Merge branch 'master' into fbx_tokenizer_fix

pull/3542/head
Kim Kulling 2020-12-25 21:44:26 +01:00 committed by GitHub
commit 77f9c2854a
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13 changed files with 399 additions and 299 deletions

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@ -34,6 +34,7 @@
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#---------------------------------------------------------------------- #----------------------------------------------------------------------
SET(CMAKE_POLICY_DEFAULT_CMP0012 NEW)
SET(CMAKE_POLICY_DEFAULT_CMP0074 NEW) SET(CMAKE_POLICY_DEFAULT_CMP0074 NEW)
SET(CMAKE_POLICY_DEFAULT_CMP0092 NEW) SET(CMAKE_POLICY_DEFAULT_CMP0092 NEW)

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@ -53,7 +53,7 @@ const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR); result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT); result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
return result; return result;
}; }
const MetaKeyPairVector &GetColladaAssimpMetaKeys() { const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys(); static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
@ -66,7 +66,7 @@ const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
ToCamelCase(val.first); ToCamelCase(val.first);
} }
return result; return result;
}; }
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() { const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase(); static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();

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@ -79,7 +79,7 @@ using namespace Util;
#define MAGIC_NODE_TAG "_$AssimpFbx$" #define MAGIC_NODE_TAG "_$AssimpFbx$"
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL #define CONVERT_FBX_TIME(time) (static_cast<double>(time) * 1000.0 / 46186158000LL)
FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) : FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
defaultMaterialIndex(), defaultMaterialIndex(),
@ -2560,7 +2560,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights; meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights]; meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights]; meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps; meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first);
for (unsigned int k = 0; k < numValuesAndWeights; k++) { for (unsigned int k = 0; k < numValuesAndWeights; k++) {
meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k); meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k); meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
@ -2578,8 +2578,8 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
return; return;
} }
double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time; double start_time_fps = has_local_startstop ? CONVERT_FBX_TIME(start_time) : min_time;
double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time; double stop_time_fps = has_local_startstop ? CONVERT_FBX_TIME(stop_time) : max_time;
// adjust relative timing for animation // adjust relative timing for animation
for (unsigned int c = 0; c < anim->mNumChannels; c++) { for (unsigned int c = 0; c < anim->mNumChannels; c++) {
@ -3099,7 +3099,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime); InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
} else { } else {
for (size_t i = 0; i < keyCount; ++i) { for (size_t i = 0; i < keyCount; ++i) {
outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps; outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
outTranslations[i].mValue = defTranslate; outTranslations[i].mValue = defTranslate;
} }
} }
@ -3108,7 +3108,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder); InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
} else { } else {
for (size_t i = 0; i < keyCount; ++i) { for (size_t i = 0; i < keyCount; ++i) {
outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps; outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
outRotations[i].mValue = defQuat; outRotations[i].mValue = defQuat;
} }
} }
@ -3117,7 +3117,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime); InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
} else { } else {
for (size_t i = 0; i < keyCount; ++i) { for (size_t i = 0; i < keyCount; ++i) {
outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps; outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
outScales[i].mValue = defScale; outScales[i].mValue = defScale;
} }
} }
@ -3306,7 +3306,7 @@ void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys,
} }
// magic value to convert fbx times to seconds // magic value to convert fbx times to seconds
valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps; valOut->mTime = CONVERT_FBX_TIME(time);
min_time = std::min(min_time, valOut->mTime); min_time = std::min(min_time, valOut->mTime);
max_time = std::max(max_time, valOut->mTime); max_time = std::max(max_time, valOut->mTime);

