aimat, aiTextureType_SPECULAR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularTexture, aimat, aiTextureType_SPECULAR, 0);
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SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularColorTexture, aimat, aiTextureType_SPECULAR, 1);
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}
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}
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// pbrSpecularGlossiness
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@ -291,7 +291,7 @@ int LoadAsset() {
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//-------------------------------------------------------------------------------
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// Delete the loaded asset
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// The function does nothing is no asset is loaded
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// The function does nothing if no asset is loaded
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//-------------------------------------------------------------------------------
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int DeleteAsset(void) {
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if (!g_pcAsset) {
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