Merge pull request #1 from assimp/master

Fast forward to upstream
pull/2303/head
RichardTea 2019-03-05 12:25:42 +00:00 committed by GitHub
commit 762c09988c
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595 changed files with 2135 additions and 6747 deletions

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@ -1,6 +1,6 @@
# Open Asset Import Library (assimp)
# ----------------------------------------------------------------------
# Copyright (c) 2006-2018, assimp team
# Copyright (c) 2006-2019, assimp team
# All rights reserved.
#
@ -198,7 +198,7 @@ CONFIGURE_FILE(
${CMAKE_CURRENT_BINARY_DIR}/include/assimp/config.h
)
INCLUDE_DIRECTORIES(
INCLUDE_DIRECTORIES( BEFORE
./
include
${CMAKE_CURRENT_BINARY_DIR}

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@ -1,7 +1,7 @@
Open Asset Import Library (assimp)
==================================
A library to import and export various 3d-model-formats including scene-post-processing to generate missing render data.
### Current build status ###
### Current project status ###
[![Linux Build Status](https://travis-ci.org/assimp/assimp.svg)](https://travis-ci.org/assimp/assimp)
[![Windows Build Status](https://ci.appveyor.com/api/projects/status/tmo433wax6u6cjp4?svg=true)](https://ci.appveyor.com/project/kimkulling/assimp)
<a href="https://scan.coverity.com/projects/5607">
@ -12,6 +12,7 @@ A library to import and export various 3d-model-formats including scene-post-pro
[![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
[![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Average time to resolve an issue")
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/5be56faac64f46fc941ac890fb4febef)](https://www.codacy.com/app/kimkulling/assimp?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=assimp/assimp&amp;utm_campaign=Badge_Grade)
[![Total alerts](https://img.shields.io/lgtm/alerts/g/assimp/assimp.svg?logo=lgtm&logoWidth=18)](https://lgtm.com/projects/g/assimp/assimp/alerts/)
<br>
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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@ -15,8 +15,8 @@ matrix:
image:
- Visual Studio 2013
- Visual Studio 2015
- Visual Studio 2017
# - Visual Studio 2015
# - Visual Studio 2017
platform:
- Win32

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
@ -249,13 +249,14 @@ void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
// Reads a new chunk from the file
void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
{
ai_assert(pcOut != NULL);
ai_assert(pcOut != nullptr);
pcOut->Flag = stream->GetI2();
pcOut->Size = stream->GetI4();
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) {
throw DeadlyImportError("Chunk is too large");
}
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) {
ASSIMP_LOG_ERROR("3DS: Chunk overflow");
@ -1343,15 +1344,16 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
// ------------------------------------------------------------------------------------------------
// Read a percentage chunk
ai_real Discreet3DSImporter::ParsePercentageChunk()
{
ai_real Discreet3DSImporter::ParsePercentageChunk() {
Discreet3DS::Chunk chunk;
ReadChunk(&chunk);
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
return stream->GetF4();
else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) {
return stream->GetF4() * ai_real(100) / ai_real(0xFFFF);
} else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) {
return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF;
}
return get_qnan();
}

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -760,7 +760,12 @@ public:
if (!out) return;
time_t tt = time(NULL);
#if _WIN32
tm* p = gmtime(&tt);
#else
struct tm now;
tm* p = gmtime_r(&tt, &now);
#endif
// header
char s[64];

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
@ -60,7 +60,6 @@ ASSIMP_API size_t aiGetExportFormatCount(void)
return Exporter().GetExportFormatCount();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t index)
{

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -184,8 +184,13 @@ static std::string encodeXML(const std::string& data) {
static
void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
time_t tt = ::time( NULL );
tm* p = ::gmtime( &tt );
ai_assert( nullptr != p );
#if _WIN32
tm* p = gmtime(&tt);
#else
struct tm now;
tm* p = gmtime_r(&tt, &now);
#endif
ai_assert(nullptr != p);
// write header
std::string header(