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@ -1258,9 +1258,6 @@ inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<B
inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler) inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
{ {
const unsigned int numKeyframes = nodeChannel->mNumPositionKeys; const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
if (numKeyframes == 0) {
return;
}
std::vector<float> times(numKeyframes); std::vector<float> times(numKeyframes);
std::vector<float> values(numKeyframes * 3); std::vector<float> values(numKeyframes * 3);
@ -1281,9 +1278,6 @@ inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buf
inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler) inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
{ {
const unsigned int numKeyframes = nodeChannel->mNumScalingKeys; const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
if (numKeyframes == 0) {
return;
}
std::vector<float> times(numKeyframes); std::vector<float> times(numKeyframes);
std::vector<float> values(numKeyframes * 3); std::vector<float> values(numKeyframes * 3);
@ -1304,9 +1298,6 @@ inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>&
inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler) inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
{ {
const unsigned int numKeyframes = nodeChannel->mNumRotationKeys; const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
if (numKeyframes == 0) {
return;
}
std::vector<float> times(numKeyframes); std::vector<float> times(numKeyframes);
std::vector<float> values(numKeyframes * 4); std::vector<float> values(numKeyframes * 4);
@ -1347,30 +1338,37 @@ void glTF2Exporter::ExportAnimations()
if (anim->mName.length > 0) { if (anim->mName.length > 0) {
nameAnim = anim->mName.C_Str(); nameAnim = anim->mName.C_Str();
} }
Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
// It appears that assimp stores this type of animation as multiple animations.
// where each aiNodeAnim in mChannels animates a specific node.
std::string name = nameAnim + "_" + to_string(channelIndex); std::string name = nameAnim + "_" + to_string(channelIndex);
name = mAsset->FindUniqueID(name, "animation"); name = mAsset->FindUniqueID(name, "animation");
Ref<Animation> animRef = mAsset->animations.Create(name);
Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
if (nodeChannel->mNumPositionKeys > 0)
{
Animation::Sampler translationSampler; Animation::Sampler translationSampler;
ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler); ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION); AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
}
if (nodeChannel->mNumRotationKeys > 0)
{
Animation::Sampler rotationSampler; Animation::Sampler rotationSampler;
ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler); ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION); AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
}
if (nodeChannel->mNumScalingKeys > 0)
{
Animation::Sampler scaleSampler; Animation::Sampler scaleSampler;
ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler); ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE); AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
} }
}
// Assimp documentation staes this is not used (not implemented) // Assimp documentation staes this is not used (not implemented)
// for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {

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@ -229,6 +229,7 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) { static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) {
aiMaterial *aimat = new aiMaterial(); aiMaterial *aimat = new aiMaterial();
try {
if (!mat.name.empty()) { if (!mat.name.empty()) {
aiString str(mat.name); aiString str(mat.name);
@ -282,6 +283,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
} }
return aimat; return aimat;
} catch (...) {
delete aimat;
throw;
}
} }
void glTF2Importer::ImportMaterials(glTF2::Asset &r) { void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
@ -291,6 +296,7 @@ void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
mScene->mNumMaterials = numImportedMaterials + 1; mScene->mNumMaterials = numImportedMaterials + 1;
mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
std::fill(mScene->mMaterials, mScene->mMaterials + mScene->mNumMaterials, nullptr);
mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial); mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
for (unsigned int i = 0; i < numImportedMaterials; ++i) { for (unsigned int i = 0; i < numImportedMaterials; ++i) {
@ -452,6 +458,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
if (targets.size() > 0) { if (targets.size() > 0) {
aim->mNumAnimMeshes = (unsigned int)targets.size(); aim->mNumAnimMeshes = (unsigned int)targets.size();
aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes]; aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes];
std::fill(aim->mAnimMeshes, aim->mAnimMeshes + aim->mNumAnimMeshes, nullptr);
for (size_t i = 0; i < targets.size(); i++) { for (size_t i = 0; i < targets.size(); i++) {
bool needPositions = targets[i].position.size() > 0; bool needPositions = targets[i].position.size() > 0;
bool needNormals = targets[i].normal.size() > 0; bool needNormals = targets[i].normal.size() > 0;
@ -510,7 +517,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
size_t count = prim.indices->count; size_t count = prim.indices->count;
Accessor::Indexer data = prim.indices->GetIndexer(); Accessor::Indexer data = prim.indices->GetIndexer();
ai_assert(data.IsValid()); if (!data.IsValid()) {
throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
}
switch (prim.mode) { switch (prim.mode) {
case PrimitiveMode_POINTS: { case PrimitiveMode_POINTS: {
@ -699,6 +708,7 @@ void glTF2Importer::ImportCameras(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras"); ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras");
mScene->mNumCameras = numCameras; mScene->mNumCameras = numCameras;
mScene->mCameras = new aiCamera *[numCameras]; mScene->mCameras = new aiCamera *[numCameras];
std::fill(mScene->mCameras, mScene->mCameras + numCameras, nullptr);
for (size_t i = 0; i < numCameras; ++i) { for (size_t i = 0; i < numCameras; ++i) {
Camera &cam = r.cameras[i]; Camera &cam = r.cameras[i];
@ -735,6 +745,7 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights"); ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights");
mScene->mNumLights = numLights; mScene->mNumLights = numLights;
mScene->mLights = new aiLight *[numLights]; mScene->mLights = new aiLight *[numLights];
std::fill(mScene->mLights, mScene->mLights + numLights, nullptr);
for (size_t i = 0; i < numLights; ++i) { for (size_t i = 0; i < numLights; ++i) {
Light &light = r.lights[i]; Light &light = r.lights[i];
@ -898,9 +909,11 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
aiNode *ainode = new aiNode(GetNodeName(node)); aiNode *ainode = new aiNode(GetNodeName(node));
try {
if (!node.children.empty()) { if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size()); ainode->mNumChildren = unsigned(node.children.size());
ainode->mChildren = new aiNode *[ainode->mNumChildren]; ainode->mChildren = new aiNode *[ainode->mNumChildren];
std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr);
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) { for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]); aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
@ -938,6 +951,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
mesh->mNumBones = static_cast<unsigned int>(numBones); mesh->mNumBones = static_cast<unsigned int>(numBones);
mesh->mBones = new aiBone *[mesh->mNumBones]; mesh->mBones = new aiBone *[mesh->mNumBones];
std::fill(mesh->mBones, mesh->mBones + mesh->mNumBones, nullptr);
// GLTF and Assimp choose to store bone weights differently. // GLTF and Assimp choose to store bone weights differently.
// GLTF has each vertex specify which bones influence the vertex. // GLTF has each vertex specify which bones influence the vertex.
@ -1021,6 +1035,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
} }
return ainode; return ainode;
} catch (...) {
delete ainode;
throw;
}
} }
void glTF2Importer::ImportNodes(glTF2::Asset &r) { void glTF2Importer::ImportNodes(glTF2::Asset &r) {
@ -1036,14 +1054,16 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
if (numRootNodes == 1) { // a single root node: use it if (numRootNodes == 1) { // a single root node: use it
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]); mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
} else if (numRootNodes > 1) { // more than one root node: create a fake root } else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode *root = new aiNode("ROOT"); aiNode *root = mScene->mRootNode = new aiNode("ROOT");
root->mChildren = new aiNode *[numRootNodes]; root->mChildren = new aiNode *[numRootNodes];
std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr);
for (unsigned int i = 0; i < numRootNodes; ++i) { for (unsigned int i = 0; i < numRootNodes; ++i) {
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]); aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
node->mParent = root; node->mParent = root;
root->mChildren[root->mNumChildren++] = node; root->mChildren[root->mNumChildren++] = node;
} }
mScene->mRootNode = root;
} else { } else {
mScene->mRootNode = new aiNode("ROOT"); mScene->mRootNode = new aiNode("ROOT");
} }
@ -1066,6 +1086,8 @@ struct AnimationSamplers {
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) { aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *anim = new aiNodeAnim(); aiNodeAnim *anim = new aiNodeAnim();
try {
anim->mNodeName = GetNodeName(node); anim->mNodeName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f; static const float kMillisecondsFromSeconds = 1000.f;
@ -1147,10 +1169,16 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
} }
return anim; return anim;
} catch (...) {
delete anim;
throw;
}
} }
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) { aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiMeshMorphAnim *anim = new aiMeshMorphAnim(); aiMeshMorphAnim *anim = new aiMeshMorphAnim();
try {
anim->mName = GetNodeName(node); anim->mName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f; static const float kMillisecondsFromSeconds = 1000.f;
@ -1186,13 +1214,17 @@ aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSampler
} }
return anim; return anim;
} catch (...) {
delete anim;
throw;
}
} }
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) { std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) {
std::unordered_map<unsigned int, AnimationSamplers> samplers; std::unordered_map<unsigned int, AnimationSamplers> samplers;
for (unsigned int c = 0; c < anim.channels.size(); ++c) { for (unsigned int c = 0; c < anim.channels.size(); ++c) {
Animation::Channel &channel = anim.channels[c]; Animation::Channel &channel = anim.channels[c];
if (channel.sampler >= static_cast<int>(anim.samplers.size())) { if (channel.sampler < 0 || channel.sampler >= static_cast<int>(anim.samplers.size())) {
continue; continue;
} }
@ -1224,10 +1256,13 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
} }
mScene->mAnimations = new aiAnimation *[numAnimations]; mScene->mAnimations = new aiAnimation *[numAnimations];
std::fill(mScene->mAnimations, mScene->mAnimations + numAnimations, nullptr);
for (unsigned int i = 0; i < numAnimations; ++i) { for (unsigned int i = 0; i < numAnimations; ++i) {
aiAnimation *ai_anim = mScene->mAnimations[i] = new aiAnimation();
Animation &anim = r.animations[i]; Animation &anim = r.animations[i];
aiAnimation *ai_anim = new aiAnimation();
ai_anim->mName = anim.name; ai_anim->mName = anim.name;
ai_anim->mDuration = 0; ai_anim->mDuration = 0;
ai_anim->mTicksPerSecond = 0; ai_anim->mTicksPerSecond = 0;
@ -1249,6 +1284,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
ai_anim->mNumChannels = numChannels; ai_anim->mNumChannels = numChannels;
if (ai_anim->mNumChannels > 0) { if (ai_anim->mNumChannels > 0) {
ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels]; ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels];
std::fill(ai_anim->mChannels, ai_anim->mChannels + ai_anim->mNumChannels, nullptr);
int j = 0; int j = 0;
for (auto &iter : samplers) { for (auto &iter : samplers) {
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
@ -1261,6 +1297,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
ai_anim->mNumMorphMeshChannels = numMorphMeshChannels; ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
if (ai_anim->mNumMorphMeshChannels > 0) { if (ai_anim->mNumMorphMeshChannels > 0) {
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels]; ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels];
std::fill(ai_anim->mMorphMeshChannels, ai_anim->mMorphMeshChannels + ai_anim->mNumMorphMeshChannels, nullptr);
int j = 0; int j = 0;
for (auto &iter : samplers) { for (auto &iter : samplers) {
if (nullptr != iter.second.weight) { if (nullptr != iter.second.weight) {
@ -1312,8 +1349,6 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
ai_anim->mDuration = maxDuration; ai_anim->mDuration = maxDuration;
ai_anim->mTicksPerSecond = 1000.0; ai_anim->mTicksPerSecond = 1000.0;
mScene->mAnimations[i] = ai_anim;
} }
} }
@ -1333,6 +1368,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures"); ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures");
mScene->mTextures = new aiTexture *[numEmbeddedTexs]; mScene->mTextures = new aiTexture *[numEmbeddedTexs];
std::fill(mScene->mTextures, mScene->mTextures + numEmbeddedTexs, nullptr);
// Add the embedded textures // Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) { for (size_t i = 0; i < r.images.Size(); ++i) {