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -1,7 +1,7 @@
# Open Asset Import Library (assimp)
# ----------------------------------------------------------------------
#
# Copyright (c) 2006-2018, assimp team
# Copyright (c) 2006-2019, assimp team
# All rights reserved.
@ -47,6 +47,11 @@
cmake_minimum_required( VERSION 2.6 )
SET( HEADER_PATH ../include/assimp )
if(NOT ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
message(WARNING "Requesting Android JNI I/O-System in non-Android toolchain. Resetting ASSIMP_ANDROID_JNIIOSYSTEM to OFF.")
set(ASSIMP_ANDROID_JNIIOSYSTEM OFF)
endif(NOT ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
SET( COMPILER_HEADERS
${HEADER_PATH}/Compiler/pushpack1.h
${HEADER_PATH}/Compiler/poppack1.h
@ -890,7 +895,7 @@ SET( assimp_src
${PostProcessing_SRCS}
${MaterialSystem_SRCS}
${STEPParser_SRCS}
${Step_SRCS}
# ${Step_SRCS} check if we need a different approach
# Model Support
${ASSIMP_LOADER_SRCS}
@ -932,11 +937,11 @@ TARGET_INCLUDE_DIRECTORIES ( assimp PUBLIC
TARGET_LINK_LIBRARIES(assimp ${ZLIB_LIBRARIES} ${OPENDDL_PARSER_LIBRARIES} ${IRRXML_LIBRARY} )
if(ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
if(ASSIMP_ANDROID_JNIIOSYSTEM)
set(ASSIMP_ANDROID_JNIIOSYSTEM_PATH port/AndroidJNI)
add_subdirectory(../${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/ ../${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/)
target_link_libraries(assimp android_jniiosystem)
endif(ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
endif(ASSIMP_ANDROID_JNIIOSYSTEM)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
TARGET_LINK_LIBRARIES(assimp optimized ${C4D_RELEASE_LIBRARIES})

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
@ -109,13 +109,13 @@ ColladaLoader::~ColladaLoader() {
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
// check file extension
std::string extension = GetExtension(pFile);
if( extension == "dae")
if (extension == "dae") {
return true;
}
// XML - too generic, we need to open the file and search for typical keywords
if( extension == "xml" || !extension.length() || checkSig) {
@ -123,10 +123,13 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
* support a specific file extension in general pIOHandler
* might be NULL and it's our duty to return true here.
*/
if (!pIOHandler)return true;
if (!pIOHandler) {
return true;
}
const char* tokens[] = {"<collada"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
@ -147,8 +150,7 @@ const aiImporterDesc* ColladaLoader::GetInfo () const
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
mFileName = pFile;
// clean all member arrays - just for safety, it should work even if we did not
@ -184,7 +186,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
// ... then fill the materials with the now adjusted settings
FillMaterials(parser, pScene);
// Apply unitsize scale calculation
// Apply unit-size scale calculation
pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
0, parser.mUnitSize, 0, 0,
0, 0, parser.mUnitSize, 0,
@ -1924,21 +1926,28 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
{
// If explicitly requested, just use the collada name.
if (useColladaName) {
return pNode->mName;
}
// Now setup the name of the assimp node. The collada name might not be
// unique, so we use the collada ID.
if (!pNode->mID.empty())
return pNode->mID;
else if (!pNode->mSID.empty())
return pNode->mSID;
else
if (useColladaName)
{
// No need to worry. Unnamed nodes are no problem at all, except
// if cameras or lights need to be assigned to them.
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
if (!pNode->mName.empty()) {
return pNode->mName;
} else {
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
}
}
else
{
// Now setup the name of the assimp node. The collada name might not be
// unique, so we use the collada ID.
if (!pNode->mID.empty())
return pNode->mID;
else if (!pNode->mSID.empty())
return pNode->mSID;
else
{
// No need to worry. Unnamed nodes are no problem at all, except
// if cameras or lights need to be assigned to them.
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
}
}
}

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@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
@ -2362,7 +2362,7 @@ size_t ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pP
if( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets) {
if (pPrimType == Prim_Lines) {
// HACK: We just fix this number since SketchUp 15.3.331 writes the wrong 'count' for 'lines'
ReportWarning( "Expected different index count in <p> element, %d instead of %d.", indices.size(), expectedPointCount * numOffsets);
ReportWarning( "Expected different index count in <p> element, %zu instead of %zu.", indices.size(), expectedPointCount * numOffsets);
pNumPrimitives = (indices.size() / numOffsets) / 2;
} else
ThrowException( "Expected different index count in <p> element.");

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -83,7 +83,7 @@ namespace FBX {
// e_unknown_21 = 1 << 21,
// e_unknown_22 = 1 << 22,
// e_unknown_23 = 1 << 23,
// e_flag_field_size_64_bit = 1 << 24, // Not sure what is
// e_flag_field_size_64_bit = 1 << 24, // Not sure what is
// e_unknown_25 = 1 << 25,
// e_unknown_26 = 1 << 26,
// e_unknown_27 = 1 << 27,
@ -276,8 +276,8 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
case 'f':
case 'd':
case 'l':
case 'i': {
case 'i':
case 'c': {
const uint32_t length = ReadWord(input, cursor, end);
const uint32_t encoding = ReadWord(input, cursor, end);
@ -298,6 +298,10 @@ void ReadData(const char*& sbegin_out, const char*& send_out, const char* input,
stride = 8;
break;
case 'c':
stride = 1;
break;
default:
ai_assert(false);
};

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -390,9 +390,18 @@ namespace Assimp {
out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
//cameras are defined along positive x direction
out_camera->mPosition = cam.Position();
/*out_camera->mPosition = cam.Position();
out_camera->mLookAt = (cam.InterestPosition() - out_camera->mPosition).Normalize();
out_camera->mUp = cam.UpVector();
out_camera->mUp = cam.UpVector();*/
out_camera->mPosition = aiVector3D(0.0f);
out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
out_camera->mClipPlaneNear = cam.NearPlane();
out_camera->mClipPlaneFar = cam.FarPlane();
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
out_camera->mClipPlaneNear = cam.NearPlane();
@ -870,10 +879,15 @@ namespace Assimp {
for (const Geometry* geo : geos) {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
if (mesh) {
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else if (line) {
const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else {
FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
}
@ -922,7 +936,52 @@ namespace Assimp {
return temp;
}
aiMesh* FBXConverter::SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd)
std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
{
std::vector<unsigned int> temp;
const std::vector<aiVector3D>& vertices = line.GetVertices();
const std::vector<int>& indices = line.GetIndices();
if (vertices.empty() || indices.empty()) {
FBXImporter::LogWarn("ignoring empty line: " + line.Name());
return temp;
}
aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
// copy vertices
out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
//Number of line segments (faces) is "Number of Points - Number of Endpoints"
//N.B.: Endpoints in FbxLine are denoted by negative indices.
//If such an Index is encountered, add 1 and multiply by -1 to get the real index.
unsigned int epcount = 0;
for (unsigned i = 0; i < indices.size(); i++)
{
if (indices[i] < 0) epcount++;
}
unsigned int pcount = indices.size();
unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
for (unsigned int i = 0; i < pcount; ++i) {
if (indices[i] < 0) continue;
aiFace& f = *fac++;
f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
f.mIndices = new unsigned int[2];
f.mIndices[0] = indices[i];
int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
f.mIndices[1] = (segid < 0 ? (segid + 1)*-1 : segid); //Convert EndPoint Index to normal Index
}
temp.push_back(static_cast<unsigned int>(meshes.size() - 1));
return temp;
}
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
{
aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh);
@ -957,6 +1016,7 @@ namespace Assimp {
// copy vertices
out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
out_mesh->mVertices = new aiVector3D[vertices.size()];
std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
// generate dummy faces
@ -1100,7 +1160,7 @@ namespace Assimp {
}
}
}
size_t numAnimMeshes = animMeshes.size();
const size_t numAnimMeshes = animMeshes.size();
if (numAnimMeshes > 0) {
out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
out_mesh->mAnimMeshes = new aiAnimMesh*[numAnimMeshes];
@ -1240,8 +1300,7 @@ namespace Assimp {
unsigned int cursor = 0, in_cursor = 0;
itf = faces.begin();
for (MatIndexArray::const_iterator it = mindices.begin(),
end = mindices.end(); it != end; ++it, ++itf)
for (MatIndexArray::const_iterator it = mindices.begin(), end = mindices.end(); it != end; ++it, ++itf)
{
const unsigned int pcount = *itf;
if ((*it) != index) {
@ -1524,6 +1583,7 @@ namespace Assimp {
// shading stuff and colors
SetShadingPropertiesCommon(out_mat, props);
SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
// texture assignments
SetTextureProperties(out_mat, material.Textures(), mesh);
@ -2022,6 +2082,180 @@ namespace Assimp {
const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
if (ok) {
out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
}
}
void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh)
{
// Add all the unparsed properties with a "$raw." prefix
const std::string prefix = "$raw.";
for (const DirectPropertyMap::value_type& prop : props.GetUnparsedProperties()) {
std::string name = prefix + prop.first;
if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<aiColor3D>* interpreted = prop.second->As<TypedProperty<aiColor3D> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<aiColor4D>* interpreted = prop.second->As<TypedProperty<aiColor4D> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >())
{
out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >())
{
int value = interpreted->Value() ? 1 : 0;
out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
}
else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
{
const aiString value = aiString(interpreted->Value());
out_mat->AddProperty(&value, name.c_str(), 0, 0);
}
}
// Add the textures' properties
for (TextureMap::const_iterator it = textures.begin(); it != textures.end(); it++) {
std::string name = prefix + it->first;
const Texture* const tex = (*it).second;
if (tex != nullptr)
{
aiString path;
path.Set(tex->RelativeFilename());
const Video* media = tex->Media();
if (media != nullptr && media->ContentLength() > 0) {
unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media);
if (it != textures_converted.end()) {
index = (*it).second;
}
else {
index = ConvertVideo(*media);
textures_converted[media] = index;
}
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
path.data[0] = '*';
path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
}
out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
aiUVTransform uvTrafo;
// XXX handle all kinds of UV transformations
uvTrafo.mScaling = tex->UVScaling();
uvTrafo.mTranslation = tex->UVTranslation();
out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
int uvIndex = 0;
bool uvFound = false;
const std::string& uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
if (uvFound) {
// "default" is the name which usually appears in the FbxFileTexture template
if (uvSet != "default" && uvSet.length()) {
// this is a bit awkward - we need to find a mesh that uses this
// material and scan its UV channels for the given UV name because
// assimp references UV channels by index, not by name.
// XXX: the case that UV channels may appear in different orders
// in meshes is unhandled. A possible solution would be to sort
// the UV channels alphabetically, but this would have the side
// effect that the primary (first) UV channel would sometimes
// be moved, causing trouble when users read only the first
// UV channel and ignore UV channel assignments altogether.
std::vector<aiMaterial*>::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat);
const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), materialIt));
uvIndex = -1;
if (!mesh)
{
for (const MeshMap::value_type& v : meshes_converted) {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(v.first);
if (!mesh) {
continue;
}
const MatIndexArray& mats = mesh->GetMaterialIndices();
if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
continue;
}
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");
continue;
}
if (uvIndex == -1) {
uvIndex = index;
}
else {
FBXImporter::LogWarn("the UV channel named " + uvSet + " 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");
uvIndex = 0;
}
}
}
out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
}
}
}