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@ -1015,7 +1015,7 @@ ENDIF()
# RT-extensions is used in "contrib/Open3DGC/o3dgcTimer.h" for collecting statistics. Pointed file # RT-extensions is used in "contrib/Open3DGC/o3dgcTimer.h" for collecting statistics. Pointed file
# has implementation for different platforms: WIN32, __MACH__ and other ("else" block). # has implementation for different platforms: WIN32, __MACH__ and other ("else" block).
FIND_PACKAGE(RT QUIET) FIND_PACKAGE(RT QUIET)
IF (NOT ASSIMP_HUNTER_ENABLED AND (RT_FOUND OR MSVC)) IF (NOT ASSIMP_HUNTER_ENABLED AND (RT_FOUND OR WIN32))
SET( ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC 1 ) SET( ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC 1 )
ADD_DEFINITIONS( -DASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1 ) ADD_DEFINITIONS( -DASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1 )
ELSE () ELSE ()

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@ -183,9 +183,10 @@ void SceneCombiner::MergeScenes(aiScene **_dest, std::vector<aiScene *> &src, un
*_dest = src[0]; *_dest = src[0];
return; return;
} }
if (*_dest) if (*_dest) {
(*_dest)->~aiScene(); (*_dest)->~aiScene();
else new (*_dest) aiScene();
} else
*_dest = new aiScene(); *_dest = new aiScene();
// Create a dummy scene to serve as master for the others // Create a dummy scene to serve as master for the others