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -174,14 +174,18 @@ private:
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
// ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd);
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
@ -264,6 +268,7 @@ private:
// ------------------------------------------------------------------------------------------------
void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
// get the number of fps for a FrameRate enumerated value
@ -424,6 +429,7 @@ private:
std::vector<aiLight*> lights;
std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures;
typedef std::map<const Material*, unsigned int> MaterialMap;
MaterialMap materials_converted;

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -69,8 +69,7 @@ LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc)
: doc(doc)
, element(element)
, id(id)
, flags()
{
, flags() {
// empty
}
@ -84,7 +83,7 @@ LazyObject::~LazyObject()
const Object* LazyObject::Get(bool dieOnError)
{
if(IsBeingConstructed() || FailedToConstruct()) {
return NULL;
return nullptr;
}
if (object.get()) {
@ -149,6 +148,9 @@ const Object* LazyObject::Get(bool dieOnError)
if (!strcmp(classtag.c_str(), "Shape")) {
object.reset(new ShapeGeometry(id, element, name, doc));
}
if (!strcmp(classtag.c_str(), "Line")) {
object.reset(new LineGeometry(id, element, name, doc));
}
}
else if (!strncmp(obtype,"NodeAttribute",length)) {
if (!strcmp(classtag.c_str(),"Camera")) {
@ -550,7 +552,7 @@ const std::vector<const AnimationStack*>& Document::AnimationStacks() const
LazyObject* Document::GetObject(uint64_t id) const
{
ObjectMap::const_iterator it = objects.find(id);
return it == objects.end() ? NULL : (*it).second;
return it == objects.end() ? nullptr : (*it).second;
}
#define MAX_CLASSNAMES 6
@ -607,7 +609,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
for (size_t i = 0; i < c; ++i) {
ai_assert(classnames[i]);
if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lengths[i] && !strncmp(classnames[i],obtype,lengths[i])) {
obtype = NULL;
obtype = nullptr;
break;
}
}

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -66,6 +66,7 @@ class PropertyTable;
class Document;
class Material;
class ShapeGeometry;
class LineGeometry;
class Geometry;
class Video;
@ -84,13 +85,11 @@ class Cluster;
/** Represents a delay-parsed FBX objects. Many objects in the scene
* are not needed by assimp, so it makes no sense to parse them
* upfront. */
class LazyObject
{
class LazyObject {
public:
LazyObject(uint64_t id, const Element& element, const Document& doc);
~LazyObject();
public:
~LazyObject();
const Object* Get(bool dieOnError = false);
@ -135,11 +134,8 @@ private:
unsigned int flags;
};
/** Base class for in-memory (DOM) representations of FBX objects */
class Object
{
class Object {
public:
Object(uint64_t id, const Element& element, const std::string& name);
@ -163,14 +159,12 @@ protected:
const uint64_t id;
};
/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
* fixed members are added by deriving classes. */
class NodeAttribute : public Object
{
class NodeAttribute : public Object {
public:
NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~NodeAttribute();
const PropertyTable& Props() const {
@ -182,12 +176,11 @@ private:
std::shared_ptr<const PropertyTable> props;
};
/** DOM base class for FBX camera settings attached to a node */
class CameraSwitcher : public NodeAttribute
{
class CameraSwitcher : public NodeAttribute {
public:
CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~CameraSwitcher();
int CameraID() const {
@ -208,7 +201,6 @@ private:
std::string cameraIndexName;
};
#define fbx_stringize(a) #a
#define fbx_simple_property(name, type, default_value) \
@ -229,13 +221,12 @@ private:
/** DOM base class for FBX cameras attached to a node */
class Camera : public NodeAttribute
{
class Camera : public NodeAttribute {
public:
Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Camera();
public:
fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
fbx_simple_property(InterestPosition, aiVector3D, aiVector3D(0,0,0))
@ -255,33 +246,26 @@ public:
fbx_simple_property(FocalLength, float, 1.0f)
};
/** DOM base class for FBX null markers attached to a node */
class Null : public NodeAttribute
{
class Null : public NodeAttribute {
public:
Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Null();
};
/** DOM base class for FBX limb node markers attached to a node */
class LimbNode : public NodeAttribute
{
class LimbNode : public NodeAttribute {
public:
LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~LimbNode();
};
/** DOM base class for FBX lights attached to a node */
class Light : public NodeAttribute
{
class Light : public NodeAttribute {
public:
Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Light();
public:
enum Type
{
Type_Point,
@ -303,7 +287,6 @@ public:
Decay_MAX // end-of-enum sentinel
};
public:
fbx_simple_property(Color, aiVector3D, aiVector3D(1,1,1))
fbx_simple_enum_property(LightType, Type, 0)
fbx_simple_property(CastLightOnObject, bool, false)
@ -337,10 +320,8 @@ public:
fbx_simple_property(EnableBarnDoor, bool, true)
};
/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
class Model : public Object
{
class Model : public Object {
public:
enum RotOrder {
RotOrder_EulerXYZ = 0,
@ -355,7 +336,6 @@ public:
RotOrder_MAX // end-of-enum sentinel
};
enum TransformInheritance {
TransformInheritance_RrSs = 0,
TransformInheritance_RSrs,
@ -489,13 +469,12 @@ private:
};
/** DOM class for generic FBX textures */
class Texture : public Object
{
class Texture : public Object {
public:
Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Texture();
public:
const std::string& Type() const {
return type;
}
@ -550,17 +529,15 @@ private:
};
/** DOM class for layered FBX textures */
class LayeredTexture : public Object
{
class LayeredTexture : public Object {
public:
LayeredTexture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~LayeredTexture();
//Can only be called after construction of the layered texture object due to construction flag.
// Can only be called after construction of the layered texture object due to construction flag.
void fillTexture(const Document& doc);
enum BlendMode
{
enum BlendMode {
BlendMode_Translucent,
BlendMode_Additive,
BlendMode_Modulate,
@ -622,13 +599,12 @@ typedef std::fbx_unordered_map<std::string, const LayeredTexture*> LayeredTextur
/** DOM class for generic FBX videos */
class Video : public Object
{
class Video : public Object {
public:
Video(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Video();
public:
const std::string& Type() const {
return type;
}
@ -672,10 +648,10 @@ private:
};
/** DOM class for generic FBX materials */
class Material : public Object
{
class Material : public Object {
public:
Material(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Material();
const std::string& GetShadingModel() const {
@ -712,8 +688,7 @@ typedef std::vector<int64_t> KeyTimeList;
typedef std::vector<float> KeyValueList;