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@ -146,7 +146,7 @@ int IOSystem2Unzip::testerror(voidpf /*opaque*/, voidpf /*stream*/) {
zlib_filefunc_def IOSystem2Unzip::get(IOSystem *pIOHandler) { zlib_filefunc_def IOSystem2Unzip::get(IOSystem *pIOHandler) {
zlib_filefunc_def mapping; zlib_filefunc_def mapping;
#ifdef ASSIMP_USE_HUNTER #if defined (ASSIMP_USE_HUNTER) || defined (__MINGW32__) // GH#3144
mapping.zopen_file = (open_file_func)open; mapping.zopen_file = (open_file_func)open;
mapping.zread_file = (read_file_func)read; mapping.zread_file = (read_file_func)read;
mapping.zwrite_file = (write_file_func)write; mapping.zwrite_file = (write_file_func)write;

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@ -243,6 +243,45 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
} }
} }
if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
out->mNumAnimMeshes = mesh->mNumAnimMeshes;
out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
}
for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
outAnimMesh->mNumVertices = out->mNumVertices;
if (animMesh->mVertices)
outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mVertices = nullptr;
if (animMesh->mNormals)
outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mNormals = nullptr;
if (animMesh->mTangents)
outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mTangents = nullptr;
if (animMesh->mBitangents)
outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mBitangents = nullptr;
for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
if (animMesh->mColors[jj])
outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
else
outAnimMesh->mColors[jj] = nullptr;
}
for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
if (animMesh->mTextureCoords[jj])
outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mTextureCoords[jj] = nullptr;
}
}
typedef std::vector<aiVertexWeight> TempBoneInfo; typedef std::vector<aiVertexWeight> TempBoneInfo;
std::vector<TempBoneInfo> tempBones(mesh->mNumBones); std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
@ -252,6 +291,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
} }
unsigned int outIdx = 0; unsigned int outIdx = 0;
unsigned int amIdx = 0; // AnimMesh index
for (unsigned int m = 0; m < mesh->mNumFaces; ++m) { for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
aiFace &in = mesh->mFaces[m]; aiFace &in = mesh->mFaces[m];
if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) { if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
@ -293,6 +333,30 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
*cols[pp]++ = mesh->mColors[pp][idx]; *cols[pp]++ = mesh->mColors[pp][idx];
} }
unsigned int pp = 0;
for (; pp < mesh->mNumAnimMeshes; ++pp) {
aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
if (animMesh->mVertices)
outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
if (animMesh->mNormals)
outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
if (animMesh->mTangents)
outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
if (animMesh->mBitangents)
outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
if (animMesh->mColors[jj])
outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
}
for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
if (animMesh->mTextureCoords[jj])
outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
}
}
if (pp == mesh->mNumAnimMeshes)
amIdx++;
in.mIndices[q] = outIdx++; in.mIndices[q] = outIdx++;
} }

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@ -175,7 +175,7 @@ namespace o3dgc
m_data[2] = rhs.m_data[2]; m_data[2] = rhs.m_data[2];
} }
template <typename T> template <typename T>
inline Vec3<T>::~Vec3(void){}; inline Vec3<T>::~Vec3(void){}
template <typename T> template <typename T>
inline Vec3<T>::Vec3() {} inline Vec3<T>::Vec3() {}
@ -308,7 +308,7 @@ namespace o3dgc
m_data[1] = rhs.m_data[1]; m_data[1] = rhs.m_data[1];
} }
template <typename T> template <typename T>
inline Vec2<T>::~Vec2(void){}; inline Vec2<T>::~Vec2(void){}
template <typename T> template <typename T>
inline Vec2<T>::Vec2() {} inline Vec2<T>::Vec2() {}

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@ -763,7 +763,7 @@ void cleanup()
if (g_hWnd) if (g_hWnd)
KillGLWindow(); KillGLWindow();
}; }
LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window
UINT uMsg, // Message for this Window UINT uMsg, // Message for this Window

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@ -161,4 +161,4 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld) {
return 1; return 1;
} }
}; }

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@ -2143,7 +2143,7 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
} }
return FALSE; return FALSE;
} }
}; }
using namespace AssimpView; using namespace AssimpView;