/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
class AnimationCurve : public Object
{
class AnimationCurve : public Object {
public:
AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationCurve();
@ -724,14 +699,12 @@ public:
return keys;
}
/** get list of keyframe values.
* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
const KeyValueList& GetValues() const {
return values;
}
const std::vector<float>& GetAttributes() const {
return attributes;
}
@ -750,10 +723,8 @@ private:
// property-name -> animation curve
typedef std::map<std::string, const AnimationCurve*> AnimationCurveMap;
/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
class AnimationCurveNode : public Object
{
class AnimationCurveNode : public Object {
public:
/* the optional white list specifies a list of property names for which the caller
wants animations for. If the curve node does not match one of these, std::range_error
@ -803,8 +774,7 @@ private:
typedef std::vector<const AnimationCurveNode*> AnimationCurveNodeList;
/** Represents a FBX animation layer (i.e. a list of node animations) */
class AnimationLayer : public Object
{
class AnimationLayer : public Object {
public:
AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationLayer();
@ -817,7 +787,7 @@ public:
/* the optional white list specifies a list of property names for which the caller
wants animations for. Curves not matching this list will not be added to the
animation layer. */
AnimationCurveNodeList Nodes(const char* const * target_prop_whitelist = NULL, size_t whitelist_size = 0) const;
AnimationCurveNodeList Nodes(const char* const * target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
private:
std::shared_ptr<const PropertyTable> props;
@ -827,8 +797,7 @@ private:
typedef std::vector<const AnimationLayer*> AnimationLayerList;
/** Represents a FBX animation stack (i.e. a list of animation layers) */
class AnimationStack : public Object
{
class AnimationStack : public Object {
public:
AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationStack();
@ -854,8 +823,7 @@ private:
/** DOM class for deformers */
class Deformer : public Object
{
class Deformer : public Object {
public:
Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Deformer();
@ -874,10 +842,10 @@ typedef std::vector<unsigned int> WeightIndexArray;
/** DOM class for BlendShapeChannel deformers */
class BlendShapeChannel : public Deformer
{
class BlendShapeChannel : public Deformer {
public:
BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~BlendShapeChannel();
float DeformPercent() const {
@ -891,6 +859,7 @@ public:
const std::vector<const ShapeGeometry*>& GetShapeGeometries() const {
return shapeGeometries;
}
private:
float percent;
WeightArray fullWeights;
@ -898,10 +867,10 @@ private:
};
/** DOM class for BlendShape deformers */
class BlendShape : public Deformer
{
class BlendShape : public Deformer {
public:
BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~BlendShape();
const std::vector<const BlendShapeChannel*>& BlendShapeChannels() const {
@ -912,11 +881,11 @@ private:
std::vector<const BlendShapeChannel*> blendShapeChannels;
};
/** DOM class for skin deformer clusters (aka subdeformers) */
class Cluster : public Deformer
{
/** DOM class for skin deformer clusters (aka sub-deformers) */
class Cluster : public Deformer {
public:
Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Cluster();
/** get the list of deformer weights associated with this cluster.
@ -957,10 +926,10 @@ private:
};
/** DOM class for skin deformers */
class Skin : public Deformer
{
class Skin : public Deformer {
public:
Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Skin();
float DeformAccuracy() const {
@ -977,10 +946,10 @@ private:
};
/** Represents a link between two FBX objects. */
class Connection
{
class Connection {
public:
Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop, const Document& doc);
~Connection();
// note: a connection ensures that the source and dest objects exist, but
@ -1005,7 +974,7 @@ public:
}
int CompareTo(const Connection* c) const {
ai_assert( NULL != c );
ai_assert( nullptr != c );
// note: can't subtract because this would overflow uint64_t
if(InsertionOrder() > c->InsertionOrder()) {
@ -1018,7 +987,7 @@ public:
}
bool Compare(const Connection* c) const {
ai_assert( NULL != c );
ai_assert( nullptr != c );
return InsertionOrder() < c->InsertionOrder();
}
@ -1046,6 +1015,7 @@ typedef std::multimap<uint64_t, const Connection*> ConnectionMap;
class FileGlobalSettings {
public:
FileGlobalSettings(const Document& doc, std::shared_ptr<const PropertyTable> props);
~FileGlobalSettings();
const PropertyTable& Props() const {
@ -1102,10 +1072,10 @@ private:
};
/** DOM root for a FBX file */
class Document
{
class Document {
public:
Document(const Parser& parser, const ImportSettings& settings);
~Document();
LazyObject* GetObject(uint64_t id) const;

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